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