/* 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;
}
}