001package net.minecraft.client.renderer.entity;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import net.minecraft.client.renderer.Tessellator;
006import net.minecraft.entity.Entity;
007import net.minecraft.entity.projectile.EntityArrow;
008import net.minecraft.util.MathHelper;
009import org.lwjgl.opengl.GL11;
010import org.lwjgl.opengl.GL12;
011
012@SideOnly(Side.CLIENT)
013public class RenderArrow extends Render
014{
015    public void renderArrow(EntityArrow par1EntityArrow, double par2, double par4, double par6, float par8, float par9)
016    {
017        this.loadTexture("/item/arrows.png");
018        GL11.glPushMatrix();
019        GL11.glTranslatef((float)par2, (float)par4, (float)par6);
020        GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
021        GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
022        Tessellator tessellator = Tessellator.instance;
023        byte b0 = 0;
024        float f2 = 0.0F;
025        float f3 = 0.5F;
026        float f4 = (float)(0 + b0 * 10) / 32.0F;
027        float f5 = (float)(5 + b0 * 10) / 32.0F;
028        float f6 = 0.0F;
029        float f7 = 0.15625F;
030        float f8 = (float)(5 + b0 * 10) / 32.0F;
031        float f9 = (float)(10 + b0 * 10) / 32.0F;
032        float f10 = 0.05625F;
033        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
034        float f11 = (float)par1EntityArrow.arrowShake - par9;
035
036        if (f11 > 0.0F)
037        {
038            float f12 = -MathHelper.sin(f11 * 3.0F) * f11;
039            GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F);
040        }
041
042        GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
043        GL11.glScalef(f10, f10, f10);
044        GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
045        GL11.glNormal3f(f10, 0.0F, 0.0F);
046        tessellator.startDrawingQuads();
047        tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8);
048        tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8);
049        tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9);
050        tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9);
051        tessellator.draw();
052        GL11.glNormal3f(-f10, 0.0F, 0.0F);
053        tessellator.startDrawingQuads();
054        tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f8);
055        tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f8);
056        tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f9);
057        tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f9);
058        tessellator.draw();
059
060        for (int i = 0; i < 4; ++i)
061        {
062            GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
063            GL11.glNormal3f(0.0F, 0.0F, f10);
064            tessellator.startDrawingQuads();
065            tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)f2, (double)f4);
066            tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)f3, (double)f4);
067            tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)f3, (double)f5);
068            tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)f2, (double)f5);
069            tessellator.draw();
070        }
071
072        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
073        GL11.glPopMatrix();
074    }
075
076    /**
077     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
078     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
079     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
080     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
081     */
082    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
083    {
084        this.renderArrow((EntityArrow)par1Entity, par2, par4, par6, par8, par9);
085    }
086}