001package net.minecraft.client.renderer.entity; 002 003import cpw.mods.fml.relauncher.Side; 004import cpw.mods.fml.relauncher.SideOnly; 005import net.minecraft.client.Minecraft; 006import net.minecraft.client.renderer.Tessellator; 007import net.minecraft.entity.Entity; 008import net.minecraft.entity.projectile.EntityFishHook; 009import net.minecraft.util.MathHelper; 010import net.minecraft.util.Vec3; 011import org.lwjgl.opengl.GL11; 012import org.lwjgl.opengl.GL12; 013 014@SideOnly(Side.CLIENT) 015public 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 b0 = 1; 027 byte b1 = 2; 028 this.loadTexture("/particles.png"); 029 Tessellator tessellator = Tessellator.instance; 030 float f2 = (float)(b0 * 8 + 0) / 128.0F; 031 float f3 = (float)(b0 * 8 + 8) / 128.0F; 032 float f4 = (float)(b1 * 8 + 0) / 128.0F; 033 float f5 = (float)(b1 * 8 + 8) / 128.0F; 034 float f6 = 1.0F; 035 float f7 = 0.5F; 036 float f8 = 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 tessellator.startDrawingQuads(); 040 tessellator.setNormal(0.0F, 1.0F, 0.0F); 041 tessellator.addVertexWithUV((double)(0.0F - f7), (double)(0.0F - f8), 0.0D, (double)f2, (double)f5); 042 tessellator.addVertexWithUV((double)(f6 - f7), (double)(0.0F - f8), 0.0D, (double)f3, (double)f5); 043 tessellator.addVertexWithUV((double)(f6 - f7), (double)(1.0F - f8), 0.0D, (double)f3, (double)f4); 044 tessellator.addVertexWithUV((double)(0.0F - f7), (double)(1.0F - f8), 0.0D, (double)f2, (double)f4); 045 tessellator.draw(); 046 GL11.glDisable(GL12.GL_RESCALE_NORMAL); 047 GL11.glPopMatrix(); 048 049 if (par1EntityFishHook.angler != null) 050 { 051 float f9 = par1EntityFishHook.angler.getSwingProgress(par9); 052 float f10 = MathHelper.sin(MathHelper.sqrt_float(f9) * (float)Math.PI); 053 Vec3 vec3 = par1EntityFishHook.worldObj.getWorldVec3Pool().getVecFromPool(-0.5D, 0.03D, 0.8D); 054 vec3.rotateAroundX(-(par1EntityFishHook.angler.prevRotationPitch + (par1EntityFishHook.angler.rotationPitch - par1EntityFishHook.angler.prevRotationPitch) * par9) * (float)Math.PI / 180.0F); 055 vec3.rotateAroundY(-(par1EntityFishHook.angler.prevRotationYaw + (par1EntityFishHook.angler.rotationYaw - par1EntityFishHook.angler.prevRotationYaw) * par9) * (float)Math.PI / 180.0F); 056 vec3.rotateAroundY(f10 * 0.5F); 057 vec3.rotateAroundX(-f10 * 0.7F); 058 double d3 = par1EntityFishHook.angler.prevPosX + (par1EntityFishHook.angler.posX - par1EntityFishHook.angler.prevPosX) * (double)par9 + vec3.xCoord; 059 double d4 = par1EntityFishHook.angler.prevPosY + (par1EntityFishHook.angler.posY - par1EntityFishHook.angler.prevPosY) * (double)par9 + vec3.yCoord; 060 double d5 = par1EntityFishHook.angler.prevPosZ + (par1EntityFishHook.angler.posZ - par1EntityFishHook.angler.prevPosZ) * (double)par9 + vec3.zCoord; 061 double d6 = 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 f11 = (par1EntityFishHook.angler.prevRenderYawOffset + (par1EntityFishHook.angler.renderYawOffset - par1EntityFishHook.angler.prevRenderYawOffset) * par9) * (float)Math.PI / 180.0F; 066 double d7 = (double)MathHelper.sin(f11); 067 double d8 = (double)MathHelper.cos(f11); 068 d3 = par1EntityFishHook.angler.prevPosX + (par1EntityFishHook.angler.posX - par1EntityFishHook.angler.prevPosX) * (double)par9 - d8 * 0.35D - d7 * 0.85D; 069 d4 = par1EntityFishHook.angler.prevPosY + d6 + (par1EntityFishHook.angler.posY - par1EntityFishHook.angler.prevPosY) * (double)par9 - 0.45D; 070 d5 = par1EntityFishHook.angler.prevPosZ + (par1EntityFishHook.angler.posZ - par1EntityFishHook.angler.prevPosZ) * (double)par9 - d7 * 0.35D + d8 * 0.85D; 071 } 072 073 double d9 = par1EntityFishHook.prevPosX + (par1EntityFishHook.posX - par1EntityFishHook.prevPosX) * (double)par9; 074 double d10 = par1EntityFishHook.prevPosY + (par1EntityFishHook.posY - par1EntityFishHook.prevPosY) * (double)par9 + 0.25D; 075 double d11 = par1EntityFishHook.prevPosZ + (par1EntityFishHook.posZ - par1EntityFishHook.prevPosZ) * (double)par9; 076 double d12 = (double)((float)(d3 - d9)); 077 double d13 = (double)((float)(d4 - d10)); 078 double d14 = (double)((float)(d5 - d11)); 079 GL11.glDisable(GL11.GL_TEXTURE_2D); 080 GL11.glDisable(GL11.GL_LIGHTING); 081 tessellator.startDrawing(3); 082 tessellator.setColorOpaque_I(0); 083 byte b2 = 16; 084 085 for (int i = 0; i <= b2; ++i) 086 { 087 float f12 = (float)i / (float)b2; 088 tessellator.addVertex(par2 + d12 * (double)f12, par4 + d13 * (double)(f12 * f12 + f12) * 0.5D + 0.25D, par6 + d14 * (double)f12); 089 } 090 091 tessellator.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}