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 ModelVillager extends ModelBase { /** The head box of the VillagerModel */ public ModelRenderer villagerHead; /** The body of the VillagerModel */ public ModelRenderer villagerBody; /** The arms of the VillagerModel */ public ModelRenderer villagerArms; /** The right leg of the VillagerModel */ public ModelRenderer rightVillagerLeg; /** The left leg of the VillagerModel */ public ModelRenderer leftVillagerLeg; public ModelRenderer field_82898_f; public ModelVillager(float par1) { this(par1, 0.0F, 64, 64); } public ModelVillager(float par1, float par2, int par3, int par4) { this.villagerHead = (new ModelRenderer(this)).setTextureSize(par3, par4); this.villagerHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F); this.villagerHead.setTextureOffset(0, 0).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, par1); this.field_82898_f = (new ModelRenderer(this)).setTextureSize(par3, par4); this.field_82898_f.setRotationPoint(0.0F, par2 - 2.0F, 0.0F); this.field_82898_f.setTextureOffset(24, 0).addBox(-1.0F, -1.0F, -6.0F, 2, 4, 2, par1); this.villagerHead.addChild(this.field_82898_f); this.villagerBody = (new ModelRenderer(this)).setTextureSize(par3, par4); this.villagerBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F); this.villagerBody.setTextureOffset(16, 20).addBox(-4.0F, 0.0F, -3.0F, 8, 12, 6, par1); this.villagerBody.setTextureOffset(0, 38).addBox(-4.0F, 0.0F, -3.0F, 8, 18, 6, par1 + 0.5F); this.villagerArms = (new ModelRenderer(this)).setTextureSize(par3, par4); this.villagerArms.setRotationPoint(0.0F, 0.0F + par2 + 2.0F, 0.0F); this.villagerArms.setTextureOffset(44, 22).addBox(-8.0F, -2.0F, -2.0F, 4, 8, 4, par1); this.villagerArms.setTextureOffset(44, 22).addBox(4.0F, -2.0F, -2.0F, 4, 8, 4, par1); this.villagerArms.setTextureOffset(40, 38).addBox(-4.0F, 2.0F, -2.0F, 8, 4, 4, par1); this.rightVillagerLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(par3, par4); this.rightVillagerLeg.setRotationPoint(-2.0F, 12.0F + par2, 0.0F); this.rightVillagerLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1); this.leftVillagerLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(par3, par4); this.leftVillagerLeg.mirror = true; this.leftVillagerLeg.setRotationPoint(2.0F, 12.0F + par2, 0.0F); this.leftVillagerLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, 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.villagerHead.render(par7); this.villagerBody.render(par7); this.rightVillagerLeg.render(par7); this.leftVillagerLeg.render(par7); this.villagerArms.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.villagerHead.rotateAngleY = par4 / (180F / (float)Math.PI); this.villagerHead.rotateAngleX = par5 / (180F / (float)Math.PI); this.villagerArms.rotationPointY = 3.0F; this.villagerArms.rotationPointZ = -1.0F; this.villagerArms.rotateAngleX = -0.75F; this.rightVillagerLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2 * 0.5F; this.leftVillagerLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2 * 0.5F; this.rightVillagerLeg.rotateAngleY = 0.0F; this.leftVillagerLeg.rotateAngleY = 0.0F; } }