    001package net.minecraft.client.renderer.entity;
    002
    003import cpw.mods.fml.relauncher.Side;
    004import cpw.mods.fml.relauncher.SideOnly;
    005import net.minecraft.client.Minecraft;
    006import net.minecraft.client.renderer.Tessellator;
    007import net.minecraft.entity.Entity;
    008import net.minecraft.entity.projectile.EntityFishHook;
    009import net.minecraft.util.MathHelper;
    010import net.minecraft.util.Vec3;
    011import org.lwjgl.opengl.GL11;
    012import org.lwjgl.opengl.GL12;
    013
    014@SideOnly(Side.CLIENT)
    015public 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 b0 = 1;
    027        byte b1 = 2;
    028        this.loadTexture("/particles.png");
    029        Tessellator tessellator = Tessellator.instance;
    030        float f2 = (float)(b0 * 8 + 0) / 128.0F;
    031        float f3 = (float)(b0 * 8 + 8) / 128.0F;
    032        float f4 = (float)(b1 * 8 + 0) / 128.0F;
    033        float f5 = (float)(b1 * 8 + 8) / 128.0F;
    034        float f6 = 1.0F;
    035        float f7 = 0.5F;
    036        float f8 = 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        tessellator.startDrawingQuads();
    040        tessellator.setNormal(0.0F, 1.0F, 0.0F);
    041        tessellator.addVertexWithUV((double)(0.0F - f7), (double)(0.0F - f8), 0.0D, (double)f2, (double)f5);
    042        tessellator.addVertexWithUV((double)(f6 - f7), (double)(0.0F - f8), 0.0D, (double)f3, (double)f5);
    043        tessellator.addVertexWithUV((double)(f6 - f7), (double)(1.0F - f8), 0.0D, (double)f3, (double)f4);
    044        tessellator.addVertexWithUV((double)(0.0F - f7), (double)(1.0F - f8), 0.0D, (double)f2, (double)f4);
    045        tessellator.draw();
    046        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    047        GL11.glPopMatrix();
    048
    049        if (par1EntityFishHook.angler != null)
    050        {
    051            float f9 = par1EntityFishHook.angler.getSwingProgress(par9);
    052            float f10 = MathHelper.sin(MathHelper.sqrt_float(f9) * (float)Math.PI);
    053            Vec3 vec3 = par1EntityFishHook.worldObj.getWorldVec3Pool().getVecFromPool(-0.5D, 0.03D, 0.8D);
    054            vec3.rotateAroundX(-(par1EntityFishHook.angler.prevRotationPitch + (par1EntityFishHook.angler.rotationPitch - par1EntityFishHook.angler.prevRotationPitch) * par9) * (float)Math.PI / 180.0F);
    055            vec3.rotateAroundY(-(par1EntityFishHook.angler.prevRotationYaw + (par1EntityFishHook.angler.rotationYaw - par1EntityFishHook.angler.prevRotationYaw) * par9) * (float)Math.PI / 180.0F);
    056            vec3.rotateAroundY(f10 * 0.5F);
    057            vec3.rotateAroundX(-f10 * 0.7F);
    058            double d3 = par1EntityFishHook.angler.prevPosX + (par1EntityFishHook.angler.posX - par1EntityFishHook.angler.prevPosX) * (double)par9 + vec3.xCoord;
    059            double d4 = par1EntityFishHook.angler.prevPosY + (par1EntityFishHook.angler.posY - par1EntityFishHook.angler.prevPosY) * (double)par9 + vec3.yCoord;
    060            double d5 = par1EntityFishHook.angler.prevPosZ + (par1EntityFishHook.angler.posZ - par1EntityFishHook.angler.prevPosZ) * (double)par9 + vec3.zCoord;
    061            double d6 = 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 f11 = (par1EntityFishHook.angler.prevRenderYawOffset + (par1EntityFishHook.angler.renderYawOffset - par1EntityFishHook.angler.prevRenderYawOffset) * par9) * (float)Math.PI / 180.0F;
    066                double d7 = (double)MathHelper.sin(f11);
    067                double d8 = (double)MathHelper.cos(f11);
    068                d3 = par1EntityFishHook.angler.prevPosX + (par1EntityFishHook.angler.posX - par1EntityFishHook.angler.prevPosX) * (double)par9 - d8 * 0.35D - d7 * 0.85D;
    069                d4 = par1EntityFishHook.angler.prevPosY + d6 + (par1EntityFishHook.angler.posY - par1EntityFishHook.angler.prevPosY) * (double)par9 - 0.45D;
    070                d5 = par1EntityFishHook.angler.prevPosZ + (par1EntityFishHook.angler.posZ - par1EntityFishHook.angler.prevPosZ) * (double)par9 - d7 * 0.35D + d8 * 0.85D;
    071            }
    072
    073            double d9 = par1EntityFishHook.prevPosX + (par1EntityFishHook.posX - par1EntityFishHook.prevPosX) * (double)par9;
    074            double d10 = par1EntityFishHook.prevPosY + (par1EntityFishHook.posY - par1EntityFishHook.prevPosY) * (double)par9 + 0.25D;
    075            double d11 = par1EntityFishHook.prevPosZ + (par1EntityFishHook.posZ - par1EntityFishHook.prevPosZ) * (double)par9;
    076            double d12 = (double)((float)(d3 - d9));
    077            double d13 = (double)((float)(d4 - d10));
    078            double d14 = (double)((float)(d5 - d11));
    079            GL11.glDisable(GL11.GL_TEXTURE_2D);
    080            GL11.glDisable(GL11.GL_LIGHTING);
    081            tessellator.startDrawing(3);
    082            tessellator.setColorOpaque_I(0);
    083            byte b2 = 16;
    084
    085            for (int i = 0; i <= b2; ++i)
    086            {
    087                float f12 = (float)i / (float)b2;
    088                tessellator.addVertex(par2 + d12 * (double)f12, par4 + d13 * (double)(f12 * f12 + f12) * 0.5D + 0.25D, par6 + d14 * (double)f12);
    089            }
    090
    091            tessellator.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}