/* 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; } }