001    package net.minecraft.src;
002    
003    import cpw.mods.fml.common.Side;
004    import cpw.mods.fml.common.asm.SideOnly;
005    
006    @SideOnly(Side.CLIENT)
007    public class ModelBook extends ModelBase
008    {
009        /** Right cover renderer (when facing the book) */
010        public ModelRenderer coverRight = (new ModelRenderer(this)).setTextureOffset(0, 0).addBox(-6.0F, -5.0F, 0.0F, 6, 10, 0);
011    
012        /** Left cover renderer (when facing the book) */
013        public ModelRenderer coverLeft = (new ModelRenderer(this)).setTextureOffset(16, 0).addBox(0.0F, -5.0F, 0.0F, 6, 10, 0);
014    
015        /** The right pages renderer (when facing the book) */
016        public ModelRenderer pagesRight = (new ModelRenderer(this)).setTextureOffset(0, 10).addBox(0.0F, -4.0F, -0.99F, 5, 8, 1);
017    
018        /** The left pages renderer (when facing the book) */
019        public ModelRenderer pagesLeft = (new ModelRenderer(this)).setTextureOffset(12, 10).addBox(0.0F, -4.0F, -0.01F, 5, 8, 1);
020    
021        /** Right cover renderer (when facing the book) */
022        public ModelRenderer flippingPageRight = (new ModelRenderer(this)).setTextureOffset(24, 10).addBox(0.0F, -4.0F, 0.0F, 5, 8, 0);
023    
024        /** Right cover renderer (when facing the book) */
025        public ModelRenderer flippingPageLeft = (new ModelRenderer(this)).setTextureOffset(24, 10).addBox(0.0F, -4.0F, 0.0F, 5, 8, 0);
026    
027        /** The renderer of spine of the book */
028        public ModelRenderer bookSpine = (new ModelRenderer(this)).setTextureOffset(12, 0).addBox(-1.0F, -5.0F, 0.0F, 2, 10, 0);
029    
030        public ModelBook()
031        {
032            this.coverRight.setRotationPoint(0.0F, 0.0F, -1.0F);
033            this.coverLeft.setRotationPoint(0.0F, 0.0F, 1.0F);
034            this.bookSpine.rotateAngleY = ((float)Math.PI / 2F);
035        }
036    
037        /**
038         * Sets the models various rotation angles then renders the model.
039         */
040        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
041        {
042            this.setRotationAngles(par2, par3, par4, par5, par6, par7);
043            this.coverRight.render(par7);
044            this.coverLeft.render(par7);
045            this.bookSpine.render(par7);
046            this.pagesRight.render(par7);
047            this.pagesLeft.render(par7);
048            this.flippingPageRight.render(par7);
049            this.flippingPageLeft.render(par7);
050        }
051    
052        /**
053         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
054         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
055         * "far" arms and legs can swing at most.
056         */
057        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
058        {
059            float var7 = (MathHelper.sin(par1 * 0.02F) * 0.1F + 1.25F) * par4;
060            this.coverRight.rotateAngleY = (float)Math.PI + var7;
061            this.coverLeft.rotateAngleY = -var7;
062            this.pagesRight.rotateAngleY = var7;
063            this.pagesLeft.rotateAngleY = -var7;
064            this.flippingPageRight.rotateAngleY = var7 - var7 * 2.0F * par2;
065            this.flippingPageLeft.rotateAngleY = var7 - var7 * 2.0F * par3;
066            this.pagesRight.rotationPointX = MathHelper.sin(var7);
067            this.pagesLeft.rotationPointX = MathHelper.sin(var7);
068            this.flippingPageRight.rotationPointX = MathHelper.sin(var7);
069            this.flippingPageLeft.rotationPointX = MathHelper.sin(var7);
070        }
071    }