/* 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;
}
}