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 import net.minecraft.util.MathHelper; 007 008 @SideOnly(Side.CLIENT) 009 public class ModelSnowMan extends ModelBase 010 { 011 public ModelRenderer body; 012 public ModelRenderer bottomBody; 013 public ModelRenderer head; 014 public ModelRenderer rightHand; 015 public ModelRenderer leftHand; 016 017 public ModelSnowMan() 018 { 019 float var1 = 4.0F; 020 float var2 = 0.0F; 021 this.head = (new ModelRenderer(this, 0, 0)).setTextureSize(64, 64); 022 this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, var2 - 0.5F); 023 this.head.setRotationPoint(0.0F, 0.0F + var1, 0.0F); 024 this.rightHand = (new ModelRenderer(this, 32, 0)).setTextureSize(64, 64); 025 this.rightHand.addBox(-1.0F, 0.0F, -1.0F, 12, 2, 2, var2 - 0.5F); 026 this.rightHand.setRotationPoint(0.0F, 0.0F + var1 + 9.0F - 7.0F, 0.0F); 027 this.leftHand = (new ModelRenderer(this, 32, 0)).setTextureSize(64, 64); 028 this.leftHand.addBox(-1.0F, 0.0F, -1.0F, 12, 2, 2, var2 - 0.5F); 029 this.leftHand.setRotationPoint(0.0F, 0.0F + var1 + 9.0F - 7.0F, 0.0F); 030 this.body = (new ModelRenderer(this, 0, 16)).setTextureSize(64, 64); 031 this.body.addBox(-5.0F, -10.0F, -5.0F, 10, 10, 10, var2 - 0.5F); 032 this.body.setRotationPoint(0.0F, 0.0F + var1 + 9.0F, 0.0F); 033 this.bottomBody = (new ModelRenderer(this, 0, 36)).setTextureSize(64, 64); 034 this.bottomBody.addBox(-6.0F, -12.0F, -6.0F, 12, 12, 12, var2 - 0.5F); 035 this.bottomBody.setRotationPoint(0.0F, 0.0F + var1 + 20.0F, 0.0F); 036 } 037 038 /** 039 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 040 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 041 * "far" arms and legs can swing at most. 042 */ 043 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) 044 { 045 super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity); 046 this.head.rotateAngleY = par4 / (180F / (float)Math.PI); 047 this.head.rotateAngleX = par5 / (180F / (float)Math.PI); 048 this.body.rotateAngleY = par4 / (180F / (float)Math.PI) * 0.25F; 049 float var8 = MathHelper.sin(this.body.rotateAngleY); 050 float var9 = MathHelper.cos(this.body.rotateAngleY); 051 this.rightHand.rotateAngleZ = 1.0F; 052 this.leftHand.rotateAngleZ = -1.0F; 053 this.rightHand.rotateAngleY = 0.0F + this.body.rotateAngleY; 054 this.leftHand.rotateAngleY = (float)Math.PI + this.body.rotateAngleY; 055 this.rightHand.rotationPointX = var9 * 5.0F; 056 this.rightHand.rotationPointZ = -var8 * 5.0F; 057 this.leftHand.rotationPointX = -var9 * 5.0F; 058 this.leftHand.rotationPointZ = var8 * 5.0F; 059 } 060 061 /** 062 * Sets the models various rotation angles then renders the model. 063 */ 064 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 065 { 066 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity); 067 this.body.render(par7); 068 this.bottomBody.render(par7); 069 this.head.render(par7); 070 this.rightHand.render(par7); 071 this.leftHand.render(par7); 072 } 073 }