/* 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;
}
}