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 f6 = (MathHelper.sin(par1 * 0.02F) * 0.1F + 1.25F) * par4;
062        this.coverRight.rotateAngleY = (float)Math.PI + f6;
063        this.coverLeft.rotateAngleY = -f6;
064        this.pagesRight.rotateAngleY = f6;
065        this.pagesLeft.rotateAngleY = -f6;
066        this.flippingPageRight.rotateAngleY = f6 - f6 * 2.0F * par2;
067        this.flippingPageLeft.rotateAngleY = f6 - f6 * 2.0F * par3;
068        this.pagesRight.rotationPointX = MathHelper.sin(f6);
069        this.pagesLeft.rotationPointX = MathHelper.sin(f6);
070        this.flippingPageRight.rotationPointX = MathHelper.sin(f6);
071        this.flippingPageLeft.rotationPointX = MathHelper.sin(f6);
072    }
073}