/* 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; /** * Chests, large chests and ender chests * * @author Jesper Öqvist <jesper@llbit.se> */ public class ChestModel { // single chest facing north protected static final Quad[] single = { // north new Quad(new Vector3(.9375, 0, .0625), new Vector3(.0625, 0, .0625), new Vector3(.9375, .875, .0625), new Vector4(.9375, .0625, .0625, .9375)), // south new Quad(new Vector3(.0625, 0, .9375), new Vector3(.9375, 0, .9375), new Vector3(.0625, .875, .9375), new Vector4(.0625, .9375, .0625, .9375)), // west new Quad(new Vector3(.0625, 0, .0625), new Vector3(.0625, 0, .9375), new Vector3(.0625, .875, .0625), new Vector4(.0625, .9375, .0625, .9375)), // east new Quad(new Vector3(.9375, 0, .9375), new Vector3(.9375, 0, .0625), new Vector3(.9375, .875, .9375), new Vector4(.9375, .0625, .0625, .9375)), // top new Quad(new Vector3(.9375, .875, .0625), new Vector3(.0625, .875, .0625), new Vector3(.9375, .875, .9375), new Vector4(.9375, .0625, .0625, .9375)), // bottom new Quad(new Vector3(.0625, 0, .0625), new Vector3(.9375, 0, .0625), new Vector3(.0625, 0, .9375), new Vector4(.0625, .9375, .0625, .9375)), // -- lock // north new Quad(new Vector3(.5626, .4375, 0), new Vector3(.4375, .4375, 0), new Vector3(.5626, .6875, 0), new Vector4(.25, .125, .625, .875)), // west new Quad(new Vector3(.4375, .4375, 0), new Vector3(.4375, .4375, .0625), new Vector3(.4375, .6875, 0), new Vector4(.25, .3125, .625, .875)), // east new Quad(new Vector3(.5626, .4375, .0625), new Vector3(.5626, .4375, 0), new Vector3(.5626, .6875, .0625), new Vector4(.0625, .125, .625, .875)), // top new Quad(new Vector3(.5626, .6875, 0), new Vector3(.4375, .6875, 0), new Vector3(.5626, .6875, .0625), new Vector4(.125, .25, .875, .9375)), // bottom new Quad(new Vector3(.4375, .4375, 0), new Vector3(.5626, .4375, 0), new Vector3(.4375, .4375, .0625), new Vector4(.375, .25, .875, .9375)), }; // left part of large chest facing north protected static final Quad[] left = { // north new Quad(new Vector3(1, 0, .0625), new Vector3(.0625, 0, .0625), new Vector3(1, .875, .0625), new Vector4(1, .0625, .0625, .9375)), // south new Quad(new Vector3(.0625, 0, .9375), new Vector3(1, 0, .9375), new Vector3(.0625, .875, .9375), new Vector4(.0625, 1, .0625, .9375)), // west new Quad(new Vector3(.0625, 0, .0625), new Vector3(.0625, 0, .9375), new Vector3(.0625, .875, .0625), new Vector4(.0625, .9375, .0625, .9375)), // top new Quad(new Vector3(1, .875, .0625), new Vector3(.0625, .875, .0625), new Vector3(1, .875, .9375), new Vector4(1, .0625, .0625, .9375)), // bottom new Quad(new Vector3(.0625, 0, .0625), new Vector3(1, 0, .0625), new Vector3(.0625, 0, .9375), new Vector4(.0625, 1, .0625, .9375)), // -- lock // north new Quad(new Vector3(1, .4375, 0), new Vector3(.9375, .4375, 0), new Vector3(1, .6875, 0), new Vector4(.1875, .125, .625, .875)), // west new Quad(new Vector3(.9375, .4375, 0), new Vector3(.9375, .4375, .0625), new Vector3(.9375, .6875, 0), new Vector4(.25, .3125, .625, .875)), // top new Quad(new Vector3(1, .6875, 0), new Vector3(.9375, .6875, 0), new Vector3(1, .6875, .0625), new Vector4(.125, .1875, .875, .9375)), // bottom new Quad(new Vector3(.9375, .4375, 0), new Vector3(1, .4375, 0), new Vector3(.9375, .4375, .0625), new Vector4(.375, .3125, .875, .9375)),}; // right part of large chest facing north protected static final Quad[] right = { // north new Quad(new Vector3(.9375, 0, .0625), new Vector3(0, 0, .0625), new Vector3(.9375, .875, .0625), new Vector4(.9375, 0, .0625, .9375)), // south new Quad(new Vector3(0, 0, .9375), new Vector3(.9375, 0, .9375), new Vector3(0, .875, .9375), new Vector4(0, .9375, .0625, .9375)), // east new Quad(new Vector3(.9375, 0, .9375), new Vector3(.9375, 0, .0625), new Vector3(.9375, .875, .9375), new Vector4(.9375, .0625, .0625, .9375)), // top new Quad(new Vector3(.9375, .875, .0625), new Vector3(0, .875, .0625), new Vector3(.9375, .875, .9375), new Vector4(.9375, 0, .0625, .9375)), // bottom new Quad(new Vector3(0, 0, .0625), new Vector3(.9375, 0, .0625), new Vector3(0, 0, .9375), new Vector4(0, .9375, .0625, .9375)), // -- lock // north new Quad(new Vector3(.0625, .4375, 0), new Vector3(0, .4375, 0), new Vector3(.0625, .6875, 0), new Vector4(.25, .1875, .625, .875)), // east new Quad(new Vector3(.0625, .4375, .0625), new Vector3(.0625, .4375, 0), new Vector3(.0625, .6875, .0625), new Vector4(.0625, .125, .625, .875)), // top new Quad(new Vector3(.0625, .6875, 0), new Vector3(0, .6875, 0), new Vector3(.0625, .6875, .0625), new Vector4(.1875, .25, .875, .9375)), // bottom new Quad(new Vector3(0, .4375, 0), new Vector3(.0625, .4375, 0), new Vector3(0, .4375, .0625), new Vector4(.3125, .25, .875, .9375)),}; protected static final Quad[][][] variants = new Quad[3][6][]; static { variants[0][0] = variants[0][1] = new Quad[0]; variants[0][2] = single; variants[1][0] = variants[1][1] = new Quad[0]; variants[1][2] = left; variants[2][0] = variants[2][1] = new Quad[0]; variants[2][2] = right; rotateFaceY(2, 5); rotateFaceY(5, 3); rotateFaceY(3, 4); } private static void rotateFaceY(int i, int j) { for (int v = 0; v < 3; ++v) { variants[v][j] = Model.rotateY(variants[v][i]); } } public static boolean intersect(Ray ray, Texture[] texture) { boolean hit = false; Quad[] rot = variants[(ray.getCurrentData() >> 16) % 3][ray.getBlockData() % 6]; ray.t = Double.POSITIVE_INFINITY; for (int i = 0; i < rot.length; ++i) { Quad side = rot[i]; if (side.intersect(ray)) { texture[i].getColor(ray); ray.n.set(side.n); ray.t = ray.tNext; hit = true; } } if (hit) { ray.color.w = 1; ray.distance += ray.t; ray.o.scaleAdd(ray.t, ray.d); } return hit; } }