package net.minecraft.client.model; import net.minecraft.entity.Entity; /**+ * This portion of EaglercraftX contains deobfuscated Minecraft 1.8 source code. * * Minecraft 1.8.8 bytecode is (c) 2015 Mojang AB. "Do not distribute!" * Mod Coder Pack v9.18 deobfuscation configs are (c) Copyright by the MCP Team * * EaglercraftX 1.8 patch files (c) 2022-2024 lax1dude, ayunami2000. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ public class ModelSquid extends ModelBase { ModelRenderer squidBody; ModelRenderer[] squidTentacles = new ModelRenderer[8]; public ModelSquid() { byte b0 = -16; this.squidBody = new ModelRenderer(this, 0, 0); this.squidBody.addBox(-6.0F, -8.0F, -6.0F, 12, 16, 12); this.squidBody.rotationPointY += (float) (24 + b0); for (int i = 0; i < this.squidTentacles.length; ++i) { this.squidTentacles[i] = new ModelRenderer(this, 48, 0); double d0 = (double) i * 3.141592653589793D * 2.0D / (double) this.squidTentacles.length; float f = (float) Math.cos(d0) * 5.0F; float f1 = (float) Math.sin(d0) * 5.0F; this.squidTentacles[i].addBox(-1.0F, 0.0F, -1.0F, 2, 18, 2); this.squidTentacles[i].rotationPointX = f; this.squidTentacles[i].rotationPointZ = f1; this.squidTentacles[i].rotationPointY = (float) (31 + b0); d0 = (double) i * 3.141592653589793D * -2.0D / (double) this.squidTentacles.length + 1.5707963267948966D; this.squidTentacles[i].rotateAngleY = (float) d0; } } /**+ * Sets the model's various rotation angles. For bipeds, par1 * and par2 are used for animating the movement of arms and * legs, where par1 represents the time(so that arms and legs * swing back and forth) and par2 represents how "far" arms and * legs can swing at most. */ public void setRotationAngles(float var1, float var2, float f, float var4, float var5, float var6, Entity var7) { for (ModelRenderer modelrenderer : this.squidTentacles) { modelrenderer.rotateAngleX = f; } } /**+ * Sets the models various rotation angles then renders the * model. */ public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { this.setRotationAngles(f, f1, f2, f3, f4, f5, entity); this.squidBody.render(f5); for (int i = 0; i < this.squidTentacles.length; ++i) { this.squidTentacles[i].render(f5); } } }