001 package net.minecraft.client.model;
002
003 import cpw.mods.fml.relauncher.Side;
004 import cpw.mods.fml.relauncher.SideOnly;
005 import java.util.Random;
006 import net.minecraft.entity.Entity;
007 import net.minecraft.util.MathHelper;
008 import org.lwjgl.opengl.GL11;
009
010 @SideOnly(Side.CLIENT)
011 public class ModelGhast extends ModelBase
012 {
013 ModelRenderer body;
014 ModelRenderer[] tentacles = new ModelRenderer[9];
015
016 public ModelGhast()
017 {
018 byte var1 = -16;
019 this.body = new ModelRenderer(this, 0, 0);
020 this.body.addBox(-8.0F, -8.0F, -8.0F, 16, 16, 16);
021 this.body.rotationPointY += (float)(24 + var1);
022 Random var2 = new Random(1660L);
023
024 for (int var3 = 0; var3 < this.tentacles.length; ++var3)
025 {
026 this.tentacles[var3] = new ModelRenderer(this, 0, 0);
027 float var4 = (((float)(var3 % 3) - (float)(var3 / 3 % 2) * 0.5F + 0.25F) / 2.0F * 2.0F - 1.0F) * 5.0F;
028 float var5 = ((float)(var3 / 3) / 2.0F * 2.0F - 1.0F) * 5.0F;
029 int var6 = var2.nextInt(7) + 8;
030 this.tentacles[var3].addBox(-1.0F, 0.0F, -1.0F, 2, var6, 2);
031 this.tentacles[var3].rotationPointX = var4;
032 this.tentacles[var3].rotationPointZ = var5;
033 this.tentacles[var3].rotationPointY = (float)(31 + var1);
034 }
035 }
036
037 /**
038 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
039 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
040 * "far" arms and legs can swing at most.
041 */
042 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
043 {
044 for (int var8 = 0; var8 < this.tentacles.length; ++var8)
045 {
046 this.tentacles[var8].rotateAngleX = 0.2F * MathHelper.sin(par3 * 0.3F + (float)var8) + 0.4F;
047 }
048 }
049
050 /**
051 * Sets the models various rotation angles then renders the model.
052 */
053 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
054 {
055 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
056 GL11.glPushMatrix();
057 GL11.glTranslatef(0.0F, 0.6F, 0.0F);
058 this.body.render(par7);
059 ModelRenderer[] var8 = this.tentacles;
060 int var9 = var8.length;
061
062 for (int var10 = 0; var10 < var9; ++var10)
063 {
064 ModelRenderer var11 = var8[var10];
065 var11.render(par7);
066 }
067
068 GL11.glPopMatrix();
069 }
070 }