package net.minecraft.client.model;

import net.minecraft.entity.Entity;

public class ModelSkeletonHead extends ModelBase
{
    public ModelRenderer skeletonHead;

    public ModelSkeletonHead()
    {
        this(0, 35, 64, 64);
    }

    public ModelSkeletonHead(int p_i1155_1_, int p_i1155_2_, int p_i1155_3_, int p_i1155_4_)
    {
        this.textureWidth = p_i1155_3_;
        this.textureHeight = p_i1155_4_;
        this.skeletonHead = new ModelRenderer(this, p_i1155_1_, p_i1155_2_);
        this.skeletonHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F);
        this.skeletonHead.setRotationPoint(0.0F, 0.0F, 0.0F);
    }

    /**
     * Sets the models various rotation angles then renders the model.
     */
    public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
    {
        this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);
        this.skeletonHead.render(scale);
    }

    /**
     * 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 entityIn)
    {
        super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);
        this.skeletonHead.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI);
        this.skeletonHead.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI);
    }
}
