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 ModelBlaze extends ModelBase { /** The sticks that fly around the Blaze. */ private ModelRenderer[] blazeSticks = new ModelRenderer[12]; private ModelRenderer blazeHead; public ModelBlaze() { for (int var1 = 0; var1 < this.blazeSticks.length; ++var1) { this.blazeSticks[var1] = new ModelRenderer(this, 0, 16); this.blazeSticks[var1].addBox(0.0F, 0.0F, 0.0F, 2, 8, 2); } this.blazeHead = new ModelRenderer(this, 0, 0); this.blazeHead.addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8); } public int func_78104_a() { return 8; } /** * 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.blazeHead.render(par7); for (int var8 = 0; var8 < this.blazeSticks.length; ++var8) { this.blazeSticks[var8].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) { float var8 = par3 * (float)Math.PI * -0.1F; int var9; for (var9 = 0; var9 < 4; ++var9) { this.blazeSticks[var9].rotationPointY = -2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F); this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 9.0F; this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 9.0F; ++var8; } var8 = ((float)Math.PI / 4F) + par3 * (float)Math.PI * 0.03F; for (var9 = 4; var9 < 8; ++var9) { this.blazeSticks[var9].rotationPointY = 2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F); this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 7.0F; this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 7.0F; ++var8; } var8 = 0.47123894F + par3 * (float)Math.PI * -0.05F; for (var9 = 8; var9 < 12; ++var9) { this.blazeSticks[var9].rotationPointY = 11.0F + MathHelper.cos(((float)var9 * 1.5F + par3) * 0.5F); this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 5.0F; this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 5.0F; ++var8; } this.blazeHead.rotateAngleY = par4 / (180F / (float)Math.PI); this.blazeHead.rotateAngleX = par5 / (180F / (float)Math.PI); } }