001 package net.minecraft.src; 002 003 import cpw.mods.fml.common.Side; 004 import cpw.mods.fml.common.asm.SideOnly; 005 006 @SideOnly(Side.CLIENT) 007 public class ModelIronGolem extends ModelBase 008 { 009 /** The head model for the iron golem. */ 010 public ModelRenderer ironGolemHead; 011 012 /** The body model for the iron golem. */ 013 public ModelRenderer ironGolemBody; 014 015 /** The right arm model for the iron golem. */ 016 public ModelRenderer ironGolemRightArm; 017 018 /** The left arm model for the iron golem. */ 019 public ModelRenderer ironGolemLeftArm; 020 021 /** The left leg model for the Iron Golem. */ 022 public ModelRenderer ironGolemLeftLeg; 023 024 /** The right leg model for the Iron Golem. */ 025 public ModelRenderer ironGolemRightLeg; 026 027 public ModelIronGolem() 028 { 029 this(0.0F); 030 } 031 032 public ModelIronGolem(float par1) 033 { 034 this(par1, -7.0F); 035 } 036 037 public ModelIronGolem(float par1, float par2) 038 { 039 short var3 = 128; 040 short var4 = 128; 041 this.ironGolemHead = (new ModelRenderer(this)).setTextureSize(var3, var4); 042 this.ironGolemHead.setRotationPoint(0.0F, 0.0F + par2, -2.0F); 043 this.ironGolemHead.setTextureOffset(0, 0).addBox(-4.0F, -12.0F, -5.5F, 8, 10, 8, par1); 044 this.ironGolemHead.setTextureOffset(24, 0).addBox(-1.0F, -5.0F, -7.5F, 2, 4, 2, par1); 045 this.ironGolemBody = (new ModelRenderer(this)).setTextureSize(var3, var4); 046 this.ironGolemBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F); 047 this.ironGolemBody.setTextureOffset(0, 40).addBox(-9.0F, -2.0F, -6.0F, 18, 12, 11, par1); 048 this.ironGolemBody.setTextureOffset(0, 70).addBox(-4.5F, 10.0F, -3.0F, 9, 5, 6, par1 + 0.5F); 049 this.ironGolemRightArm = (new ModelRenderer(this)).setTextureSize(var3, var4); 050 this.ironGolemRightArm.setRotationPoint(0.0F, -7.0F, 0.0F); 051 this.ironGolemRightArm.setTextureOffset(60, 21).addBox(-13.0F, -2.5F, -3.0F, 4, 30, 6, par1); 052 this.ironGolemLeftArm = (new ModelRenderer(this)).setTextureSize(var3, var4); 053 this.ironGolemLeftArm.setRotationPoint(0.0F, -7.0F, 0.0F); 054 this.ironGolemLeftArm.setTextureOffset(60, 58).addBox(9.0F, -2.5F, -3.0F, 4, 30, 6, par1); 055 this.ironGolemLeftLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4); 056 this.ironGolemLeftLeg.setRotationPoint(-4.0F, 18.0F + par2, 0.0F); 057 this.ironGolemLeftLeg.setTextureOffset(37, 0).addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, par1); 058 this.ironGolemRightLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4); 059 this.ironGolemRightLeg.mirror = true; 060 this.ironGolemRightLeg.setTextureOffset(60, 0).setRotationPoint(5.0F, 18.0F + par2, 0.0F); 061 this.ironGolemRightLeg.addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, par1); 062 } 063 064 /** 065 * Sets the models various rotation angles then renders the model. 066 */ 067 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 068 { 069 this.setRotationAngles(par2, par3, par4, par5, par6, par7); 070 this.ironGolemHead.render(par7); 071 this.ironGolemBody.render(par7); 072 this.ironGolemLeftLeg.render(par7); 073 this.ironGolemRightLeg.render(par7); 074 this.ironGolemRightArm.render(par7); 075 this.ironGolemLeftArm.render(par7); 076 } 077 078 /** 079 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 080 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 081 * "far" arms and legs can swing at most. 082 */ 083 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6) 084 { 085 this.ironGolemHead.rotateAngleY = par4 / (180F / (float)Math.PI); 086 this.ironGolemHead.rotateAngleX = par5 / (180F / (float)Math.PI); 087 this.ironGolemLeftLeg.rotateAngleX = -1.5F * this.func_78172_a(par1, 13.0F) * par2; 088 this.ironGolemRightLeg.rotateAngleX = 1.5F * this.func_78172_a(par1, 13.0F) * par2; 089 this.ironGolemLeftLeg.rotateAngleY = 0.0F; 090 this.ironGolemRightLeg.rotateAngleY = 0.0F; 091 } 092 093 /** 094 * Used for easily adding entity-dependent animations. The second and third float params here are the same second 095 * and third as in the setRotationAngles method. 096 */ 097 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4) 098 { 099 EntityIronGolem var5 = (EntityIronGolem)par1EntityLiving; 100 int var6 = var5.getAttackTimer(); 101 102 if (var6 > 0) 103 { 104 this.ironGolemRightArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)var6 - par4, 10.0F); 105 this.ironGolemLeftArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)var6 - par4, 10.0F); 106 } 107 else 108 { 109 int var7 = var5.getHoldRoseTick(); 110 111 if (var7 > 0) 112 { 113 this.ironGolemRightArm.rotateAngleX = -0.8F + 0.025F * this.func_78172_a((float)var7, 70.0F); 114 this.ironGolemLeftArm.rotateAngleX = 0.0F; 115 } 116 else 117 { 118 this.ironGolemRightArm.rotateAngleX = (-0.2F + 1.5F * this.func_78172_a(par2, 13.0F)) * par3; 119 this.ironGolemLeftArm.rotateAngleX = (-0.2F - 1.5F * this.func_78172_a(par2, 13.0F)) * par3; 120 } 121 } 122 } 123 124 private float func_78172_a(float par1, float par2) 125 { 126 return (Math.abs(par1 % par2 - par2 * 0.5F) - par2 * 0.25F) / (par2 * 0.25F); 127 } 128 }