package net.minecraft.client.model;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
@SideOnly(Side.CLIENT)
public class ModelCreeper extends ModelBase
{
public ModelRenderer head;
public ModelRenderer field_78133_b;
public ModelRenderer body;
public ModelRenderer leg1;
public ModelRenderer leg2;
public ModelRenderer leg3;
public ModelRenderer leg4;
public ModelCreeper()
{
this(0.0F);
}
public ModelCreeper(float par1)
{
byte b0 = 4;
this.head = new ModelRenderer(this, 0, 0);
this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1);
this.head.setRotationPoint(0.0F, (float)b0, 0.0F);
this.field_78133_b = new ModelRenderer(this, 32, 0);
this.field_78133_b.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1 + 0.5F);
this.field_78133_b.setRotationPoint(0.0F, (float)b0, 0.0F);
this.body = new ModelRenderer(this, 16, 16);
this.body.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, par1);
this.body.setRotationPoint(0.0F, (float)b0, 0.0F);
this.leg1 = new ModelRenderer(this, 0, 16);
this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
this.leg1.setRotationPoint(-2.0F, (float)(12 + b0), 4.0F);
this.leg2 = new ModelRenderer(this, 0, 16);
this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
this.leg2.setRotationPoint(2.0F, (float)(12 + b0), 4.0F);
this.leg3 = new ModelRenderer(this, 0, 16);
this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
this.leg3.setRotationPoint(-2.0F, (float)(12 + b0), -4.0F);
this.leg4 = new ModelRenderer(this, 0, 16);
this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
this.leg4.setRotationPoint(2.0F, (float)(12 + b0), -4.0F);
}
/**
* Sets the models various rotation angles then renders the model.
*/
public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
{
this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
this.head.render(par7);
this.body.render(par7);
this.leg1.render(par7);
this.leg2.render(par7);
this.leg3.render(par7);
this.leg4.render(par7);
}
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
{
this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
this.leg1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
this.leg2.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
this.leg3.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
this.leg4.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
}
}