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 }