package net.minecraft.client.model;

import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;

public class ModelCreeper extends ModelBase
{
    public ModelRenderer head;
    public ModelRenderer creeperArmor;
    public ModelRenderer body;
    public ModelRenderer leg1;
    public ModelRenderer leg2;
    public ModelRenderer leg3;
    public ModelRenderer leg4;

    public ModelCreeper()
    {
        this(0.0F);
    }

    public ModelCreeper(float p_i46366_1_)
    {
        int i = 6;
        this.head = new ModelRenderer(this, 0, 0);
        this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, p_i46366_1_);
        this.head.setRotationPoint(0.0F, (float)i, 0.0F);
        this.creeperArmor = new ModelRenderer(this, 32, 0);
        this.creeperArmor.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, p_i46366_1_ + 0.5F);
        this.creeperArmor.setRotationPoint(0.0F, (float)i, 0.0F);
        this.body = new ModelRenderer(this, 16, 16);
        this.body.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, p_i46366_1_);
        this.body.setRotationPoint(0.0F, (float)i, 0.0F);
        this.leg1 = new ModelRenderer(this, 0, 16);
        this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, p_i46366_1_);
        this.leg1.setRotationPoint(-2.0F, (float)(12 + i), 4.0F);
        this.leg2 = new ModelRenderer(this, 0, 16);
        this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, p_i46366_1_);
        this.leg2.setRotationPoint(2.0F, (float)(12 + i), 4.0F);
        this.leg3 = new ModelRenderer(this, 0, 16);
        this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, p_i46366_1_);
        this.leg3.setRotationPoint(-2.0F, (float)(12 + i), -4.0F);
        this.leg4 = new ModelRenderer(this, 0, 16);
        this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, p_i46366_1_);
        this.leg4.setRotationPoint(2.0F, (float)(12 + i), -4.0F);
    }

    /**
     * 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.head.render(scale);
        this.body.render(scale);
        this.leg1.render(scale);
        this.leg2.render(scale);
        this.leg3.render(scale);
        this.leg4.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)
    {
        this.head.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI);
        this.head.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI);
        this.leg1.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
        this.leg2.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 1.4F * p_78087_2_;
        this.leg3.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 1.4F * p_78087_2_;
        this.leg4.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
    }
}
