/* 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.renderer.scene.Scene;
import se.llbit.chunky.resources.Texture;
import se.llbit.math.AABB;
import se.llbit.math.Quad;
import se.llbit.math.Ray;
import se.llbit.math.Vector3;
import se.llbit.math.Vector4;
/**
* Flower pot block.
*
* @author Jesper Öqvist <jesper@llbit.se>
*/
public class FlowerPotModel {
private static final AABB[] boxes = {
// east
new AABB(10 / 16., 11 / 16., 0, 6 / 16., 5 / 16., 11 / 16.),
// west
new AABB(5 / 16., 6 / 16., 0, 6 / 16., 5 / 16., 11 / 16.),
// north
new AABB(5 / 16., 11 / 16., 0, 6 / 16., 5 / 16., 6 / 16.),
// south
new AABB(5 / 16., 11 / 16., 0, 6 / 16., 10 / 16., 11 / 16.),
// center
new AABB(6 / 16., 10 / 16., 0, 4 / 16., 6 / 16., 10 / 16.),};
private static final AABB cactus = new AABB(6 / 16., 10 / 16., 4 / 16., 1, 6 / 16., 10 / 16.);
protected static Quad[] flower =
{new Quad(new Vector3(0, 4 / 16., 0), new Vector3(1, 4 / 16., 1), new Vector3(0, 1, 0),
new Vector4(0, 1, 0, 12 / 16.)),
new Quad(new Vector3(1, 4 / 16., 1), new Vector3(0, 4 / 16., 0), new Vector3(1, 1, 1),
new Vector4(0, 1, 0, 12 / 16.)),
new Quad(new Vector3(1, 4 / 16., 0), new Vector3(0, 4 / 16., 1), new Vector3(1, 1, 0),
new Vector4(0, 1, 0, 12 / 16.)),
new Quad(new Vector3(0, 4 / 16., 1), new Vector3(1, 4 / 16., 0), new Vector3(0, 1, 1),
new Vector4(0, 1, 0, 12 / 16.)),};
protected static Quad[] flowerSmall =
{new Quad(new Vector3(2 / 16., 4 / 16., 2 / 16.), new Vector3(14 / 16., 4 / 16., 14 / 16.),
new Vector3(2 / 16., 1, 2 / 16.), new Vector4(0, 1, 0, 1)),
new Quad(new Vector3(14 / 16., 4 / 16., 14 / 16.),
new Vector3(2 / 16., 4 / 16., 2 / 16.), new Vector3(14 / 16., 1, 14 / 16.),
new Vector4(0, 1, 0, 1)),
new Quad(new Vector3(14 / 16., 4 / 16., 2 / 16.),
new Vector3(2 / 16., 4 / 16., 14 / 16.), new Vector3(14 / 16., 1, 2 / 16.),
new Vector4(0, 1, 0, 1)),
new Quad(new Vector3(2 / 16., 4 / 16., 14 / 16.),
new Vector3(14 / 16., 4 / 16., 2 / 16.), new Vector3(2 / 16., 1, 14 / 16.),
new Vector4(0, 1, 0, 1)),};
private static final Texture[] tex =
{Texture.flowerPot, Texture.flowerPot, Texture.flowerPot, Texture.flowerPot, Texture.dirt,};
/**
* Find intersection between ray and block
*
* @param ray ray to test
* @param scene scene reference
* @return <code>true</code> if the ray intersected the block
*/
public static boolean intersect(Ray ray, Scene scene) {
boolean hit = false;
int flowerKind = ray.getBlockData();
ray.t = Double.POSITIVE_INFINITY;
for (int i = 0; i < boxes.length; ++i) {
if (boxes[i].intersect(ray)) {
tex[i].getColor(ray);
ray.t = ray.tNext;
hit = true;
}
}
switch (flowerKind) {
case 0:
default:
break;
case 1:
hit |= intersect(flower, ray, Texture.poppy);
break;
case 2:
hit |= intersect(flower, ray, Texture.dandelion);
break;
case 3:
hit |= intersect(flowerSmall, ray, Texture.oakSapling);
break;
case 4:
hit |= intersect(flowerSmall, ray, Texture.spruceSapling);
break;
case 5:
hit |= intersect(flowerSmall, ray, Texture.birchSapling);
break;
case 6:
hit |= intersect(flowerSmall, ray, Texture.jungleSapling);
break;
case 7:
hit |= intersect(flower, ray, Texture.redMushroom);
break;
case 8:
hit |= intersect(flower, ray, Texture.brownMushroom);
break;
case 9:
hit |= cactus(ray);
break;
case 10:
hit |= intersect(flowerSmall, ray, Texture.deadBush);
break;
case 11:
if (intersect(flowerSmall, ray, Texture.fern)) {
float[] biomeColor = ray.getBiomeGrassColor(scene);
ray.color.x *= biomeColor[0];
ray.color.y *= biomeColor[1];
ray.color.z *= biomeColor[2];
hit = true;
}
break;
}
if (hit) {
ray.color.w = 1;
ray.distance += ray.t;
ray.o.scaleAdd(ray.t, ray.d);
}
return hit;
}
private static boolean intersect(Quad[] quads, Ray ray, Texture texture) {
boolean hit = false;
for (Quad quad : quads) {
if (quad.intersect(ray)) {
float[] color = texture.getColor(ray.u, ray.v);
if (color[3] > Ray.EPSILON) {
ray.color.set(color);
ray.t = ray.tNext;
ray.n.set(quad.n);
hit = true;
}
}
}
return hit;
}
private static boolean cactus(Ray ray) {
if (cactus.intersect(ray)) {
if (ray.n.y > 0) {
Texture.cactusTop.getColor(ray);
} else {
Texture.cactusSide.getColor(ray);
}
ray.color.w = 1;
ray.t = ray.tNext;
return true;
}
return false;
}
}