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.entity.EntityLiving;
import net.minecraft.entity.monster.EntityIronGolem;
@SideOnly(Side.CLIENT)
public class ModelIronGolem extends ModelBase
{
/** The head model for the iron golem. */
public ModelRenderer ironGolemHead;
/** The body model for the iron golem. */
public ModelRenderer ironGolemBody;
/** The right arm model for the iron golem. */
public ModelRenderer ironGolemRightArm;
/** The left arm model for the iron golem. */
public ModelRenderer ironGolemLeftArm;
/** The left leg model for the Iron Golem. */
public ModelRenderer ironGolemLeftLeg;
/** The right leg model for the Iron Golem. */
public ModelRenderer ironGolemRightLeg;
public ModelIronGolem()
{
this(0.0F);
}
public ModelIronGolem(float par1)
{
this(par1, -7.0F);
}
public ModelIronGolem(float par1, float par2)
{
short short1 = 128;
short short2 = 128;
this.ironGolemHead = (new ModelRenderer(this)).setTextureSize(short1, short2);
this.ironGolemHead.setRotationPoint(0.0F, 0.0F + par2, -2.0F);
this.ironGolemHead.setTextureOffset(0, 0).addBox(-4.0F, -12.0F, -5.5F, 8, 10, 8, par1);
this.ironGolemHead.setTextureOffset(24, 0).addBox(-1.0F, -5.0F, -7.5F, 2, 4, 2, par1);
this.ironGolemBody = (new ModelRenderer(this)).setTextureSize(short1, short2);
this.ironGolemBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
this.ironGolemBody.setTextureOffset(0, 40).addBox(-9.0F, -2.0F, -6.0F, 18, 12, 11, par1);
this.ironGolemBody.setTextureOffset(0, 70).addBox(-4.5F, 10.0F, -3.0F, 9, 5, 6, par1 + 0.5F);
this.ironGolemRightArm = (new ModelRenderer(this)).setTextureSize(short1, short2);
this.ironGolemRightArm.setRotationPoint(0.0F, -7.0F, 0.0F);
this.ironGolemRightArm.setTextureOffset(60, 21).addBox(-13.0F, -2.5F, -3.0F, 4, 30, 6, par1);
this.ironGolemLeftArm = (new ModelRenderer(this)).setTextureSize(short1, short2);
this.ironGolemLeftArm.setRotationPoint(0.0F, -7.0F, 0.0F);
this.ironGolemLeftArm.setTextureOffset(60, 58).addBox(9.0F, -2.5F, -3.0F, 4, 30, 6, par1);
this.ironGolemLeftLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(short1, short2);
this.ironGolemLeftLeg.setRotationPoint(-4.0F, 18.0F + par2, 0.0F);
this.ironGolemLeftLeg.setTextureOffset(37, 0).addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, par1);
this.ironGolemRightLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(short1, short2);
this.ironGolemRightLeg.mirror = true;
this.ironGolemRightLeg.setTextureOffset(60, 0).setRotationPoint(5.0F, 18.0F + par2, 0.0F);
this.ironGolemRightLeg.addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, par1);
}
/**
* 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.ironGolemHead.render(par7);
this.ironGolemBody.render(par7);
this.ironGolemLeftLeg.render(par7);
this.ironGolemRightLeg.render(par7);
this.ironGolemRightArm.render(par7);
this.ironGolemLeftArm.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.ironGolemHead.rotateAngleY = par4 / (180F / (float)Math.PI);
this.ironGolemHead.rotateAngleX = par5 / (180F / (float)Math.PI);
this.ironGolemLeftLeg.rotateAngleX = -1.5F * this.func_78172_a(par1, 13.0F) * par2;
this.ironGolemRightLeg.rotateAngleX = 1.5F * this.func_78172_a(par1, 13.0F) * par2;
this.ironGolemLeftLeg.rotateAngleY = 0.0F;
this.ironGolemRightLeg.rotateAngleY = 0.0F;
}
/**
* Used for easily adding entity-dependent animations. The second and third float params here are the same second
* and third as in the setRotationAngles method.
*/
public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
{
EntityIronGolem entityirongolem = (EntityIronGolem)par1EntityLiving;
int i = entityirongolem.getAttackTimer();
if (i > 0)
{
this.ironGolemRightArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)i - par4, 10.0F);
this.ironGolemLeftArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)i - par4, 10.0F);
}
else
{
int j = entityirongolem.getHoldRoseTick();
if (j > 0)
{
this.ironGolemRightArm.rotateAngleX = -0.8F + 0.025F * this.func_78172_a((float)j, 70.0F);
this.ironGolemLeftArm.rotateAngleX = 0.0F;
}
else
{
this.ironGolemRightArm.rotateAngleX = (-0.2F + 1.5F * this.func_78172_a(par2, 13.0F)) * par3;
this.ironGolemLeftArm.rotateAngleX = (-0.2F - 1.5F * this.func_78172_a(par2, 13.0F)) * par3;
}
}
}
private float func_78172_a(float par1, float par2)
{
return (Math.abs(par1 % par2 - par2 * 0.5F) - par2 * 0.25F) / (par2 * 0.25F);
}
}