/*
* Copyright (c) 2016 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;
/**
* This block model is used to render blocks which can face east, west, north, south, up and down.
* For example, command blocks and observer blocks.
*/
public class ObserverModel {
// Facing up:
private static final Quad[] up = new Quad[] {
// Bottom face.
new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, 1, 0),
new Vector4(1, 0, 1, 0)),
// Top face.
new Quad(new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(0, 1, 1),
new Vector4(0, 1, 1, 0)),
// West face.
new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0),
new Vector4(0, 1, 0, 1)),
// East face.
new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, 1, 1),
new Vector4(1, 0, 0, 1)),
// Front face.
new Quad(new Vector3(1, 1, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 1),
new Vector4(1, 0, 0, 1)),
// Back face.
new Quad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1),
new Vector4(0, 1, 0, 1)),
};
private static final Quad[][] faces = new Quad[8][];
static {
// Rotate faces for all directions.
faces[1] = up;
Quad[] temp = Model.rotateX(up);
// Facing down:
faces[0] = Model.rotateX(temp);
// Facing north:
faces[2] = Model.rotateX(faces[0]);
// Facing east:
faces[5] = Model.rotateY(faces[2]);
// Facing south:
faces[3] = Model.rotateY(faces[5]);
// Facing west:
faces[4] = Model.rotateY(faces[3]);
// Facing down:
faces[6] = faces[1];
// Facing up:
faces[7] = up;
}
// Index 0 = back, 1 = front, 2 = side, 3 = top/bottom.
private static final int[] textureIndex = {3, 3, 2, 2, 1, 0};
public static boolean intersect(Ray ray, Texture[] textures) {
boolean hit = false;
ray.t = Double.POSITIVE_INFINITY;
int direction = ray.getBlockData() & 7;
for (int i = 0; i < 6; ++i) {
Quad face = faces[direction][i];
if (face.intersect(ray)) {
textures[textureIndex[i]].getColor(ray);
ray.n.set(face.n);
ray.t = ray.tNext;
hit = true;
}
}
if (hit) {
ray.color.w = 1;
ray.distance += ray.t;
ray.o.scaleAdd(ray.t, ray.d);
}
return hit;
}
}