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 ModelVillager extends ModelBase 008 { 009 /** The head box of the VillagerModel */ 010 public ModelRenderer villagerHead; 011 012 /** The body of the VillagerModel */ 013 public ModelRenderer villagerBody; 014 015 /** The arms of the VillagerModel */ 016 public ModelRenderer villagerArms; 017 018 /** The right leg of the VillagerModel */ 019 public ModelRenderer rightVillagerLeg; 020 021 /** The left leg of the VillagerModel */ 022 public ModelRenderer leftVillagerLeg; 023 024 public ModelVillager(float par1) 025 { 026 this(par1, 0.0F); 027 } 028 029 public ModelVillager(float par1, float par2) 030 { 031 byte var3 = 64; 032 byte var4 = 64; 033 this.villagerHead = (new ModelRenderer(this)).setTextureSize(var3, var4); 034 this.villagerHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F); 035 this.villagerHead.setTextureOffset(0, 0).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, par1); 036 this.villagerHead.setTextureOffset(24, 0).addBox(-1.0F, -3.0F, -6.0F, 2, 4, 2, par1); 037 this.villagerBody = (new ModelRenderer(this)).setTextureSize(var3, var4); 038 this.villagerBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F); 039 this.villagerBody.setTextureOffset(16, 20).addBox(-4.0F, 0.0F, -3.0F, 8, 12, 6, par1); 040 this.villagerBody.setTextureOffset(0, 38).addBox(-4.0F, 0.0F, -3.0F, 8, 18, 6, par1 + 0.5F); 041 this.villagerArms = (new ModelRenderer(this)).setTextureSize(var3, var4); 042 this.villagerArms.setRotationPoint(0.0F, 0.0F + par2 + 2.0F, 0.0F); 043 this.villagerArms.setTextureOffset(44, 22).addBox(-8.0F, -2.0F, -2.0F, 4, 8, 4, par1); 044 this.villagerArms.setTextureOffset(44, 22).addBox(4.0F, -2.0F, -2.0F, 4, 8, 4, par1); 045 this.villagerArms.setTextureOffset(40, 38).addBox(-4.0F, 2.0F, -2.0F, 8, 4, 4, par1); 046 this.rightVillagerLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4); 047 this.rightVillagerLeg.setRotationPoint(-2.0F, 12.0F + par2, 0.0F); 048 this.rightVillagerLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1); 049 this.leftVillagerLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4); 050 this.leftVillagerLeg.mirror = true; 051 this.leftVillagerLeg.setRotationPoint(2.0F, 12.0F + par2, 0.0F); 052 this.leftVillagerLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1); 053 } 054 055 /** 056 * Sets the models various rotation angles then renders the model. 057 */ 058 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 059 { 060 this.setRotationAngles(par2, par3, par4, par5, par6, par7); 061 this.villagerHead.render(par7); 062 this.villagerBody.render(par7); 063 this.rightVillagerLeg.render(par7); 064 this.leftVillagerLeg.render(par7); 065 this.villagerArms.render(par7); 066 } 067 068 /** 069 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 070 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 071 * "far" arms and legs can swing at most. 072 */ 073 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6) 074 { 075 this.villagerHead.rotateAngleY = par4 / (180F / (float)Math.PI); 076 this.villagerHead.rotateAngleX = par5 / (180F / (float)Math.PI); 077 this.villagerArms.rotationPointY = 3.0F; 078 this.villagerArms.rotationPointZ = -1.0F; 079 this.villagerArms.rotateAngleX = -0.75F; 080 this.rightVillagerLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2 * 0.5F; 081 this.leftVillagerLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2 * 0.5F; 082 this.rightVillagerLeg.rotateAngleY = 0.0F; 083 this.leftVillagerLeg.rotateAngleY = 0.0F; 084 } 085 }