/* 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.math.AABB; import se.llbit.math.Ray; /** * Beacon block. * * @author Jesper Öqvist <jesper@llbit.se> */ public class BeaconModel { private static final AABB[] boxes = {new AABB(0, 1, 0, 1, 0, 1), new AABB(3 / 16., 13 / 16., 3 / 16., 13 / 16., 3 / 16., 13 / 16.), new AABB(2 / 16., 14 / 16., 0, 3 / 16., 2 / 16., 14 / 16.),}; private static final Texture[] tex = {Texture.glass, Texture.beacon, Texture.obsidian,}; /** * Find intersection between ray and block. * * @return <code>true</code> if the ray intersected the block */ public static boolean intersect(Ray ray) { boolean hit = false; ray.t = Double.POSITIVE_INFINITY; for (int i = 0; i < boxes.length; ++i) { if (boxes[i].intersect(ray)) { float[] color = tex[i].getColor(ray.u, ray.v); if (color[3] > Ray.EPSILON) { ray.color.set(color); ray.t = ray.tNext; hit = true; } } } if (hit) { ray.distance += ray.t; ray.o.scaleAdd(ray.t, ray.d); } return hit; } }