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 ModelSkeletonHead extends ModelBase
008    {
009        public ModelRenderer skeletonHead;
010    
011        public ModelSkeletonHead()
012        {
013            this(0, 35, 64, 64);
014        }
015    
016        public ModelSkeletonHead(int par1, int par2, int par3, int par4)
017        {
018            this.textureWidth = par3;
019            this.textureHeight = par4;
020            this.skeletonHead = new ModelRenderer(this, par1, par2);
021            this.skeletonHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F);
022            this.skeletonHead.setRotationPoint(0.0F, 0.0F, 0.0F);
023        }
024    
025        /**
026         * Sets the models various rotation angles then renders the model.
027         */
028        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
029        {
030            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
031            this.skeletonHead.render(par7);
032        }
033    
034        /**
035         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
036         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
037         * "far" arms and legs can swing at most.
038         */
039        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
040        {
041            super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
042            this.skeletonHead.rotateAngleY = par4 / (180F / (float)Math.PI);
043            this.skeletonHead.rotateAngleX = par5 / (180F / (float)Math.PI);
044        }
045    }