package net.minecraft.client.model;

import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;

import java.util.Random;

public class ModelGhast extends ModelBase {
    ModelRenderer body;
    ModelRenderer[] tentacles = new ModelRenderer[9];
    // private static final String __OBFID = "CL_00000839";

    public ModelGhast() {
        byte var1 = -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 + var1);
        Random var2 = new Random(1660L);

        for (int var3 = 0; var3 < this.tentacles.length; ++var3) {
            this.tentacles[var3] = new ModelRenderer(this, 0, 0);
            float var4 = (((float) (var3 % 3) - (float) (var3 / 3 % 2) * 0.5F + 0.25F) / 2.0F * 2.0F - 1.0F) * 5.0F;
            float var5 = ((float) (var3 / 3) / 2.0F * 2.0F - 1.0F) * 5.0F;
            int var6 = var2.nextInt(7) + 8;
            this.tentacles[var3].addBox(-1.0F, 0.0F, -1.0F, 2, var6, 2);
            this.tentacles[var3].rotationPointX = var4;
            this.tentacles[var3].rotationPointZ = var5;
            this.tentacles[var3].rotationPointY = (float) (31 + var1);
        }
    }

    /**
     * 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 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_) {
        for (int var8 = 0; var8 < this.tentacles.length; ++var8) {
            this.tentacles[var8].rotateAngleX = 0.2F * MathHelper.sin(p_78087_3_ * 0.3F + (float) var8) + 0.4F;
        }
    }

    /**
     * Sets the models various rotation angles then renders the model.
     */
    public void render(Entity p_78088_1_, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float p_78088_7_) {
        this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, p_78088_7_, p_78088_1_);
        GlStateManager.pushMatrix();
        GlStateManager.translate(0.0F, 0.6F, 0.0F);
        this.body.render(p_78088_7_);
        ModelRenderer[] var8 = this.tentacles;
        int var9 = var8.length;

        for (int var10 = 0; var10 < var9; ++var10) {
            ModelRenderer var11 = var8[var10];
            var11.render(p_78088_7_);
        }

        GlStateManager.popMatrix();
    }
}
