001 package net.minecraft.client.renderer.entity;
002
003 import cpw.mods.fml.relauncher.Side;
004 import cpw.mods.fml.relauncher.SideOnly;
005 import net.minecraft.client.Minecraft;
006 import net.minecraft.client.renderer.Tessellator;
007 import net.minecraft.entity.Entity;
008 import net.minecraft.entity.projectile.EntityFishHook;
009 import net.minecraft.util.MathHelper;
010 import net.minecraft.util.Vec3;
011 import org.lwjgl.opengl.GL11;
012 import org.lwjgl.opengl.GL12;
013
014 @SideOnly(Side.CLIENT)
015 public class RenderFish extends Render
016 {
017 /**
018 * Actually renders the fishing line and hook
019 */
020 public void doRenderFishHook(EntityFishHook par1EntityFishHook, double par2, double par4, double par6, float par8, float par9)
021 {
022 GL11.glPushMatrix();
023 GL11.glTranslatef((float)par2, (float)par4, (float)par6);
024 GL11.glEnable(GL12.GL_RESCALE_NORMAL);
025 GL11.glScalef(0.5F, 0.5F, 0.5F);
026 byte var10 = 1;
027 byte var11 = 2;
028 this.loadTexture("/particles.png");
029 Tessellator var12 = Tessellator.instance;
030 float var13 = (float)(var10 * 8 + 0) / 128.0F;
031 float var14 = (float)(var10 * 8 + 8) / 128.0F;
032 float var15 = (float)(var11 * 8 + 0) / 128.0F;
033 float var16 = (float)(var11 * 8 + 8) / 128.0F;
034 float var17 = 1.0F;
035 float var18 = 0.5F;
036 float var19 = 0.5F;
037 GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
038 GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
039 var12.startDrawingQuads();
040 var12.setNormal(0.0F, 1.0F, 0.0F);
041 var12.addVertexWithUV((double)(0.0F - var18), (double)(0.0F - var19), 0.0D, (double)var13, (double)var16);
042 var12.addVertexWithUV((double)(var17 - var18), (double)(0.0F - var19), 0.0D, (double)var14, (double)var16);
043 var12.addVertexWithUV((double)(var17 - var18), (double)(1.0F - var19), 0.0D, (double)var14, (double)var15);
044 var12.addVertexWithUV((double)(0.0F - var18), (double)(1.0F - var19), 0.0D, (double)var13, (double)var15);
045 var12.draw();
046 GL11.glDisable(GL12.GL_RESCALE_NORMAL);
047 GL11.glPopMatrix();
048
049 if (par1EntityFishHook.angler != null)
050 {
051 float var20 = par1EntityFishHook.angler.getSwingProgress(par9);
052 float var21 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
053 Vec3 var22 = par1EntityFishHook.worldObj.getWorldVec3Pool().getVecFromPool(-0.5D, 0.03D, 0.8D);
054 var22.rotateAroundX(-(par1EntityFishHook.angler.prevRotationPitch + (par1EntityFishHook.angler.rotationPitch - par1EntityFishHook.angler.prevRotationPitch) * par9) * (float)Math.PI / 180.0F);
055 var22.rotateAroundY(-(par1EntityFishHook.angler.prevRotationYaw + (par1EntityFishHook.angler.rotationYaw - par1EntityFishHook.angler.prevRotationYaw) * par9) * (float)Math.PI / 180.0F);
056 var22.rotateAroundY(var21 * 0.5F);
057 var22.rotateAroundX(-var21 * 0.7F);
058 double var23 = par1EntityFishHook.angler.prevPosX + (par1EntityFishHook.angler.posX - par1EntityFishHook.angler.prevPosX) * (double)par9 + var22.xCoord;
059 double var25 = par1EntityFishHook.angler.prevPosY + (par1EntityFishHook.angler.posY - par1EntityFishHook.angler.prevPosY) * (double)par9 + var22.yCoord;
060 double var27 = par1EntityFishHook.angler.prevPosZ + (par1EntityFishHook.angler.posZ - par1EntityFishHook.angler.prevPosZ) * (double)par9 + var22.zCoord;
061 double var29 = par1EntityFishHook.angler != Minecraft.getMinecraft().thePlayer ? (double)par1EntityFishHook.angler.getEyeHeight() : 0.0D;
062
063 if (this.renderManager.options.thirdPersonView > 0 || par1EntityFishHook.angler != Minecraft.getMinecraft().thePlayer)
064 {
065 float var31 = (par1EntityFishHook.angler.prevRenderYawOffset + (par1EntityFishHook.angler.renderYawOffset - par1EntityFishHook.angler.prevRenderYawOffset) * par9) * (float)Math.PI / 180.0F;
066 double var32 = (double)MathHelper.sin(var31);
067 double var34 = (double)MathHelper.cos(var31);
068 var23 = par1EntityFishHook.angler.prevPosX + (par1EntityFishHook.angler.posX - par1EntityFishHook.angler.prevPosX) * (double)par9 - var34 * 0.35D - var32 * 0.85D;
069 var25 = par1EntityFishHook.angler.prevPosY + var29 + (par1EntityFishHook.angler.posY - par1EntityFishHook.angler.prevPosY) * (double)par9 - 0.45D;
070 var27 = par1EntityFishHook.angler.prevPosZ + (par1EntityFishHook.angler.posZ - par1EntityFishHook.angler.prevPosZ) * (double)par9 - var32 * 0.35D + var34 * 0.85D;
071 }
072
073 double var46 = par1EntityFishHook.prevPosX + (par1EntityFishHook.posX - par1EntityFishHook.prevPosX) * (double)par9;
074 double var33 = par1EntityFishHook.prevPosY + (par1EntityFishHook.posY - par1EntityFishHook.prevPosY) * (double)par9 + 0.25D;
075 double var35 = par1EntityFishHook.prevPosZ + (par1EntityFishHook.posZ - par1EntityFishHook.prevPosZ) * (double)par9;
076 double var37 = (double)((float)(var23 - var46));
077 double var39 = (double)((float)(var25 - var33));
078 double var41 = (double)((float)(var27 - var35));
079 GL11.glDisable(GL11.GL_TEXTURE_2D);
080 GL11.glDisable(GL11.GL_LIGHTING);
081 var12.startDrawing(3);
082 var12.setColorOpaque_I(0);
083 byte var43 = 16;
084
085 for (int var44 = 0; var44 <= var43; ++var44)
086 {
087 float var45 = (float)var44 / (float)var43;
088 var12.addVertex(par2 + var37 * (double)var45, par4 + var39 * (double)(var45 * var45 + var45) * 0.5D + 0.25D, par6 + var41 * (double)var45);
089 }
090
091 var12.draw();
092 GL11.glEnable(GL11.GL_LIGHTING);
093 GL11.glEnable(GL11.GL_TEXTURE_2D);
094 }
095 }
096
097 /**
098 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
099 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
100 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
101 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
102 */
103 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
104 {
105 this.doRenderFishHook((EntityFishHook)par1Entity, par2, par4, par6, par8, par9);
106 }
107 }