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 var10 = Tessellator.instance;
023        byte var11 = 0;
024        float var12 = 0.0F;
025        float var13 = 0.5F;
026        float var14 = (float)(0 + var11 * 10) / 32.0F;
027        float var15 = (float)(5 + var11 * 10) / 32.0F;
028        float var16 = 0.0F;
029        float var17 = 0.15625F;
030        float var18 = (float)(5 + var11 * 10) / 32.0F;
031        float var19 = (float)(10 + var11 * 10) / 32.0F;
032        float var20 = 0.05625F;
033        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
034        float var21 = (float)par1EntityArrow.arrowShake - par9;
035
036        if (var21 > 0.0F)
037        {
038            float var22 = -MathHelper.sin(var21 * 3.0F) * var21;
039            GL11.glRotatef(var22, 0.0F, 0.0F, 1.0F);
040        }
041
042        GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
043        GL11.glScalef(var20, var20, var20);
044        GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
045        GL11.glNormal3f(var20, 0.0F, 0.0F);
046        var10.startDrawingQuads();
047        var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var18);
048        var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var18);
049        var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var19);
050        var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var19);
051        var10.draw();
052        GL11.glNormal3f(-var20, 0.0F, 0.0F);
053        var10.startDrawingQuads();
054        var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var18);
055        var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var18);
056        var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var19);
057        var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var19);
058        var10.draw();
059
060        for (int var23 = 0; var23 < 4; ++var23)
061        {
062            GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
063            GL11.glNormal3f(0.0F, 0.0F, var20);
064            var10.startDrawingQuads();
065            var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)var12, (double)var14);
066            var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)var13, (double)var14);
067            var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)var13, (double)var15);
068            var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)var12, (double)var15);
069            var10.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}