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