001 package net.minecraft.client.model; 002 003 import cpw.mods.fml.relauncher.Side; 004 import cpw.mods.fml.relauncher.SideOnly; 005 import net.minecraft.entity.Entity; 006 007 @SideOnly(Side.CLIENT) 008 public class ModelSkeletonHead extends ModelBase 009 { 010 public ModelRenderer skeletonHead; 011 012 public ModelSkeletonHead() 013 { 014 this(0, 35, 64, 64); 015 } 016 017 public ModelSkeletonHead(int par1, int par2, int par3, int par4) 018 { 019 this.textureWidth = par3; 020 this.textureHeight = par4; 021 this.skeletonHead = new ModelRenderer(this, par1, par2); 022 this.skeletonHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F); 023 this.skeletonHead.setRotationPoint(0.0F, 0.0F, 0.0F); 024 } 025 026 /** 027 * Sets the models various rotation angles then renders the model. 028 */ 029 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 030 { 031 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity); 032 this.skeletonHead.render(par7); 033 } 034 035 /** 036 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 037 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 038 * "far" arms and legs can swing at most. 039 */ 040 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) 041 { 042 super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity); 043 this.skeletonHead.rotateAngleY = par4 / (180F / (float)Math.PI); 044 this.skeletonHead.rotateAngleX = par5 / (180F / (float)Math.PI); 045 } 046 }