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.Minecraft; 006 import net.minecraft.client.renderer.Tessellator; 007 import net.minecraft.entity.Entity; 008 import net.minecraft.entity.projectile.EntityFishHook; 009 import net.minecraft.util.MathHelper; 010 import net.minecraft.util.Vec3; 011 import org.lwjgl.opengl.GL11; 012 import org.lwjgl.opengl.GL12; 013 014 @SideOnly(Side.CLIENT) 015 public class RenderFish extends Render 016 { 017 /** 018 * Actually renders the fishing line and hook 019 */ 020 public void doRenderFishHook(EntityFishHook par1EntityFishHook, double par2, double par4, double par6, float par8, float par9) 021 { 022 GL11.glPushMatrix(); 023 GL11.glTranslatef((float)par2, (float)par4, (float)par6); 024 GL11.glEnable(GL12.GL_RESCALE_NORMAL); 025 GL11.glScalef(0.5F, 0.5F, 0.5F); 026 byte var10 = 1; 027 byte var11 = 2; 028 this.loadTexture("/particles.png"); 029 Tessellator var12 = Tessellator.instance; 030 float var13 = (float)(var10 * 8 + 0) / 128.0F; 031 float var14 = (float)(var10 * 8 + 8) / 128.0F; 032 float var15 = (float)(var11 * 8 + 0) / 128.0F; 033 float var16 = (float)(var11 * 8 + 8) / 128.0F; 034 float var17 = 1.0F; 035 float var18 = 0.5F; 036 float var19 = 0.5F; 037 GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); 038 GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); 039 var12.startDrawingQuads(); 040 var12.setNormal(0.0F, 1.0F, 0.0F); 041 var12.addVertexWithUV((double)(0.0F - var18), (double)(0.0F - var19), 0.0D, (double)var13, (double)var16); 042 var12.addVertexWithUV((double)(var17 - var18), (double)(0.0F - var19), 0.0D, (double)var14, (double)var16); 043 var12.addVertexWithUV((double)(var17 - var18), (double)(1.0F - var19), 0.0D, (double)var14, (double)var15); 044 var12.addVertexWithUV((double)(0.0F - var18), (double)(1.0F - var19), 0.0D, (double)var13, (double)var15); 045 var12.draw(); 046 GL11.glDisable(GL12.GL_RESCALE_NORMAL); 047 GL11.glPopMatrix(); 048 049 if (par1EntityFishHook.angler != null) 050 { 051 float var20 = par1EntityFishHook.angler.getSwingProgress(par9); 052 float var21 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI); 053 Vec3 var22 = par1EntityFishHook.worldObj.getWorldVec3Pool().getVecFromPool(-0.5D, 0.03D, 0.8D); 054 var22.rotateAroundX(-(par1EntityFishHook.angler.prevRotationPitch + (par1EntityFishHook.angler.rotationPitch - par1EntityFishHook.angler.prevRotationPitch) * par9) * (float)Math.PI / 180.0F); 055 var22.rotateAroundY(-(par1EntityFishHook.angler.prevRotationYaw + (par1EntityFishHook.angler.rotationYaw - par1EntityFishHook.angler.prevRotationYaw) * par9) * (float)Math.PI / 180.0F); 056 var22.rotateAroundY(var21 * 0.5F); 057 var22.rotateAroundX(-var21 * 0.7F); 058 double var23 = par1EntityFishHook.angler.prevPosX + (par1EntityFishHook.angler.posX - par1EntityFishHook.angler.prevPosX) * (double)par9 + var22.xCoord; 059 double var25 = par1EntityFishHook.angler.prevPosY + (par1EntityFishHook.angler.posY - par1EntityFishHook.angler.prevPosY) * (double)par9 + var22.yCoord; 060 double var27 = par1EntityFishHook.angler.prevPosZ + (par1EntityFishHook.angler.posZ - par1EntityFishHook.angler.prevPosZ) * (double)par9 + var22.zCoord; 061 double var29 = par1EntityFishHook.angler != Minecraft.getMinecraft().thePlayer ? (double)par1EntityFishHook.angler.getEyeHeight() : 0.0D; 062 063 if (this.renderManager.options.thirdPersonView > 0 || par1EntityFishHook.angler != Minecraft.getMinecraft().thePlayer) 064 { 065 float var31 = (par1EntityFishHook.angler.prevRenderYawOffset + (par1EntityFishHook.angler.renderYawOffset - par1EntityFishHook.angler.prevRenderYawOffset) * par9) * (float)Math.PI / 180.0F; 066 double var32 = (double)MathHelper.sin(var31); 067 double var34 = (double)MathHelper.cos(var31); 068 var23 = par1EntityFishHook.angler.prevPosX + (par1EntityFishHook.angler.posX - par1EntityFishHook.angler.prevPosX) * (double)par9 - var34 * 0.35D - var32 * 0.85D; 069 var25 = par1EntityFishHook.angler.prevPosY + var29 + (par1EntityFishHook.angler.posY - par1EntityFishHook.angler.prevPosY) * (double)par9 - 0.45D; 070 var27 = par1EntityFishHook.angler.prevPosZ + (par1EntityFishHook.angler.posZ - par1EntityFishHook.angler.prevPosZ) * (double)par9 - var32 * 0.35D + var34 * 0.85D; 071 } 072 073 double var46 = par1EntityFishHook.prevPosX + (par1EntityFishHook.posX - par1EntityFishHook.prevPosX) * (double)par9; 074 double var33 = par1EntityFishHook.prevPosY + (par1EntityFishHook.posY - par1EntityFishHook.prevPosY) * (double)par9 + 0.25D; 075 double var35 = par1EntityFishHook.prevPosZ + (par1EntityFishHook.posZ - par1EntityFishHook.prevPosZ) * (double)par9; 076 double var37 = (double)((float)(var23 - var46)); 077 double var39 = (double)((float)(var25 - var33)); 078 double var41 = (double)((float)(var27 - var35)); 079 GL11.glDisable(GL11.GL_TEXTURE_2D); 080 GL11.glDisable(GL11.GL_LIGHTING); 081 var12.startDrawing(3); 082 var12.setColorOpaque_I(0); 083 byte var43 = 16; 084 085 for (int var44 = 0; var44 <= var43; ++var44) 086 { 087 float var45 = (float)var44 / (float)var43; 088 var12.addVertex(par2 + var37 * (double)var45, par4 + var39 * (double)(var45 * var45 + var45) * 0.5D + 0.25D, par6 + var41 * (double)var45); 089 } 090 091 var12.draw(); 092 GL11.glEnable(GL11.GL_LIGHTING); 093 GL11.glEnable(GL11.GL_TEXTURE_2D); 094 } 095 } 096 097 /** 098 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then 099 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic 100 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, 101 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. 102 */ 103 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) 104 { 105 this.doRenderFishHook((EntityFishHook)par1Entity, par2, par4, par6, par8, par9); 106 } 107 }