001 package net.minecraft.client.model;
002
003 import cpw.mods.fml.relauncher.Side;
004 import cpw.mods.fml.relauncher.SideOnly;
005 import net.minecraft.entity.Entity;
006 import net.minecraft.util.MathHelper;
007
008 @SideOnly(Side.CLIENT)
009 public class ModelBook extends ModelBase
010 {
011 /** Right cover renderer (when facing the book) */
012 public ModelRenderer coverRight = (new ModelRenderer(this)).setTextureOffset(0, 0).addBox(-6.0F, -5.0F, 0.0F, 6, 10, 0);
013
014 /** Left cover renderer (when facing the book) */
015 public ModelRenderer coverLeft = (new ModelRenderer(this)).setTextureOffset(16, 0).addBox(0.0F, -5.0F, 0.0F, 6, 10, 0);
016
017 /** The right pages renderer (when facing the book) */
018 public ModelRenderer pagesRight = (new ModelRenderer(this)).setTextureOffset(0, 10).addBox(0.0F, -4.0F, -0.99F, 5, 8, 1);
019
020 /** The left pages renderer (when facing the book) */
021 public ModelRenderer pagesLeft = (new ModelRenderer(this)).setTextureOffset(12, 10).addBox(0.0F, -4.0F, -0.01F, 5, 8, 1);
022
023 /** Right cover renderer (when facing the book) */
024 public ModelRenderer flippingPageRight = (new ModelRenderer(this)).setTextureOffset(24, 10).addBox(0.0F, -4.0F, 0.0F, 5, 8, 0);
025
026 /** Right cover renderer (when facing the book) */
027 public ModelRenderer flippingPageLeft = (new ModelRenderer(this)).setTextureOffset(24, 10).addBox(0.0F, -4.0F, 0.0F, 5, 8, 0);
028
029 /** The renderer of spine of the book */
030 public ModelRenderer bookSpine = (new ModelRenderer(this)).setTextureOffset(12, 0).addBox(-1.0F, -5.0F, 0.0F, 2, 10, 0);
031
032 public ModelBook()
033 {
034 this.coverRight.setRotationPoint(0.0F, 0.0F, -1.0F);
035 this.coverLeft.setRotationPoint(0.0F, 0.0F, 1.0F);
036 this.bookSpine.rotateAngleY = ((float)Math.PI / 2F);
037 }
038
039 /**
040 * Sets the models various rotation angles then renders the model.
041 */
042 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
043 {
044 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
045 this.coverRight.render(par7);
046 this.coverLeft.render(par7);
047 this.bookSpine.render(par7);
048 this.pagesRight.render(par7);
049 this.pagesLeft.render(par7);
050 this.flippingPageRight.render(par7);
051 this.flippingPageLeft.render(par7);
052 }
053
054 /**
055 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
056 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
057 * "far" arms and legs can swing at most.
058 */
059 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
060 {
061 float var8 = (MathHelper.sin(par1 * 0.02F) * 0.1F + 1.25F) * par4;
062 this.coverRight.rotateAngleY = (float)Math.PI + var8;
063 this.coverLeft.rotateAngleY = -var8;
064 this.pagesRight.rotateAngleY = var8;
065 this.pagesLeft.rotateAngleY = -var8;
066 this.flippingPageRight.rotateAngleY = var8 - var8 * 2.0F * par2;
067 this.flippingPageLeft.rotateAngleY = var8 - var8 * 2.0F * par3;
068 this.pagesRight.rotationPointX = MathHelper.sin(var8);
069 this.pagesLeft.rotationPointX = MathHelper.sin(var8);
070 this.flippingPageRight.rotationPointX = MathHelper.sin(var8);
071 this.flippingPageLeft.rotationPointX = MathHelper.sin(var8);
072 }
073 }