001 package net.minecraft.src; 002 003 import cpw.mods.fml.common.Side; 004 import cpw.mods.fml.common.asm.SideOnly; 005 import java.util.Random; 006 import org.lwjgl.opengl.GL11; 007 008 @SideOnly(Side.CLIENT) 009 public class ModelGhast extends ModelBase 010 { 011 ModelRenderer body; 012 ModelRenderer[] tentacles = new ModelRenderer[9]; 013 014 public ModelGhast() 015 { 016 byte var1 = -16; 017 this.body = new ModelRenderer(this, 0, 0); 018 this.body.addBox(-8.0F, -8.0F, -8.0F, 16, 16, 16); 019 this.body.rotationPointY += (float)(24 + var1); 020 Random var2 = new Random(1660L); 021 022 for (int var3 = 0; var3 < this.tentacles.length; ++var3) 023 { 024 this.tentacles[var3] = new ModelRenderer(this, 0, 0); 025 float var4 = (((float)(var3 % 3) - (float)(var3 / 3 % 2) * 0.5F + 0.25F) / 2.0F * 2.0F - 1.0F) * 5.0F; 026 float var5 = ((float)(var3 / 3) / 2.0F * 2.0F - 1.0F) * 5.0F; 027 int var6 = var2.nextInt(7) + 8; 028 this.tentacles[var3].addBox(-1.0F, 0.0F, -1.0F, 2, var6, 2); 029 this.tentacles[var3].rotationPointX = var4; 030 this.tentacles[var3].rotationPointZ = var5; 031 this.tentacles[var3].rotationPointY = (float)(31 + var1); 032 } 033 } 034 035 /** 036 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 037 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 038 * "far" arms and legs can swing at most. 039 */ 040 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6) 041 { 042 for (int var7 = 0; var7 < this.tentacles.length; ++var7) 043 { 044 this.tentacles[var7].rotateAngleX = 0.2F * MathHelper.sin(par3 * 0.3F + (float)var7) + 0.4F; 045 } 046 } 047 048 /** 049 * Sets the models various rotation angles then renders the model. 050 */ 051 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 052 { 053 this.setRotationAngles(par2, par3, par4, par5, par6, par7); 054 GL11.glPushMatrix(); 055 GL11.glTranslatef(0.0F, 0.6F, 0.0F); 056 this.body.render(par7); 057 ModelRenderer[] var8 = this.tentacles; 058 int var9 = var8.length; 059 060 for (int var10 = 0; var10 < var9; ++var10) 061 { 062 ModelRenderer var11 = var8[var10]; 063 var11.render(par7); 064 } 065 066 GL11.glPopMatrix(); 067 } 068 }