/* 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; /** * A cauldron model. * * @author Jesper Öqvist <jesper@llbit.se> */ public class CauldronModel { private static final Quad[] quads = { // front new Quad(new Vector3(1, 3 / 16., 0), new Vector3(0, 3 / 16., 0), new Vector3(1, 1, 0), new Vector4(1, 0, 3 / 16., 1)), // back new Quad(new Vector3(0, 3 / 16., 1), new Vector3(1, 3 / 16., 1), new Vector3(0, 1, 1), new Vector4(0, 1, 3 / 16., 1)), // right new Quad(new Vector3(0, 3 / 16., 0), new Vector3(0, 3 / 16., 1), new Vector3(0, 1, 0), new Vector4(0, 1, 3 / 16., 1)), // left new Quad(new Vector3(1, 3 / 16., 1), new Vector3(1, 3 / 16., 0), new Vector3(1, 1, 1), new Vector4(1, 0, 3 / 16., 1)), // top front new Quad(new Vector3(1 - 1 / 8., 1, 0), new Vector3(1 / 8., 1, 0), new Vector3(1 - 1 / 8., 1, 1 / 8.), new Vector4(1 - 1 / 8., 1 / 8., 0, 1 / 8.)), // top back new Quad(new Vector3(1 - 1 / 8., 1, 1 - 1 / 8.), new Vector3(1 / 8., 1, 1 - 1 / 8.), new Vector3(1 - 1 / 8., 1, 1), new Vector4(1 - 1 / 8., 1 / 8., 1 - 1 / 8., 1)), // top left new Quad(new Vector3(1, 1, 0), new Vector3(1 - 1 / 8., 1, 0), new Vector3(1, 1, 1), new Vector4(1, 1 - 1 / 8., 0, 1)), // top right new Quad(new Vector3(1 / 8., 1, 0), new Vector3(0, 1, 0), new Vector3(1 / 8., 1, 1), new Vector4(1 / 8., 0, 0, 1)), // inside back new Quad(new Vector3(1 - 1 / 8., 1 / 4., 1 - 1 / 8.), new Vector3(1 / 8., 1 / 4., 1 - 1 / 8.), new Vector3(1 - 1 / 8., 1, 1 - 1 / 8.), new Vector4(1 - 1 / 8., 1 / 8., 1 / 4., 1)), // inside frontt new Quad(new Vector3(1 / 8., 1 / 4., 1 / 8.), new Vector3(1 - 1 / 8., 1 / 4., 1 / 8.), new Vector3(1 / 8., 1, 1 / 8.), new Vector4(1 / 8., 1 - 1 / 8., 1 / 4., 1)), // inside left new Quad(new Vector3(1 - 1 / 8., 1 / 4., 1 / 8.), new Vector3(1 - 1 / 8., 1 / 4., 1 - 1 / 8.), new Vector3(1 - 1 / 8., 1, 1 / 8.), new Vector4(1 / 8., 1 - 1 / 8., 1 / 4., 1)), // inside right new Quad(new Vector3(1 / 8., 1 / 4., 1 - 1 / 8.), new Vector3(1 / 8., 1 / 4., 1 / 8.), new Vector3(1 / 8., 1, 1 - 1 / 8.), new Vector4(1 - 1 / 8., 1 / 8., 1 / 4., 1)), // inside center new Quad(new Vector3(1 - 1 / 8., 1 / 4., 1 / 8.), new Vector3(1 / 8., 1 / 4., 1 / 8.), new Vector3(1 - 1 / 8., 1 / 4., 1 - 1 / 8.), new Vector4(1 - 1 / 8., 1 / 8., 1 / 8., 1 - 1 / 8.)), // front left leg new Quad(new Vector3(1, 0, 0), new Vector3(1 - 1 / 4., 0, 0), new Vector3(1, 3 / 16., 0), new Vector4(1, 1 - 1 / 4., 0, 3 / 16.)), // front right leg new Quad(new Vector3(1 / 4., 0, 0), new Vector3(0, 0, 0), new Vector3(1 / 4., 3 / 16., 0), new Vector4(1 / 4., 0, 0, 3 / 16.)), // back left leg new Quad(new Vector3(1 - 1 / 4., 0, 1), new Vector3(1, 0, 1), new Vector3(1 - 1 / 4., 3 / 16., 1), new Vector4(1 - 1 / 4., 1, 0, 3 / 16.)), // back right leg new Quad(new Vector3(0, 0, 1), new Vector3(1 / 4., 0, 1), new Vector3(0, 3 / 16., 1), new Vector4(0, 1 / 4., 0, 3 / 16.)), // right front leg new Quad(new Vector3(0, 0, 1 - 1 / 4.), new Vector3(0, 0, 1), new Vector3(0, 3 / 16., 1 - 1 / 4.), new Vector4(1 - 1 / 4., 1, 3 / 16., 1)), // right back leg new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1 / 4.), new Vector3(0, 3 / 16., 0), new Vector4(0, 1 / 4., 3 / 16., 1)), // left front leg new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 1 - 1 / 4.), new Vector3(1, 3 / 16., 1), new Vector4(1, 1 - 1 / 4., 0, 3 / 16.)), // left back leg new Quad(new Vector3(1, 0, 1 / 4.), new Vector3(1, 0, 0), new Vector3(1, 3 / 16., 1 / 4.), new Vector4(1 / 4., 0, 0, 3 / 16.)), // below new Quad(new Vector3(0, 3 / 16., 0), new Vector3(1, 3 / 16., 0), new Vector3(0, 3 / 16., 1), new Vector4(0, 1, 0, 1)), /* // bottom new Quad(new Vector3d(0, 0, 0), new Vector3d(1., 0, 0), new Vector3d(0, 0, 1), new Vector4d(0, 1, 0, 1)),*/ }; private static final Texture[] tex = {Texture.cauldronSide, Texture.cauldronSide, Texture.cauldronSide, Texture.cauldronSide, Texture.cauldronTop, Texture.cauldronTop, Texture.cauldronTop, Texture.cauldronTop, Texture.cauldronSide, Texture.cauldronSide, Texture.cauldronSide, Texture.cauldronSide, Texture.cauldronInside, Texture.cauldronSide, Texture.cauldronSide, Texture.cauldronSide, Texture.cauldronSide, Texture.cauldronSide, Texture.cauldronSide, Texture.cauldronSide, Texture.cauldronSide, Texture.cauldronInside,}; public static boolean intersect(Ray ray) { boolean hit = false; ray.t = Double.POSITIVE_INFINITY; for (int i = 0; i < quads.length; ++i) { Quad quad = quads[i]; if (quad.intersect(ray)) { float[] color = tex[i].getColor(ray.u, ray.v); if (color[3] > Ray.EPSILON) { ray.color.set(color); ray.t = ray.tNext; ray.n.set(quad.n); hit = true; } } } if (hit) { ray.distance += ray.t; ray.o.scaleAdd(ray.t, ray.d); } return hit; } }