package net.minecraft.client.model; import net.minecraft.entity.Entity; import net.minecraft.util.MathHelper; public class ModelBlaze extends ModelBase { /** The sticks that fly around the Blaze. */ private ModelRenderer[] blazeSticks = new ModelRenderer[12]; private ModelRenderer blazeHead; private static final String __OBFID = "CL_00000831"; 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); } /** * 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.blazeHead.render(p_78088_7_); for (int var8 = 0; var8 < this.blazeSticks.length; ++var8) { this.blazeSticks[var8].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_) { float var8 = p_78087_3_ * (float)Math.PI * -0.1F; int var9; for (var9 = 0; var9 < 4; ++var9) { this.blazeSticks[var9].rotationPointY = -2.0F + MathHelper.cos(((float)(var9 * 2) + p_78087_3_) * 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) + p_78087_3_ * (float)Math.PI * 0.03F; for (var9 = 4; var9 < 8; ++var9) { this.blazeSticks[var9].rotationPointY = 2.0F + MathHelper.cos(((float)(var9 * 2) + p_78087_3_) * 0.25F); this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 7.0F; this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 7.0F; ++var8; } var8 = 0.47123894F + p_78087_3_ * (float)Math.PI * -0.05F; for (var9 = 8; var9 < 12; ++var9) { this.blazeSticks[var9].rotationPointY = 11.0F + MathHelper.cos(((float)var9 * 1.5F + p_78087_3_) * 0.5F); this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 5.0F; this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 5.0F; ++var8; } this.blazeHead.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI); this.blazeHead.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI); } }