/* Copyright (c) 2013 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 ComparatorModel {
// The comparator base plate facing north:
private static Quad[] north = {
// Front face.
new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, .125, 0),
new Vector4(1, 0, 0, .125)),
// Back face.
new Quad(new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(0, .125, 1),
new Vector4(0, 1, 0, .125)),
// Right face.
new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, .125, 0),
new Vector4(0, 1, 0, .125)),
// Left face.
new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, .125, 1),
new Vector4(1, 0, 0, .125)),
// Top face.
new Quad(new Vector3(1, .125, 0), new Vector3(0, .125, 0), new Vector3(1, .125, 1),
new Vector4(1, 0, 1, 0)),
};
private static Quad[] torchHigh = {
new Quad(new Vector3(.75, 2 / 16., 7 / 16.), new Vector3(4 / 16., 2 / 16., 7 / 16.),
new Vector3(.75, 13 / 16., 7 / 16.), new Vector4(12 / 16., 4 / 16., 5 / 16., 1)),
new Quad(new Vector3(4 / 16., 2 / 16., 9 / 16.), new Vector3(.75, 2 / 16., 9 / 16.),
new Vector3(4 / 16., 13 / 16., 9 / 16.), new Vector4(4 / 16., .75, 5 / 16., 1)),
new Quad(new Vector3(7 / 16., 2 / 16., 4 / 16.), new Vector3(7 / 16., 2 / 16., .75),
new Vector3(7 / 16., 13 / 16., 4 / 16.), new Vector4(4 / 16., .75, 5 / 16., 1)),
new Quad(new Vector3(9 / 16., 2 / 16., .75), new Vector3(9 / 16., 2 / 16., 4 / 16.),
new Vector3(9 / 16., 13 / 16., .75), new Vector4(.75, 4 / 16., 5 / 16., 1)),
// Top face.
new Quad(new Vector3(7 / 16., 7 / 16., 9 / 16.), new Vector3(9 / 16., 7 / 16., 9 / 16.),
new Vector3(7 / 16., 7 / 16., 7 / 16.),
new Vector4(7 / 16., 9 / 16., 8 / 16., .625))
};
// The lowered torch is 3 texels lower than the high version.
private static Quad[] torchLow = {
new Quad(new Vector3(.75, 2 / 16., 7 / 16.), new Vector3(4 / 16., 2 / 16., 7 / 16.),
new Vector3(.75, 10 / 16., 7 / 16.), new Vector4(12 / 16., 4 / 16., 8 / 16., 1)),
new Quad(new Vector3(4 / 16., 2 / 16., 9 / 16.), new Vector3(.75, 2 / 16., 9 / 16.),
new Vector3(4 / 16., 10 / 16., 9 / 16.), new Vector4(4 / 16., .75, 8 / 16., 1)),
new Quad(new Vector3(7 / 16., 2 / 16., 4 / 16.), new Vector3(7 / 16., 2 / 16., .75),
new Vector3(7 / 16., 10 / 16., 4 / 16.), new Vector4(4 / 16., .75, 8 / 16., 1)),
new Quad(new Vector3(9 / 16., 2 / 16., .75), new Vector3(9 / 16., 2 / 16., 4 / 16.),
new Vector3(9 / 16., 10 / 16., .75), new Vector4(.75, 4 / 16., 8 / 16., 1)),
// Top face.
new Quad(new Vector3(7 / 16., 4 / 16., 9 / 16.), new Vector3(9 / 16., 4 / 16., 9 / 16.),
new Vector3(7 / 16., 4 / 16., 7 / 16.),
new Vector4(7 / 16., 9 / 16., 8 / 16., .625))
};
private static Quad[][][] torch1 = new Quad[2][4][];
private static Quad[][][] torch2 = new Quad[2][4][];
private static Quad[][][] torch3 = new Quad[2][4][];
private static final Quad[][] rot = new Quad[4][];
private static final Texture[] blockTex = {Texture.comparatorOff, Texture.comparatorOn,};
private static final Texture[] torchTex = {Texture.redstoneTorchOff, Texture.redstoneTorchOn,};
static {
rot[0] = north;
rot[1] = Model.rotateY(rot[0]);
rot[2] = Model.rotateY(rot[1]);
rot[3] = Model.rotateY(rot[2]);
torch1[0][0] = Model.translate(torchLow, 0, 0, -5 / 16.);
torch1[0][1] = Model.rotateY(torch1[0][0]);
torch1[0][2] = Model.rotateY(torch1[0][1]);
torch1[0][3] = Model.rotateY(torch1[0][2]);
torch1[1][0] = Model.translate(torchHigh, 0, 0, -5 / 16.);
torch1[1][1] = Model.rotateY(torch1[1][0]);
torch1[1][2] = Model.rotateY(torch1[1][1]);
torch1[1][3] = Model.rotateY(torch1[1][2]);
torch2[0][0] = Model.translate(torchHigh, 3 / 16., 0, 4 / 16.);
torch2[0][1] = Model.rotateY(torch2[0][0]);
torch2[0][2] = Model.rotateY(torch2[0][1]);
torch2[0][3] = Model.rotateY(torch2[0][2]);
torch2[1][0] = Model.translate(torchHigh, 3 / 16., 0, 4 / 16.);
torch2[1][1] = Model.rotateY(torch2[1][0]);
torch2[1][2] = Model.rotateY(torch2[1][1]);
torch2[1][3] = Model.rotateY(torch2[1][2]);
torch3[0][0] = Model.translate(torchHigh, -3 / 16., 0, 4 / 16.);
torch3[0][1] = Model.rotateY(torch3[0][0]);
torch3[0][2] = Model.rotateY(torch3[0][1]);
torch3[0][3] = Model.rotateY(torch3[0][2]);
torch3[1][0] = Model.translate(torchHigh, -3 / 16., 0, 4 / 16.);
torch3[1][1] = Model.rotateY(torch3[1][0]);
torch3[1][2] = Model.rotateY(torch3[1][1]);
torch3[1][3] = Model.rotateY(torch3[1][2]);
}
/**
* @param powered 0 if unpowered, 1 if powered
* @return <code>true</code> if the block was intersected
*/
public static boolean intersect(Ray ray, int powered) {
boolean hit = false;
int data = ray.getBlockData();
int direction = data & 3;
int active = (data >> 2) & 1;
ray.t = Double.POSITIVE_INFINITY;
for (Quad face : rot[direction]) {
if (face.intersect(ray)) {
blockTex[powered].getColor(ray);
ray.n.set(face.n);
ray.t = ray.tNext;
hit = true;
}
}
for (Quad face : torch1[active][direction]) {
if (face.intersect(ray)) {
float[] color = torchTex[active].getColor(ray.u, ray.v);
if (color[3] > Ray.EPSILON) {
ray.color.set(color);
ray.n.set(face.n);
ray.t = ray.tNext;
hit = true;
}
}
}
for (Quad face : torch2[powered][direction]) {
if (face.intersect(ray)) {
float[] color = torchTex[powered].getColor(ray.u, ray.v);
if (color[3] > Ray.EPSILON) {
ray.color.set(color);
ray.n.set(face.n);
ray.t = ray.tNext;
hit = true;
}
}
}
for (Quad face: torch3[powered][direction]) {
if (face.intersect(ray)) {
float[] color = torchTex[powered].getColor(ray.u, ray.v);
if (color[3] > Ray.EPSILON) {
ray.color.set(color);
ray.n.set(face.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;
}
}