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; private static final String __OBFID = "CL_00000837"; public ModelCreeper() { this(0.0F); } public ModelCreeper(float p_i1147_1_) { byte b0 = 4; this.head = new ModelRenderer(this, 0, 0); this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, p_i1147_1_); this.head.setRotationPoint(0.0F, (float)b0, 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, p_i1147_1_ + 0.5F); this.field_78133_b.setRotationPoint(0.0F, (float)b0, 0.0F); this.body = new ModelRenderer(this, 16, 16); this.body.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, p_i1147_1_); this.body.setRotationPoint(0.0F, (float)b0, 0.0F); this.leg1 = new ModelRenderer(this, 0, 16); this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, p_i1147_1_); this.leg1.setRotationPoint(-2.0F, (float)(12 + b0), 4.0F); this.leg2 = new ModelRenderer(this, 0, 16); this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, p_i1147_1_); this.leg2.setRotationPoint(2.0F, (float)(12 + b0), 4.0F); this.leg3 = new ModelRenderer(this, 0, 16); this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, p_i1147_1_); this.leg3.setRotationPoint(-2.0F, (float)(12 + b0), -4.0F); this.leg4 = new ModelRenderer(this, 0, 16); this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, p_i1147_1_); this.leg4.setRotationPoint(2.0F, (float)(12 + b0), -4.0F); } /** * Sets the models various rotation angles then renders the model. */ public void render(Entity p_78088_1_, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float p_78088_7_) { this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, p_78088_7_, p_78088_1_); this.head.render(p_78088_7_); this.body.render(p_78088_7_); this.leg1.render(p_78088_7_); this.leg2.render(p_78088_7_); this.leg3.render(p_78088_7_); this.leg4.render(p_78088_7_); } /** * 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 p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity p_78087_7_) { this.head.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI); this.head.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI); this.leg1.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_; this.leg2.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 1.4F * p_78087_2_; this.leg3.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 1.4F * p_78087_2_; this.leg4.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_; } }