Mekanism-tilera-Edition/common/mekanism/client/model/ModelChargepad.java
Victor Robertson e5a6eadc45 Fix indentation and remove trailing whitespace
This patch provides common/mekanism/*.java with standardized
indentation (tabs) and also removes trailing whitespace.
2014-03-07 19:20:35 -06:00

70 lines
1.8 KiB
Java

package mekanism.client.model;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
@SideOnly(Side.CLIENT)
public class ModelChargepad extends ModelBase
{
ModelRenderer Shape1;
ModelRenderer Shape2;
ModelRenderer Shape3;
ModelRenderer Shape4;
ModelRenderer Shape5;
public ModelChargepad()
{
textureWidth = 64;
textureHeight = 64;
Shape1 = new ModelRenderer(this, 0, 0);
Shape1.addBox(0F, 0F, 0F, 16, 1, 16);
Shape1.setRotationPoint(-8F, 23F, -8F);
Shape1.setTextureSize(64, 64);
Shape1.mirror = true;
setRotation(Shape1, 0F, 0F, 0F);
Shape2 = new ModelRenderer(this, 0, 18);
Shape2.addBox(0F, 0F, 0F, 8, 11, 2);
Shape2.setRotationPoint(-4F, 12F, 6F);
Shape2.setTextureSize(64, 64);
Shape2.mirror = true;
setRotation(Shape2, 0F, 0F, 0F);
Shape3 = new ModelRenderer(this, 0, 0);
Shape3.addBox(0F, 0F, 0F, 4, 3, 1);
Shape3.setRotationPoint(-2F, 14F, 5F);
Shape3.setTextureSize(64, 64);
Shape3.mirror = true;
setRotation(Shape3, 0F, 0F, 0F);
Shape4 = new ModelRenderer(this, 3, 8);
Shape4.addBox(0F, 0F, 0F, 2, 5, 2);
Shape4.setRotationPoint(-5F, 18F, 5F);
Shape4.setTextureSize(64, 64);
Shape4.mirror = true;
setRotation(Shape4, 0F, 0F, 0F);
Shape5 = new ModelRenderer(this, 3, 8);
Shape5.addBox(0F, 0F, 0F, 2, 5, 2);
Shape5.setRotationPoint(3F, 18F, 5F);
Shape5.setTextureSize(64, 64);
Shape5.mirror = true;
setRotation(Shape5, 0F, 0F, 0F);
}
public void render(float size)
{
Shape1.render(size);
Shape2.render(size);
Shape3.render(size);
Shape4.render(size);
Shape5.render(size);
}
private void setRotation(ModelRenderer model, float x, float y, float z)
{
model.rotateAngleX = x;
model.rotateAngleY = y;
model.rotateAngleZ = z;
}
}