/* Copyright (c) 2015 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 EndRodModel { private static Quad[] up = { // Side faces. new Quad(new Vector3(7 / 16., 1 / 16., 9 / 16.), new Vector3(9 / 16., 1 / 16., 9 / 16.), new Vector3(7 / 16., 1, 9 / 16.), new Vector4(0, 2 / 16., 1 / 16., 1)), new Quad(new Vector3(9 / 16., 1 / 16., 7 / 16.), new Vector3(7 / 16., 1 / 16., 7 / 16.), new Vector3(9 / 16., 1, 7 / 16.), new Vector4(2 / 16., 0, 1 / 16., 1)), new Quad(new Vector3(7 / 16., 1 / 16., 7 / 16.), new Vector3(7 / 16., 1 / 16., 9 / 16.), new Vector3(7 / 16., 1, 7 / 16.), new Vector4(0, 2 / 16., 1 / 16., 1)), new Quad(new Vector3(9 / 16., 1 / 16., 9 / 16.), new Vector3(9 / 16., 1 / 16., 7 / 16.), new Vector3(9 / 16., 1, 9 / 16.), new Vector4(2 / 16., 0, 1 / 16., 1)), // Top face. new Quad(new Vector3(7 / 16., 1, 7 / 16.), new Vector3(7 / 16., 1, 9 / 16.), new Vector3(9 / 16., 1, 7 / 16.), new Vector4(2 / 16., 4 / 16., 14 / 16., 1)), // Base top face. new Quad(new Vector3(6 / 16., 1 / 16., 6 / 16.), new Vector3(6 / 16., 1 / 16., 10 / 16.), new Vector3(10 / 16., 1 / 16., 6 / 16.), new Vector4(2 / 16., 6 / 16., 10 / 16., 14 / 16.)), // Base bottom face. new Quad(new Vector3(10 / 16., 0, 6 / 16.), new Vector3(10 / 16., 0, 10 / 16.), new Vector3(6 / 16., 0, 6 / 16.), new Vector4(6 / 16., 2 / 16., 10 / 16., 14 / 16.)), // Bottom side faces. new Quad(new Vector3(6 / 16., 0, 10 / 16.), new Vector3(10 / 16., 0, 10 / 16.), new Vector3(6 / 16., 1 / 16., 10 / 16.), new Vector4(2 / 16., 4 / 16., 9 / 16., 10 / 16.)), new Quad(new Vector3(10 / 16., 0, 6 / 16.), new Vector3(6 / 16., 0, 6 / 16.), new Vector3(10 / 16., 1 / 16., 6 / 16.), new Vector4(4 / 16., 2 / 16., 9 / 16., 10 / 16.)), new Quad(new Vector3(6 / 16., 0, 6 / 16.), new Vector3(6 / 16., 0, 10 / 16.), new Vector3(6 / 16., 1 / 16., 6 / 16.), new Vector4(2 / 16., 4 / 16., 9 / 16., 10 / 16.)), new Quad(new Vector3(10 / 16., 0, 10 / 16.), new Vector3(10 / 16., 0, 6 / 16.), new Vector3(10 / 16., 1 / 16., 10 / 16.), new Vector4(4 / 16., 2 / 16., 9 / 16., 10 / 16.)),}; private static Quad[][] facing = new Quad[6][]; static { Quad[] down = Model.rotateX(Model.rotateX(up)); Quad[] east = Model.rotateZ(down); Quad[] south = Model.rotateY(east); Quad[] west = Model.rotateY(south); Quad[] north = Model.rotateY(west); facing[0] = down; facing[1] = up; facing[2] = north; facing[3] = south; facing[4] = west; facing[5] = east; } public static boolean intersect(Ray ray) { boolean hit = false; ray.t = Double.POSITIVE_INFINITY; for (Quad quad : facing[ray.getBlockData() % 6]) { if (quad.intersect(ray)) { Texture.endRod.getColor(ray); 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; } }