package net.minecraft.client.model;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
public class ModelCreeper extends ModelBase
{
public ModelRenderer head;
public ModelRenderer creeperArmor;
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_i46366_1_)
{
byte var2 = 6;
this.head = new ModelRenderer(this, 0, 0);
this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, p_i46366_1_);
this.head.setRotationPoint(0.0F, (float)var2, 0.0F);
this.creeperArmor = new ModelRenderer(this, 32, 0);
this.creeperArmor.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, p_i46366_1_ + 0.5F);
this.creeperArmor.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, p_i46366_1_);
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, p_i46366_1_);
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, p_i46366_1_);
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, p_i46366_1_);
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, p_i46366_1_);
this.leg4.setRotationPoint(2.0F, (float)(12 + var2), -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_;
}
}