/* 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.chunky.world.BlockData; import se.llbit.math.Quad; import se.llbit.math.Ray; import se.llbit.math.Vector3; import se.llbit.math.Vector4; public class DoorModel { protected static Quad[][] faces = {{ // front new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, 1, 0), new Vector4(0, 1, 0, 1)), // back new Quad(new Vector3(0, 0, .1875), new Vector3(1, 0, .1875), new Vector3(0, 1, .1875), new Vector4(1, 0, 0, 1)), // right new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, .1875), new Vector3(0, 1, 0), new Vector4(0, .1875, 0, 1)), // left new Quad(new Vector3(1, 0, .1875), new Vector3(1, 0, 0), new Vector3(1, 1, .1875), new Vector4(0, .1875, 0, 1)), // top new Quad(new Vector3(0, 1, 0), new Vector3(0, 1, .1875), new Vector3(1, 1, 0), new Vector4(0, .1875, 0, 1)), // bottom new Quad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, .1875), new Vector4(0, 1, 0, .1875)),}, { // front new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, 1, 0), new Vector4(1, 0, 0, 1)), // back new Quad(new Vector3(0, 0, .1875), new Vector3(1, 0, .1875), new Vector3(0, 1, .1875), new Vector4(0, 1, 0, 1)), // right new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, .1875), new Vector3(0, 1, 0), new Vector4(0, .1875, 0, 1)), // left new Quad(new Vector3(1, 0, .1875), new Vector3(1, 0, 0), new Vector3(1, 1, .1875), new Vector4(0, .1875, 0, 1)), // top new Quad(new Vector3(0, 1, 0), new Vector3(0, 1, .1875), new Vector3(1, 1, 0), new Vector4(0, .1875, 0, 1)), // bottom new Quad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, .1875), new Vector4(0, 1, 0, .1875)),},}; private static Quad[][][] rot = new Quad[2][4][]; static { rot[0][1] = faces[0]; rot[1][1] = faces[1]; for (int mirror = 0; mirror < 2; ++mirror) { rot[mirror][2] = Model.rotateY(rot[mirror][1]); } for (int mirror = 0; mirror < 2; ++mirror) { rot[mirror][3] = Model.rotateY(rot[mirror][2]); } for (int mirror = 0; mirror < 2; ++mirror) { rot[mirror][0] = Model.rotateY(rot[mirror][3]); } } public static boolean intersect(Ray ray, Texture texture) { boolean hit = false; int data = ray.getCurrentData(); int top = 0xF & (data >> BlockData.DOOR_TOP); int bottom = 0xF & (data >> BlockData.DOOR_BOTTOM); int open = 1 & (bottom >> 2); int mirrored = 1 & top; int direction = 3 & bottom; int rotation; if (open != 0 && mirrored != 0) rotation = (direction + 3) % 4; else rotation = (direction + open) % 4; int mirror = (mirrored + open) % 2; ray.t = Double.POSITIVE_INFINITY; for (Quad quad : rot[mirror][rotation]) { if (quad.intersect(ray)) { float[] color = texture.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; } }