package net.minecraft.client.model;

import net.minecraft.entity.Entity;

public class ModelSquid extends ModelBase
{
    /** The squid's body */
    ModelRenderer squidBody;

    /** The squid's tentacles */
    ModelRenderer[] squidTentacles = new ModelRenderer[8];

    public ModelSquid()
    {
        byte var1 = -16;
        this.squidBody = new ModelRenderer(this, 0, 0);
        this.squidBody.addBox(-6.0F, -8.0F, -6.0F, 12, 16, 12);
        this.squidBody.rotationPointY += 24 + var1;

        for (int var2 = 0; var2 < this.squidTentacles.length; ++var2)
        {
            this.squidTentacles[var2] = new ModelRenderer(this, 48, 0);
            double var3 = var2 * Math.PI * 2.0D / this.squidTentacles.length;
            float var5 = (float)Math.cos(var3) * 5.0F;
            float var6 = (float)Math.sin(var3) * 5.0F;
            this.squidTentacles[var2].addBox(-1.0F, 0.0F, -1.0F, 2, 18, 2);
            this.squidTentacles[var2].rotationPointX = var5;
            this.squidTentacles[var2].rotationPointZ = var6;
            this.squidTentacles[var2].rotationPointY = 31 + var1;
            var3 = var2 * Math.PI * -2.0D / this.squidTentacles.length + (Math.PI / 2D);
            this.squidTentacles[var2].rotateAngleY = (float)var3;
        }
    }

    /**
     * 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.
     */
    @Override
	public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity p_78087_7_)
    {
        ModelRenderer[] var8 = this.squidTentacles;
        int var9 = var8.length;

        for (int var10 = 0; var10 < var9; ++var10)
        {
            ModelRenderer var11 = var8[var10];
            var11.rotateAngleX = p_78087_3_;
        }
    }

    /**
     * Sets the models various rotation angles then renders the model.
     */
    @Override
	public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
    {
        this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);
        this.squidBody.render(scale);

        for (int var8 = 0; var8 < this.squidTentacles.length; ++var8)
        {
            this.squidTentacles[var8].render(scale);
        }
    }
}
