/* Copyright (c) 2012 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.Quad; import se.llbit.math.Ray; import se.llbit.math.Vector3; import se.llbit.math.Vector4; public class BedModel { private static Quad[] foot = { // end new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, .5, 0), new Vector4(1, 0, 0, .5)), // right side new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, .5, 0), new Vector4(0, 1, 0, .5)), // left side new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, .5, 1), new Vector4(1, 0, 0, .5)), // top new Quad(new Vector3(1, .5, 0), new Vector3(0, .5, 0), new Vector3(1, .5, 1), new Vector4(1, 0, 0, 1)), // bottom new Quad(new Vector3(0, .25, 0), new Vector3(1, .25, 0), new Vector3(0, .25, 1), new Vector4(0, 1, 0, 1)),}; private static Quad[] head = { // end new Quad(new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(0, .5, 1), new Vector4(0, 1, 0, .5)), // right side new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, .5, 0), new Vector4(0, 1, 0, .5)), // left side new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, .5, 1), new Vector4(1, 0, 0, .5)), // top new Quad(new Vector3(1, .5, 0), new Vector3(0, .5, 0), new Vector3(1, .5, 1), new Vector4(1, 0, 0, 1)), // bottom new Quad(new Vector3(0, .25, 0), new Vector3(1, .25, 0), new Vector3(0, .25, 1), new Vector4(0, 1, 0, 1)),}; private static Quad[][][] rot = new Quad[2][4][]; static { rot[0][0] = foot; rot[1][0] = head; for (int isHead = 0; isHead < 2; ++isHead) { for (int angle = 1; angle < 4; ++angle) { rot[isHead][angle] = Model.rotateY(rot[isHead][angle - 1]); } } } public static boolean intersect(Ray ray) { boolean hit = false; int isHead = (ray.getBlockData() >> 3) & 1; int angle = ray.getBlockData() & 3; ray.t = Double.POSITIVE_INFINITY; for (Quad quad : rot[isHead][angle]) { if (quad.intersect(ray)) { float[] color; if (isHead == 1) { if (quad == rot[isHead][angle][3]) color = Texture.bedHeadTop.getColor(ray.v, ray.u); else if (quad == rot[isHead][angle][4]) color = Texture.oakPlanks.getColor(ray.u, ray.v); else if (quad == rot[isHead][angle][0]) color = Texture.bedHeadEnd.getColor(ray.u, ray.v); else color = Texture.bedHeadSide.getColor(ray.u, ray.v); } else { if (quad == rot[isHead][angle][3]) color = Texture.bedFootTop.getColor(ray.v, ray.u); else if (quad == rot[isHead][angle][4]) color = Texture.oakPlanks.getColor(ray.u, ray.v); else if (quad == rot[isHead][angle][0]) color = Texture.bedFootEnd.getColor(ray.u, ray.v); else color = Texture.bedFootSide.getColor(ray.u, ray.v); } if (color[3] > Ray.EPSILON) { ray.color.set(color); ray.n.set(quad.n); ray.t = ray.tNext; hit = true; } } } if (hit) { ray.distance += ray.t; ray.o.scaleAdd(ray.t, ray.d); } return hit; } }