package client.renderer.model;

import common.entity.Entity;
import common.entity.animal.EntitySheep;
import common.entity.types.EntityLiving;

public class ModelSheep1 extends ModelQuadruped
{
    private float headRotationAngleX;

    public ModelSheep1()
    {
        super(12, 0.0F);
        this.head = new ModelRenderer(this, 0, 0);
        this.head.addBox(-3.0F, -4.0F, -4.0F, 6, 6, 6, 0.6F);
        this.head.setRotationPoint(0.0F, 6.0F, -8.0F);
        this.body = new ModelRenderer(this, 28, 8);
        this.body.addBox(-4.0F, -10.0F, -7.0F, 8, 16, 6, 1.75F);
        this.body.setRotationPoint(0.0F, 5.0F, 2.0F);
        float f = 0.5F;
        this.leg1 = new ModelRenderer(this, 0, 16);
        this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, f);
        this.leg1.setRotationPoint(-3.0F, 12.0F, 7.0F);
        this.leg2 = new ModelRenderer(this, 0, 16);
        this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, f);
        this.leg2.setRotationPoint(3.0F, 12.0F, 7.0F);
        this.leg3 = new ModelRenderer(this, 0, 16);
        this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, f);
        this.leg3.setRotationPoint(-3.0F, 12.0F, -5.0F);
        this.leg4 = new ModelRenderer(this, 0, 16);
        this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, f);
        this.leg4.setRotationPoint(3.0F, 12.0F, -5.0F);
    }

    /**
     * Used for easily adding entity-dependent animations. The second and third float params here are the same second
     * and third as in the setRotationAngles method.
     */
    public void setLivingAnimations(EntityLiving entitylivingbaseIn, float p_78086_2_, float p_78086_3_, float partialTickTime)
    {
        super.setLivingAnimations(entitylivingbaseIn, p_78086_2_, p_78086_3_, partialTickTime);
        this.head.rotationPointY = 6.0F + ((EntitySheep)entitylivingbaseIn).getHeadRotationPointY(partialTickTime) * 9.0F;
        this.headRotationAngleX = ((EntitySheep)entitylivingbaseIn).getHeadRotationAngleX(partialTickTime);
    }

    /**
     * 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 limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
    {
        super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
        this.head.rotateAngleX = this.headRotationAngleX;
    }
}
