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    }