package net.minecraft.src;

public class ModelVillager extends ModelBase
{
    /** The head box of the VillagerModel */
    public ModelRenderer villagerHead;

    /** The body of the VillagerModel */
    public ModelRenderer villagerBody;

    /** The arms of the VillagerModel */
    public ModelRenderer villagerArms;

    /** The right leg of the VillagerModel */
    public ModelRenderer rightVillagerLeg;

    /** The left leg of the VillagerModel */
    public ModelRenderer leftVillagerLeg;
    public ModelRenderer villagerNose;

    public ModelVillager(float par1)
    {
        this(par1, 0.0F, 64, 64);
    }

    public ModelVillager(float par1, float par2, int par3, int par4)
    {
        this.villagerHead = (new ModelRenderer(this)).setTextureSize(par3, par4);
        this.villagerHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
        this.villagerHead.setTextureOffset(0, 0).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, par1);
        this.villagerNose = (new ModelRenderer(this)).setTextureSize(par3, par4);
        this.villagerNose.setRotationPoint(0.0F, par2 - 2.0F, 0.0F);
        this.villagerNose.setTextureOffset(24, 0).addBox(-1.0F, -1.0F, -6.0F, 2, 4, 2, par1);
        this.villagerHead.addChild(this.villagerNose);
        this.villagerBody = (new ModelRenderer(this)).setTextureSize(par3, par4);
        this.villagerBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
        this.villagerBody.setTextureOffset(16, 20).addBox(-4.0F, 0.0F, -3.0F, 8, 12, 6, par1);
        this.villagerBody.setTextureOffset(0, 38).addBox(-4.0F, 0.0F, -3.0F, 8, 18, 6, par1 + 0.5F);
        this.villagerArms = (new ModelRenderer(this)).setTextureSize(par3, par4);
        this.villagerArms.setRotationPoint(0.0F, 0.0F + par2 + 2.0F, 0.0F);
        this.villagerArms.setTextureOffset(44, 22).addBox(-8.0F, -2.0F, -2.0F, 4, 8, 4, par1);
        this.villagerArms.setTextureOffset(44, 22).addBox(4.0F, -2.0F, -2.0F, 4, 8, 4, par1);
        this.villagerArms.setTextureOffset(40, 38).addBox(-4.0F, 2.0F, -2.0F, 8, 4, 4, par1);
        this.rightVillagerLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(par3, par4);
        this.rightVillagerLeg.setRotationPoint(-2.0F, 12.0F + par2, 0.0F);
        this.rightVillagerLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
        this.leftVillagerLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(par3, par4);
        this.leftVillagerLeg.mirror = true;
        this.leftVillagerLeg.setRotationPoint(2.0F, 12.0F + par2, 0.0F);
        this.leftVillagerLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
    }

    /**
     * Sets the models various rotation angles then renders the model.
     */
    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    {
        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
        this.villagerHead.render(par7);
        this.villagerBody.render(par7);
        this.rightVillagerLeg.render(par7);
        this.leftVillagerLeg.render(par7);
        this.villagerArms.render(par7);
    }

    /**
     * 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 par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    {
        this.villagerHead.rotateAngleY = par4 / (180F / (float)Math.PI);
        this.villagerHead.rotateAngleX = par5 / (180F / (float)Math.PI);
        this.villagerArms.rotationPointY = 3.0F;
        this.villagerArms.rotationPointZ = -1.0F;
        this.villagerArms.rotateAngleX = -0.75F;
        this.rightVillagerLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2 * 0.5F;
        this.leftVillagerLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2 * 0.5F;
        this.rightVillagerLeg.rotateAngleY = 0.0F;
        this.leftVillagerLeg.rotateAngleY = 0.0F;
    }
}
