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 ModelWither extends ModelBase
008    {
009        private ModelRenderer[] field_82905_a;
010        private ModelRenderer[] field_82904_b;
011    
012        public ModelWither()
013        {
014            this.textureWidth = 64;
015            this.textureHeight = 64;
016            this.field_82905_a = new ModelRenderer[3];
017            this.field_82905_a[0] = new ModelRenderer(this, 0, 16);
018            this.field_82905_a[0].addBox(-10.0F, 3.9F, -0.5F, 20, 3, 3);
019            this.field_82905_a[1] = (new ModelRenderer(this)).setTextureSize(this.textureWidth, this.textureHeight);
020            this.field_82905_a[1].setRotationPoint(-2.0F, 6.9F, -0.5F);
021            this.field_82905_a[1].setTextureOffset(0, 22).addBox(0.0F, 0.0F, 0.0F, 3, 10, 3);
022            this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 1.5F, 0.5F, 11, 2, 2);
023            this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 4.0F, 0.5F, 11, 2, 2);
024            this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 6.5F, 0.5F, 11, 2, 2);
025            this.field_82905_a[2] = new ModelRenderer(this, 12, 22);
026            this.field_82905_a[2].addBox(0.0F, 0.0F, 0.0F, 3, 6, 3);
027            this.field_82904_b = new ModelRenderer[3];
028            this.field_82904_b[0] = new ModelRenderer(this, 0, 0);
029            this.field_82904_b[0].addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8);
030            this.field_82904_b[1] = new ModelRenderer(this, 32, 0);
031            this.field_82904_b[1].addBox(-4.0F, -4.0F, -4.0F, 6, 6, 6);
032            this.field_82904_b[1].rotationPointX = -8.0F;
033            this.field_82904_b[1].rotationPointY = 4.0F;
034            this.field_82904_b[2] = new ModelRenderer(this, 32, 0);
035            this.field_82904_b[2].addBox(-4.0F, -4.0F, -4.0F, 6, 6, 6);
036            this.field_82904_b[2].rotationPointX = 10.0F;
037            this.field_82904_b[2].rotationPointY = 4.0F;
038        }
039    
040        public int func_82903_a()
041        {
042            return 32;
043        }
044    
045        /**
046         * Sets the models various rotation angles then renders the model.
047         */
048        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
049        {
050            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
051            ModelRenderer[] var8 = this.field_82904_b;
052            int var9 = var8.length;
053            int var10;
054            ModelRenderer var11;
055    
056            for (var10 = 0; var10 < var9; ++var10)
057            {
058                var11 = var8[var10];
059                var11.render(par7);
060            }
061    
062            var8 = this.field_82905_a;
063            var9 = var8.length;
064    
065            for (var10 = 0; var10 < var9; ++var10)
066            {
067                var11 = var8[var10];
068                var11.render(par7);
069            }
070        }
071    
072        /**
073         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
074         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
075         * "far" arms and legs can swing at most.
076         */
077        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
078        {
079            float var8 = MathHelper.cos(par3 * 0.1F);
080            this.field_82905_a[1].rotateAngleX = (0.065F + 0.05F * var8) * (float)Math.PI;
081            this.field_82905_a[2].setRotationPoint(-2.0F, 6.9F + MathHelper.cos(this.field_82905_a[1].rotateAngleX) * 10.0F, -0.5F + MathHelper.sin(this.field_82905_a[1].rotateAngleX) * 10.0F);
082            this.field_82905_a[2].rotateAngleX = (0.265F + 0.1F * var8) * (float)Math.PI;
083            this.field_82904_b[0].rotateAngleY = par4 / (180F / (float)Math.PI);
084            this.field_82904_b[0].rotateAngleX = par5 / (180F / (float)Math.PI);
085        }
086    
087        /**
088         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
089         * and third as in the setRotationAngles method.
090         */
091        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
092        {
093            EntityWither var5 = (EntityWither)par1EntityLiving;
094    
095            for (int var6 = 1; var6 < 3; ++var6)
096            {
097                this.field_82904_b[var6].rotateAngleY = (var5.func_82207_a(var6 - 1) - par1EntityLiving.renderYawOffset) / (180F / (float)Math.PI);
098                this.field_82904_b[var6].rotateAngleX = var5.func_82210_r(var6 - 1) / (180F / (float)Math.PI);
099            }
100        }
101    }