001package net.minecraft.client.model; 002 003import cpw.mods.fml.relauncher.Side; 004import cpw.mods.fml.relauncher.SideOnly; 005import java.util.Random; 006import net.minecraft.entity.Entity; 007import net.minecraft.util.MathHelper; 008import org.lwjgl.opengl.GL11; 009 010@SideOnly(Side.CLIENT) 011public class ModelGhast extends ModelBase 012{ 013 ModelRenderer body; 014 ModelRenderer[] tentacles = new ModelRenderer[9]; 015 016 public ModelGhast() 017 { 018 byte b0 = -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 + b0); 022 Random random = new Random(1660L); 023 024 for (int i = 0; i < this.tentacles.length; ++i) 025 { 026 this.tentacles[i] = new ModelRenderer(this, 0, 0); 027 float f = (((float)(i % 3) - (float)(i / 3 % 2) * 0.5F + 0.25F) / 2.0F * 2.0F - 1.0F) * 5.0F; 028 float f1 = ((float)(i / 3) / 2.0F * 2.0F - 1.0F) * 5.0F; 029 int j = random.nextInt(7) + 8; 030 this.tentacles[i].addBox(-1.0F, 0.0F, -1.0F, 2, j, 2); 031 this.tentacles[i].rotationPointX = f; 032 this.tentacles[i].rotationPointZ = f1; 033 this.tentacles[i].rotationPointY = (float)(31 + b0); 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 i = 0; i < this.tentacles.length; ++i) 045 { 046 this.tentacles[i].rotateAngleX = 0.2F * MathHelper.sin(par3 * 0.3F + (float)i) + 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[] amodelrenderer = this.tentacles; 060 int i = amodelrenderer.length; 061 062 for (int j = 0; j < i; ++j) 063 { 064 ModelRenderer modelrenderer = amodelrenderer[j]; 065 modelrenderer.render(par7); 066 } 067 068 GL11.glPopMatrix(); 069 } 070}