001 package net.minecraft.client.renderer.entity;
002
003 import cpw.mods.fml.relauncher.Side;
004 import cpw.mods.fml.relauncher.SideOnly;
005 import net.minecraft.client.renderer.Tessellator;
006 import net.minecraft.entity.Entity;
007 import net.minecraft.entity.projectile.EntityArrow;
008 import net.minecraft.util.MathHelper;
009 import org.lwjgl.opengl.GL11;
010 import org.lwjgl.opengl.GL12;
011
012 @SideOnly(Side.CLIENT)
013 public class RenderArrow extends Render
014 {
015 public void renderArrow(EntityArrow par1EntityArrow, double par2, double par4, double par6, float par8, float par9)
016 {
017 this.loadTexture("/item/arrows.png");
018 GL11.glPushMatrix();
019 GL11.glTranslatef((float)par2, (float)par4, (float)par6);
020 GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
021 GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
022 Tessellator var10 = Tessellator.instance;
023 byte var11 = 0;
024 float var12 = 0.0F;
025 float var13 = 0.5F;
026 float var14 = (float)(0 + var11 * 10) / 32.0F;
027 float var15 = (float)(5 + var11 * 10) / 32.0F;
028 float var16 = 0.0F;
029 float var17 = 0.15625F;
030 float var18 = (float)(5 + var11 * 10) / 32.0F;
031 float var19 = (float)(10 + var11 * 10) / 32.0F;
032 float var20 = 0.05625F;
033 GL11.glEnable(GL12.GL_RESCALE_NORMAL);
034 float var21 = (float)par1EntityArrow.arrowShake - par9;
035
036 if (var21 > 0.0F)
037 {
038 float var22 = -MathHelper.sin(var21 * 3.0F) * var21;
039 GL11.glRotatef(var22, 0.0F, 0.0F, 1.0F);
040 }
041
042 GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
043 GL11.glScalef(var20, var20, var20);
044 GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
045 GL11.glNormal3f(var20, 0.0F, 0.0F);
046 var10.startDrawingQuads();
047 var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var18);
048 var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var18);
049 var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var19);
050 var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var19);
051 var10.draw();
052 GL11.glNormal3f(-var20, 0.0F, 0.0F);
053 var10.startDrawingQuads();
054 var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var18);
055 var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var18);
056 var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var19);
057 var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var19);
058 var10.draw();
059
060 for (int var23 = 0; var23 < 4; ++var23)
061 {
062 GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
063 GL11.glNormal3f(0.0F, 0.0F, var20);
064 var10.startDrawingQuads();
065 var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)var12, (double)var14);
066 var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)var13, (double)var14);
067 var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)var13, (double)var15);
068 var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)var12, (double)var15);
069 var10.draw();
070 }
071
072 GL11.glDisable(GL12.GL_RESCALE_NORMAL);
073 GL11.glPopMatrix();
074 }
075
076 /**
077 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
078 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
079 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
080 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
081 */
082 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
083 {
084 this.renderArrow((EntityArrow)par1Entity, par2, par4, par6, par8, par9);
085 }
086 }