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 ModelSnowMan extends ModelBase { public ModelRenderer body; public ModelRenderer bottomBody; public ModelRenderer head; public ModelRenderer rightHand; public ModelRenderer leftHand; public ModelSnowMan() { float var1 = 4.0F; float var2 = 0.0F; this.head = (new ModelRenderer(this, 0, 0)).setTextureSize(64, 64); this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, var2 - 0.5F); this.head.setRotationPoint(0.0F, 0.0F + var1, 0.0F); this.rightHand = (new ModelRenderer(this, 32, 0)).setTextureSize(64, 64); this.rightHand.addBox(-1.0F, 0.0F, -1.0F, 12, 2, 2, var2 - 0.5F); this.rightHand.setRotationPoint(0.0F, 0.0F + var1 + 9.0F - 7.0F, 0.0F); this.leftHand = (new ModelRenderer(this, 32, 0)).setTextureSize(64, 64); this.leftHand.addBox(-1.0F, 0.0F, -1.0F, 12, 2, 2, var2 - 0.5F); this.leftHand.setRotationPoint(0.0F, 0.0F + var1 + 9.0F - 7.0F, 0.0F); this.body = (new ModelRenderer(this, 0, 16)).setTextureSize(64, 64); this.body.addBox(-5.0F, -10.0F, -5.0F, 10, 10, 10, var2 - 0.5F); this.body.setRotationPoint(0.0F, 0.0F + var1 + 9.0F, 0.0F); this.bottomBody = (new ModelRenderer(this, 0, 36)).setTextureSize(64, 64); this.bottomBody.addBox(-6.0F, -12.0F, -6.0F, 12, 12, 12, var2 - 0.5F); this.bottomBody.setRotationPoint(0.0F, 0.0F + var1 + 20.0F, 0.0F); } /** * 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.head.rotateAngleY = par4 / (180F / (float)Math.PI); this.head.rotateAngleX = par5 / (180F / (float)Math.PI); this.body.rotateAngleY = par4 / (180F / (float)Math.PI) * 0.25F; float var8 = MathHelper.sin(this.body.rotateAngleY); float var9 = MathHelper.cos(this.body.rotateAngleY); this.rightHand.rotateAngleZ = 1.0F; this.leftHand.rotateAngleZ = -1.0F; this.rightHand.rotateAngleY = 0.0F + this.body.rotateAngleY; this.leftHand.rotateAngleY = (float)Math.PI + this.body.rotateAngleY; this.rightHand.rotationPointX = var9 * 5.0F; this.rightHand.rotationPointZ = -var8 * 5.0F; this.leftHand.rotationPointX = -var9 * 5.0F; this.leftHand.rotationPointZ = var8 * 5.0F; } /** * 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.body.render(par7); this.bottomBody.render(par7); this.head.render(par7); this.rightHand.render(par7); this.leftHand.render(par7); } }