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); private static final String __OBFID = "CL_00000833"; 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 p_78088_1_, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float p_78088_7_) { this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, p_78088_7_, p_78088_1_); this.coverRight.render(p_78088_7_); this.coverLeft.render(p_78088_7_); this.bookSpine.render(p_78088_7_); this.pagesRight.render(p_78088_7_); this.pagesLeft.render(p_78088_7_); this.flippingPageRight.render(p_78088_7_); this.flippingPageLeft.render(p_78088_7_); } /** * 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 p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity p_78087_7_) { float f6 = (MathHelper.sin(p_78087_1_ * 0.02F) * 0.1F + 1.25F) * p_78087_4_; this.coverRight.rotateAngleY = (float)Math.PI + f6; this.coverLeft.rotateAngleY = -f6; this.pagesRight.rotateAngleY = f6; this.pagesLeft.rotateAngleY = -f6; this.flippingPageRight.rotateAngleY = f6 - f6 * 2.0F * p_78087_2_; this.flippingPageLeft.rotateAngleY = f6 - f6 * 2.0F * p_78087_3_; this.pagesRight.rotationPointX = MathHelper.sin(f6); this.pagesLeft.rotationPointX = MathHelper.sin(f6); this.flippingPageRight.rotationPointX = MathHelper.sin(f6); this.flippingPageLeft.rotationPointX = MathHelper.sin(f6); } }