/* Copyright (c) 2013 Jesper Öqvist <jesper@llbit.se> * * This file is part of Chunky. * * Chunky is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Chunky is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with Chunky. If not, see <http://www.gnu.org/licenses/>. */ package se.llbit.chunky.model; import se.llbit.chunky.resources.Texture; import se.llbit.chunky.world.BlockData; import se.llbit.math.AABB; import se.llbit.math.Ray; /** * Anvil block. * * @author Jesper Öqvist <jesper@llbit.se> */ public class AnvilModel { private static final AABB[][] boxes = { // north-south {new AABB(3 / 16., 13 / 16., 10 / 16., 1, 0, 1), new AABB(2 / 16., 14 / 16., 0, 4 / 16., 2 / 16., 14 / 16.), new AABB(4 / 16., 12 / 16., 4 / 16., 5 / 16., 3 / 16., 13 / 16.), new AABB(6 / 16., 10 / 16., 5 / 16., 10 / 16., 4 / 16., 12 / 16.),}, // east-west {new AABB(0, 1, 10 / 16., 1, 3 / 16., 13 / 16.), new AABB(2 / 16., 14 / 16., 0, 4 / 16., 2 / 16., 14 / 16.), new AABB(3 / 16., 13 / 16., 4 / 16., 5 / 16., 4 / 16., 12 / 16.), new AABB(4 / 16., 12 / 16., 5 / 16., 10 / 16., 6 / 16., 10 / 16.),},}; public static final Texture[] topTexture = {Texture.anvilTop, Texture.anvilTopDamaged1, Texture.anvilTopDamaged2, Texture.anvilTopDamaged2}; /** * Find intersection between ray and block * * @return <code>true</code> if the ray intersected the block */ public static boolean intersect(Ray ray) { int data = ray.getCurrentData() >> BlockData.OFFSET; int orientation = 1 & data; int damage = 3 & (data >> 2); boolean hit = false; ray.t = Double.POSITIVE_INFINITY; for (int i = 0; i < boxes[0].length; ++i) { if (boxes[orientation][i].intersect(ray)) { if (i == 0 && ray.n.y > 0) { double tmp = ray.v; ray.v = ray.u * orientation + tmp * (1 - orientation); ray.u = tmp * orientation + ray.u * (1 - orientation); topTexture[damage].getColor(ray); } else { Texture.anvilSide.getColor(ray); } ray.t = ray.tNext; hit = true; } } if (hit) { ray.color.w = 1; ray.distance += ray.t; ray.o.scaleAdd(ray.t, ray.d); } return hit; } }