package net.minecraft.client.model;

import net.lax1dude.eaglercraft.v1_8.EaglercraftRandom;
import net.lax1dude.eaglercraft.v1_8.opengl.GlStateManager;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;

/**+
 * 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 are (c) 2022-2023 LAX1DUDE. All Rights Reserved.
 *
 * WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
 * NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
 * TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
 * SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
 *
 * NOT FOR COMMERCIAL OR MALICIOUS USE
 *
 * (please read the 'LICENSE' file this repo's root directory for more info)
 *
 */
public class ModelGhast extends ModelBase {

    ModelRenderer body;
    ModelRenderer[] tentacles = new ModelRenderer[9];

    public ModelGhast() {
        byte b0 = -16;
        this.body = new ModelRenderer(this, 0, 0);
        this.body.addBox(-8.0F, -8.0F, -8.0F, 16, 16, 16);
        this.body.rotationPointY += (float) (24 + b0);
        EaglercraftRandom random = new EaglercraftRandom(1660L);

        for (int i = 0; i < this.tentacles.length; ++i) {
            this.tentacles[i] = new ModelRenderer(this, 0, 0);
            float f = (((float) (i % 3) - (float) (i / 3 % 2) * 0.5F + 0.25F) / 2.0F * 2.0F - 1.0F) * 5.0F;
            float f1 = ((float) (i / 3) / 2.0F * 2.0F - 1.0F) * 5.0F;
            int j = random.nextInt(7) + 8;
            this.tentacles[i].addBox(-1.0F, 0.0F, -1.0F, 2, j, 2);
            this.tentacles[i].rotationPointX = f;
            this.tentacles[i].rotationPointZ = f1;
            this.tentacles[i].rotationPointY = (float) (31 + b0);
        }
    }

    /**+
     * 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 (int i = 0; i < this.tentacles.length; ++i) {
            this.tentacles[i].rotateAngleX = 0.2F * MathHelper.sin(f * 0.3F + (float) i) + 0.4F;
        }
    }

    /**+
     * 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);
        GlStateManager.pushMatrix();
        GlStateManager.translate(0.0F, 0.6F, 0.0F);
        this.body.render(f5);

        for (ModelRenderer modelrenderer : this.tentacles) {
            modelrenderer.render(f5);
        }

        GlStateManager.popMatrix();
    }
}