package net.minecraft.client.model;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.entity.Entity;
@SideOnly(Side.CLIENT)
public class ModelSkeletonHead extends ModelBase
{
public ModelRenderer skeletonHead;
public ModelSkeletonHead()
{
this(0, 35, 64, 64);
}
public ModelSkeletonHead(int par1, int par2, int par3, int par4)
{
this.textureWidth = par3;
this.textureHeight = par4;
this.skeletonHead = new ModelRenderer(this, par1, par2);
this.skeletonHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F);
this.skeletonHead.setRotationPoint(0.0F, 0.0F, 0.0F);
}
/**
* 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.skeletonHead.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)
{
super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
this.skeletonHead.rotateAngleY = par4 / (180F / (float)Math.PI);
this.skeletonHead.rotateAngleX = par5 / (180F / (float)Math.PI);
}
}