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    }