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 var2 = 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)var2, 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)var2, 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)var2, 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 + var2), 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 + var2), 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 + var2), -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 + var2), -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; } }