BloodMagic/BM_src/WayofTime/alchemicalWizardry/common/renderer/model/ModelSmallEarthGolem.java
Fenn e3644f2d2b Massive rework of configs, items and blocks.
I redone where the items/blocsks are stored and how the configs are
handled to clean up it and give space. You can change the config line to
AWWayofTime if you want to keep the compatibility with old configs. Now
you reference the blocks from the ModBlocks and Items from the ModItems.
2014-01-17 21:05:38 +00:00

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4.6 KiB
Java

package WayofTime.alchemicalWizardry.common.renderer.model;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
public class ModelSmallEarthGolem extends ModelBase {
//fields
ModelRenderer leftLeg;
ModelRenderer rightLeg;
ModelRenderer body;
ModelRenderer head;
ModelRenderer chest1;
ModelRenderer chest2;
ModelRenderer chest3;
ModelRenderer leftArm;
ModelRenderer rightArm;
ModelRenderer back1;
public ModelSmallEarthGolem()
{
textureWidth = 32;
textureHeight = 32;
leftLeg = new ModelRenderer(this, 13, 0);
leftLeg.addBox(-1F, 0F, -1F, 2, 5, 2);
leftLeg.setRotationPoint(1F, 19F, 0F);
leftLeg.setTextureSize(32, 32);
leftLeg.mirror = true;
setRotation(leftLeg, 0F, 0F, 0F);
rightLeg = new ModelRenderer(this, 13, 0);
rightLeg.mirror = true;
rightLeg.addBox(-1F, 0F, -1F, 2, 5, 2);
rightLeg.setRotationPoint(-1F, 19F, 0F);
rightLeg.setTextureSize(32, 32);
rightLeg.mirror = true;
setRotation(rightLeg, 0F, 0F, 0F);
rightLeg.mirror = false;
body = new ModelRenderer(this, 0, 7);
body.addBox(-2F, 0F, -1F, 4, 5, 2);
body.setRotationPoint(0F, 14F, 0F);
body.setTextureSize(32, 32);
body.mirror = true;
setRotation(body, 0F, 0F, 0F);
head = new ModelRenderer(this, 0, 0);
head.addBox(-1.5F, -3F, -2F, 3, 3, 3);
head.setRotationPoint(0F, 14F, 0F);
head.setTextureSize(32, 32);
head.mirror = true;
setRotation(head, 0F, 0F, 0F);
chest1 = new ModelRenderer(this, 22, 0);
chest1.addBox(-1F, 0.5F, -2F, 2, 3, 1);
chest1.setRotationPoint(0F, 14F, 0F);
chest1.setTextureSize(32, 32);
chest1.mirror = true;
setRotation(chest1, 0F, 0F, 0F);
chest2 = new ModelRenderer(this, 22, 5);
chest2.addBox(1F, 1.5F, -2F, 1, 1, 1);
chest2.setRotationPoint(0F, 14F, 0F);
chest2.setTextureSize(32, 32);
chest2.mirror = true;
setRotation(chest2, 0F, 0F, 0F);
chest3 = new ModelRenderer(this, 22, 5);
chest3.mirror = true;
chest3.addBox(-2F, 1.5F, -2F, 1, 1, 1);
chest3.setRotationPoint(0F, 14F, 0F);
chest3.setTextureSize(32, 32);
chest3.mirror = true;
setRotation(chest3, 0F, 0F, 0F);
chest3.mirror = false;
leftArm = new ModelRenderer(this, 13, 7);
leftArm.addBox(0F, -1F, -1F, 2, 5, 2);
leftArm.setRotationPoint(2F, 15F, 0F);
leftArm.setTextureSize(32, 32);
leftArm.mirror = true;
setRotation(leftArm, 0F, 0F, 0F);
rightArm = new ModelRenderer(this, 13, 7);
rightArm.mirror = true;
rightArm.addBox(-2F, -1F, -1F, 2, 5, 2);
rightArm.setRotationPoint(-2F, 15F, 0F);
rightArm.setTextureSize(32, 32);
rightArm.mirror = true;
setRotation(rightArm, 0F, 0F, 0F);
rightArm.mirror = false;
back1 = new ModelRenderer(this, 22, 8);
back1.addBox(-1.5F, 1.5F, 1F, 3, 1, 1);
back1.setRotationPoint(0F, 14F, 0F);
back1.setTextureSize(32, 32);
back1.mirror = true;
setRotation(back1, 0F, 0F, 0F);
}
public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
{
super.render(entity, f, f1, f2, f3, f4, f5);
setRotationAngles(f, f1, f2, f3, f4, f5, entity);
leftLeg.render(f5);
rightLeg.render(f5);
body.render(f5);
head.render(f5);
chest1.render(f5);
chest2.render(f5);
chest3.render(f5);
leftArm.render(f5);
rightArm.render(f5);
back1.render(f5);
}
private void setRotation(ModelRenderer model, float x, float y, float z)
{
model.rotateAngleX = x;
model.rotateAngleY = y;
model.rotateAngleZ = z;
}
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
{
super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
this.head.rotateAngleX = f4 / (180F / (float) Math.PI);
this.head.rotateAngleY = f3 / (180F / (float) Math.PI);
this.leftLeg.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1;
this.rightLeg.rotateAngleX = MathHelper.cos(f * 0.6662F + (float) Math.PI) * 1.4F * f1;
this.rightArm.rotateAngleX = MathHelper.cos(f * 0.6662F + (float) Math.PI) * 1.4F * f1;
this.leftArm.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1;
}
}