001    package net.minecraft.client.model;
002    
003    import cpw.mods.fml.relauncher.Side;
004    import cpw.mods.fml.relauncher.SideOnly;
005    import java.util.Random;
006    import net.minecraft.entity.Entity;
007    import net.minecraft.util.MathHelper;
008    import org.lwjgl.opengl.GL11;
009    
010    @SideOnly(Side.CLIENT)
011    public class ModelGhast extends ModelBase
012    {
013        ModelRenderer body;
014        ModelRenderer[] tentacles = new ModelRenderer[9];
015    
016        public ModelGhast()
017        {
018            byte var1 = -16;
019            this.body = new ModelRenderer(this, 0, 0);
020            this.body.addBox(-8.0F, -8.0F, -8.0F, 16, 16, 16);
021            this.body.rotationPointY += (float)(24 + var1);
022            Random var2 = new Random(1660L);
023    
024            for (int var3 = 0; var3 < this.tentacles.length; ++var3)
025            {
026                this.tentacles[var3] = new ModelRenderer(this, 0, 0);
027                float var4 = (((float)(var3 % 3) - (float)(var3 / 3 % 2) * 0.5F + 0.25F) / 2.0F * 2.0F - 1.0F) * 5.0F;
028                float var5 = ((float)(var3 / 3) / 2.0F * 2.0F - 1.0F) * 5.0F;
029                int var6 = var2.nextInt(7) + 8;
030                this.tentacles[var3].addBox(-1.0F, 0.0F, -1.0F, 2, var6, 2);
031                this.tentacles[var3].rotationPointX = var4;
032                this.tentacles[var3].rotationPointZ = var5;
033                this.tentacles[var3].rotationPointY = (float)(31 + var1);
034            }
035        }
036    
037        /**
038         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
039         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
040         * "far" arms and legs can swing at most.
041         */
042        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
043        {
044            for (int var8 = 0; var8 < this.tentacles.length; ++var8)
045            {
046                this.tentacles[var8].rotateAngleX = 0.2F * MathHelper.sin(par3 * 0.3F + (float)var8) + 0.4F;
047            }
048        }
049    
050        /**
051         * Sets the models various rotation angles then renders the model.
052         */
053        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
054        {
055            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
056            GL11.glPushMatrix();
057            GL11.glTranslatef(0.0F, 0.6F, 0.0F);
058            this.body.render(par7);
059            ModelRenderer[] var8 = this.tentacles;
060            int var9 = var8.length;
061    
062            for (int var10 = 0; var10 < var9; ++var10)
063            {
064                ModelRenderer var11 = var8[var10];
065                var11.render(par7);
066            }
067    
068            GL11.glPopMatrix();
069        }
070    }