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, par1Entity); 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, Entity par7Entity) 058 { 059 float var8 = (MathHelper.sin(par1 * 0.02F) * 0.1F + 1.25F) * par4; 060 this.coverRight.rotateAngleY = (float)Math.PI + var8; 061 this.coverLeft.rotateAngleY = -var8; 062 this.pagesRight.rotateAngleY = var8; 063 this.pagesLeft.rotateAngleY = -var8; 064 this.flippingPageRight.rotateAngleY = var8 - var8 * 2.0F * par2; 065 this.flippingPageLeft.rotateAngleY = var8 - var8 * 2.0F * par3; 066 this.pagesRight.rotationPointX = MathHelper.sin(var8); 067 this.pagesLeft.rotationPointX = MathHelper.sin(var8); 068 this.flippingPageRight.rotationPointX = MathHelper.sin(var8); 069 this.flippingPageLeft.rotationPointX = MathHelper.sin(var8); 070 } 071 }