/* 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;
}
}