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.block.Block; 006 import net.minecraft.client.model.ModelIronGolem; 007 import net.minecraft.client.renderer.OpenGlHelper; 008 import net.minecraft.entity.Entity; 009 import net.minecraft.entity.EntityLiving; 010 import net.minecraft.entity.monster.EntityIronGolem; 011 import org.lwjgl.opengl.GL11; 012 import org.lwjgl.opengl.GL12; 013 014 @SideOnly(Side.CLIENT) 015 public class RenderIronGolem extends RenderLiving 016 { 017 /** Iron Golem's Model. */ 018 private ModelIronGolem ironGolemModel; 019 020 public RenderIronGolem() 021 { 022 super(new ModelIronGolem(), 0.5F); 023 this.ironGolemModel = (ModelIronGolem)this.mainModel; 024 } 025 026 /** 027 * Renders the Iron Golem. 028 */ 029 public void doRenderIronGolem(EntityIronGolem par1EntityIronGolem, double par2, double par4, double par6, float par8, float par9) 030 { 031 super.doRenderLiving(par1EntityIronGolem, par2, par4, par6, par8, par9); 032 } 033 034 /** 035 * Rotates Iron Golem corpse. 036 */ 037 protected void rotateIronGolemCorpse(EntityIronGolem par1EntityIronGolem, float par2, float par3, float par4) 038 { 039 super.rotateCorpse(par1EntityIronGolem, par2, par3, par4); 040 041 if ((double)par1EntityIronGolem.legYaw >= 0.01D) 042 { 043 float var5 = 13.0F; 044 float var6 = par1EntityIronGolem.legSwing - par1EntityIronGolem.legYaw * (1.0F - par4) + 6.0F; 045 float var7 = (Math.abs(var6 % var5 - var5 * 0.5F) - var5 * 0.25F) / (var5 * 0.25F); 046 GL11.glRotatef(6.5F * var7, 0.0F, 0.0F, 1.0F); 047 } 048 } 049 050 /** 051 * Renders Iron Golem Equipped items. 052 */ 053 protected void renderIronGolemEquippedItems(EntityIronGolem par1EntityIronGolem, float par2) 054 { 055 super.renderEquippedItems(par1EntityIronGolem, par2); 056 057 if (par1EntityIronGolem.getHoldRoseTick() != 0) 058 { 059 GL11.glEnable(GL12.GL_RESCALE_NORMAL); 060 GL11.glPushMatrix(); 061 GL11.glRotatef(5.0F + 180.0F * this.ironGolemModel.ironGolemRightArm.rotateAngleX / (float)Math.PI, 1.0F, 0.0F, 0.0F); 062 GL11.glTranslatef(-0.6875F, 1.25F, -0.9375F); 063 GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); 064 float var3 = 0.8F; 065 GL11.glScalef(var3, -var3, var3); 066 int var4 = par1EntityIronGolem.getBrightnessForRender(par2); 067 int var5 = var4 % 65536; 068 int var6 = var4 / 65536; 069 OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)var5 / 1.0F, (float)var6 / 1.0F); 070 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); 071 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); 072 this.loadTexture("/terrain.png"); 073 this.renderBlocks.renderBlockAsItem(Block.plantRed, 0, 1.0F); 074 GL11.glPopMatrix(); 075 GL11.glDisable(GL12.GL_RESCALE_NORMAL); 076 } 077 } 078 079 protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2) 080 { 081 this.renderIronGolemEquippedItems((EntityIronGolem)par1EntityLiving, par2); 082 } 083 084 protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4) 085 { 086 this.rotateIronGolemCorpse((EntityIronGolem)par1EntityLiving, par2, par3, par4); 087 } 088 089 public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9) 090 { 091 this.doRenderIronGolem((EntityIronGolem)par1EntityLiving, par2, par4, par6, par8, par9); 092 } 093 094 /** 095 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then 096 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic 097 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, 098 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. 099 */ 100 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) 101 { 102 this.doRenderIronGolem((EntityIronGolem)par1Entity, par2, par4, par6, par8, par9); 103 } 104 }