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 }