/* 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;
}
}