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.block.Block;
006 import net.minecraft.client.model.ModelIronGolem;
007 import net.minecraft.client.renderer.OpenGlHelper;
008 import net.minecraft.entity.Entity;
009 import net.minecraft.entity.EntityLiving;
010 import net.minecraft.entity.monster.EntityIronGolem;
011 import org.lwjgl.opengl.GL11;
012 import org.lwjgl.opengl.GL12;
013
014 @SideOnly(Side.CLIENT)
015 public class RenderIronGolem extends RenderLiving
016 {
017 /** Iron Golem's Model. */
018 private ModelIronGolem ironGolemModel;
019
020 public RenderIronGolem()
021 {
022 super(new ModelIronGolem(), 0.5F);
023 this.ironGolemModel = (ModelIronGolem)this.mainModel;
024 }
025
026 /**
027 * Renders the Iron Golem.
028 */
029 public void doRenderIronGolem(EntityIronGolem par1EntityIronGolem, double par2, double par4, double par6, float par8, float par9)
030 {
031 super.doRenderLiving(par1EntityIronGolem, par2, par4, par6, par8, par9);
032 }
033
034 /**
035 * Rotates Iron Golem corpse.
036 */
037 protected void rotateIronGolemCorpse(EntityIronGolem par1EntityIronGolem, float par2, float par3, float par4)
038 {
039 super.rotateCorpse(par1EntityIronGolem, par2, par3, par4);
040
041 if ((double)par1EntityIronGolem.legYaw >= 0.01D)
042 {
043 float var5 = 13.0F;
044 float var6 = par1EntityIronGolem.legSwing - par1EntityIronGolem.legYaw * (1.0F - par4) + 6.0F;
045 float var7 = (Math.abs(var6 % var5 - var5 * 0.5F) - var5 * 0.25F) / (var5 * 0.25F);
046 GL11.glRotatef(6.5F * var7, 0.0F, 0.0F, 1.0F);
047 }
048 }
049
050 /**
051 * Renders Iron Golem Equipped items.
052 */
053 protected void renderIronGolemEquippedItems(EntityIronGolem par1EntityIronGolem, float par2)
054 {
055 super.renderEquippedItems(par1EntityIronGolem, par2);
056
057 if (par1EntityIronGolem.getHoldRoseTick() != 0)
058 {
059 GL11.glEnable(GL12.GL_RESCALE_NORMAL);
060 GL11.glPushMatrix();
061 GL11.glRotatef(5.0F + 180.0F * this.ironGolemModel.ironGolemRightArm.rotateAngleX / (float)Math.PI, 1.0F, 0.0F, 0.0F);
062 GL11.glTranslatef(-0.6875F, 1.25F, -0.9375F);
063 GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
064 float var3 = 0.8F;
065 GL11.glScalef(var3, -var3, var3);
066 int var4 = par1EntityIronGolem.getBrightnessForRender(par2);
067 int var5 = var4 % 65536;
068 int var6 = var4 / 65536;
069 OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)var5 / 1.0F, (float)var6 / 1.0F);
070 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
071 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
072 this.loadTexture("/terrain.png");
073 this.renderBlocks.renderBlockAsItem(Block.plantRed, 0, 1.0F);
074 GL11.glPopMatrix();
075 GL11.glDisable(GL12.GL_RESCALE_NORMAL);
076 }
077 }
078
079 protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2)
080 {
081 this.renderIronGolemEquippedItems((EntityIronGolem)par1EntityLiving, par2);
082 }
083
084 protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
085 {
086 this.rotateIronGolemCorpse((EntityIronGolem)par1EntityLiving, par2, par3, par4);
087 }
088
089 public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
090 {
091 this.doRenderIronGolem((EntityIronGolem)par1EntityLiving, par2, par4, par6, par8, par9);
092 }
093
094 /**
095 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
096 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
097 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
098 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
099 */
100 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
101 {
102 this.doRenderIronGolem((EntityIronGolem)par1Entity, par2, par4, par6, par8, par9);
103 }
104 }