package net.minecraft.client.model;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.Random;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public class ModelGhast extends ModelBase
{
ModelRenderer body;
ModelRenderer[] tentacles = new ModelRenderer[9];
private static final String __OBFID = "CL_00000839";
public ModelGhast()
{
byte b0 = -16;
this.body = new ModelRenderer(this, 0, 0);
this.body.addBox(-8.0F, -8.0F, -8.0F, 16, 16, 16);
this.body.rotationPointY += (float)(24 + b0);
Random random = new Random(1660L);
for (int i = 0; i < this.tentacles.length; ++i)
{
this.tentacles[i] = new ModelRenderer(this, 0, 0);
float f = (((float)(i % 3) - (float)(i / 3 % 2) * 0.5F + 0.25F) / 2.0F * 2.0F - 1.0F) * 5.0F;
float f1 = ((float)(i / 3) / 2.0F * 2.0F - 1.0F) * 5.0F;
int j = random.nextInt(7) + 8;
this.tentacles[i].addBox(-1.0F, 0.0F, -1.0F, 2, j, 2);
this.tentacles[i].rotationPointX = f;
this.tentacles[i].rotationPointZ = f1;
this.tentacles[i].rotationPointY = (float)(31 + b0);
}
}
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity p_78087_7_)
{
for (int i = 0; i < this.tentacles.length; ++i)
{
this.tentacles[i].rotateAngleX = 0.2F * MathHelper.sin(p_78087_3_ * 0.3F + (float)i) + 0.4F;
}
}
/**
* Sets the models various rotation angles then renders the model.
*/
public void render(Entity p_78088_1_, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float p_78088_7_)
{
this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, p_78088_7_, p_78088_1_);
GL11.glPushMatrix();
GL11.glTranslatef(0.0F, 0.6F, 0.0F);
this.body.render(p_78088_7_);
ModelRenderer[] amodelrenderer = this.tentacles;
int i = amodelrenderer.length;
for (int j = 0; j < i; ++j)
{
ModelRenderer modelrenderer = amodelrenderer[j];
modelrenderer.render(p_78088_7_);
}
GL11.glPopMatrix();
}
}