    001package net.minecraft.client.model;
    002
    003import cpw.mods.fml.relauncher.Side;
    004import cpw.mods.fml.relauncher.SideOnly;
    005import net.minecraft.entity.Entity;
    006import net.minecraft.util.MathHelper;
    007
    008@SideOnly(Side.CLIENT)
    009public 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}