001 package net.minecraft.src; 002 003 import cpw.mods.fml.common.Side; 004 import cpw.mods.fml.common.asm.SideOnly; 005 import org.lwjgl.opengl.GL11; 006 import org.lwjgl.opengl.GL12; 007 008 @SideOnly(Side.CLIENT) 009 public class RenderArrow extends Render 010 { 011 public void renderArrow(EntityArrow par1EntityArrow, double par2, double par4, double par6, float par8, float par9) 012 { 013 this.loadTexture("/item/arrows.png"); 014 GL11.glPushMatrix(); 015 GL11.glTranslatef((float)par2, (float)par4, (float)par6); 016 GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F); 017 GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F); 018 Tessellator var10 = Tessellator.instance; 019 byte var11 = 0; 020 float var12 = 0.0F; 021 float var13 = 0.5F; 022 float var14 = (float)(0 + var11 * 10) / 32.0F; 023 float var15 = (float)(5 + var11 * 10) / 32.0F; 024 float var16 = 0.0F; 025 float var17 = 0.15625F; 026 float var18 = (float)(5 + var11 * 10) / 32.0F; 027 float var19 = (float)(10 + var11 * 10) / 32.0F; 028 float var20 = 0.05625F; 029 GL11.glEnable(GL12.GL_RESCALE_NORMAL); 030 float var21 = (float)par1EntityArrow.arrowShake - par9; 031 032 if (var21 > 0.0F) 033 { 034 float var22 = -MathHelper.sin(var21 * 3.0F) * var21; 035 GL11.glRotatef(var22, 0.0F, 0.0F, 1.0F); 036 } 037 038 GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F); 039 GL11.glScalef(var20, var20, var20); 040 GL11.glTranslatef(-4.0F, 0.0F, 0.0F); 041 GL11.glNormal3f(var20, 0.0F, 0.0F); 042 var10.startDrawingQuads(); 043 var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var18); 044 var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var18); 045 var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var19); 046 var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var19); 047 var10.draw(); 048 GL11.glNormal3f(-var20, 0.0F, 0.0F); 049 var10.startDrawingQuads(); 050 var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var18); 051 var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var18); 052 var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var19); 053 var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var19); 054 var10.draw(); 055 056 for (int var23 = 0; var23 < 4; ++var23) 057 { 058 GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); 059 GL11.glNormal3f(0.0F, 0.0F, var20); 060 var10.startDrawingQuads(); 061 var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)var12, (double)var14); 062 var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)var13, (double)var14); 063 var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)var13, (double)var15); 064 var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)var12, (double)var15); 065 var10.draw(); 066 } 067 068 GL11.glDisable(GL12.GL_RESCALE_NORMAL); 069 GL11.glPopMatrix(); 070 } 071 072 /** 073 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then 074 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic 075 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, 076 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. 077 */ 078 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) 079 { 080 this.renderArrow((EntityArrow)par1Entity, par2, par4, par6, par8, par9); 081 } 082 }