package net.minecraft.client.model; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.entity.Entity; import net.minecraft.util.MathHelper; @SideOnly(Side.CLIENT) public class ModelBook extends ModelBase { /** Right cover renderer (when facing the book) */ public ModelRenderer coverRight = (new ModelRenderer(this)).setTextureOffset(0, 0).addBox(-6.0F, -5.0F, 0.0F, 6, 10, 0); /** Left cover renderer (when facing the book) */ public ModelRenderer coverLeft = (new ModelRenderer(this)).setTextureOffset(16, 0).addBox(0.0F, -5.0F, 0.0F, 6, 10, 0); /** The right pages renderer (when facing the book) */ public ModelRenderer pagesRight = (new ModelRenderer(this)).setTextureOffset(0, 10).addBox(0.0F, -4.0F, -0.99F, 5, 8, 1); /** The left pages renderer (when facing the book) */ public ModelRenderer pagesLeft = (new ModelRenderer(this)).setTextureOffset(12, 10).addBox(0.0F, -4.0F, -0.01F, 5, 8, 1); /** Right cover renderer (when facing the book) */ public ModelRenderer flippingPageRight = (new ModelRenderer(this)).setTextureOffset(24, 10).addBox(0.0F, -4.0F, 0.0F, 5, 8, 0); /** Right cover renderer (when facing the book) */ public ModelRenderer flippingPageLeft = (new ModelRenderer(this)).setTextureOffset(24, 10).addBox(0.0F, -4.0F, 0.0F, 5, 8, 0); /** The renderer of spine of the book */ public ModelRenderer bookSpine = (new ModelRenderer(this)).setTextureOffset(12, 0).addBox(-1.0F, -5.0F, 0.0F, 2, 10, 0); public ModelBook() { this.coverRight.setRotationPoint(0.0F, 0.0F, -1.0F); this.coverLeft.setRotationPoint(0.0F, 0.0F, 1.0F); this.bookSpine.rotateAngleY = ((float)Math.PI / 2F); } /** * Sets the models various rotation angles then renders the model. */ public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) { this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity); this.coverRight.render(par7); this.coverLeft.render(par7); this.bookSpine.render(par7); this.pagesRight.render(par7); this.pagesLeft.render(par7); this.flippingPageRight.render(par7); this.flippingPageLeft.render(par7); } /** * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how * "far" arms and legs can swing at most. */ public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) { float var8 = (MathHelper.sin(par1 * 0.02F) * 0.1F + 1.25F) * par4; this.coverRight.rotateAngleY = (float)Math.PI + var8; this.coverLeft.rotateAngleY = -var8; this.pagesRight.rotateAngleY = var8; this.pagesLeft.rotateAngleY = -var8; this.flippingPageRight.rotateAngleY = var8 - var8 * 2.0F * par2; this.flippingPageLeft.rotateAngleY = var8 - var8 * 2.0F * par3; this.pagesRight.rotationPointX = MathHelper.sin(var8); this.pagesLeft.rotationPointX = MathHelper.sin(var8); this.flippingPageRight.rotationPointX = MathHelper.sin(var8); this.flippingPageLeft.rotationPointX = MathHelper.sin(var8); } }