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    }