/* Copyright (c) 2012 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; /** * Piston * * @author Jesper Öqvist <jesper@llbit.se> */ public class PistonModel { protected static Quad[][] retracted = { // down {}, // up {}, // facing north { // north new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, 1, 0), new Vector4(1, 0, 0, 1)), // south new Quad(new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(0, 1, 1), new Vector4(0, 1, 0, 1)), // west new Quad(new Vector3(0, 1, 0), new Vector3(0, 0, 0), new Vector3(0, 1, 1), new Vector4(0, 1, 1, 0)), // east new Quad(new Vector3(1, 1, 1), new Vector3(1, 0, 1), new Vector3(1, 1, 0), new Vector4(1, 0, 0, 1)), // top new Quad(new Vector3(1, 1, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 1), new Vector4(1, 0, 1, 0)), // bottom new Quad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector4(0, 1, 1, 0)),}, // facing south {}, //facing west {}, // facing east {},}; protected static Quad[][] extended = { // down {}, // up {}, // facing north { // north new Quad(new Vector3(1, 0, .25), new Vector3(0, 0, .25), new Vector3(1, 1, .25), new Vector4(1, 0, 0, 1)), // south new Quad(new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(0, 1, 1), new Vector4(0, 1, 0, 1)), // west new Quad(new Vector3(0, 1, .25), new Vector3(0, 0, .25), new Vector3(0, 1, 1), new Vector4(0, 1, .75, 0)), // east new Quad(new Vector3(1, 1, 1), new Vector3(1, 0, 1), new Vector3(1, 1, .25), new Vector4(1, 0, 0, .75)), // top new Quad(new Vector3(1, 1, .25), new Vector3(0, 1, .25), new Vector3(1, 1, 1), new Vector4(1, 0, .75, 0)), // bottom new Quad(new Vector3(0, 0, .25), new Vector3(1, 0, .25), new Vector3(0, 0, 1), new Vector4(0, 1, .75, 0)), // extension west new Quad(new Vector3(.375, .375, 0), new Vector3(.375, .375, .25), new Vector3(.375, .625, 0), new Vector4(.25, 0, .75, 1)), // extension east new Quad(new Vector3(.625, .375, .25), new Vector3(.625, .375, 0), new Vector3(.625, .625, .25), new Vector4(0, .25, .75, 1)), // extension top new Quad(new Vector3(.375, .625, 0), new Vector3(.375, .625, .25), new Vector3(.625, .625, 0), new Vector4(.25, 0, .75, 1)), // extension bottom new Quad(new Vector3(.375, .375, .25), new Vector3(.375, .375, 0), new Vector3(.625, .375, .25), new Vector4(0, .25, .75, 1)),}, // facing south {}, //facing west {}, // facing east {},}; static { extended[0] = Model.rotateNegX(extended[2]); extended[1] = Model.rotateX(extended[2]); extended[5] = Model.rotateY(extended[2]); extended[3] = Model.rotateY(extended[5]); extended[4] = Model.rotateY(extended[3]); retracted[0] = Model.rotateNegX(retracted[2]); retracted[1] = Model.rotateX(retracted[2]); retracted[5] = Model.rotateY(retracted[2]); retracted[3] = Model.rotateY(retracted[5]); retracted[4] = Model.rotateY(retracted[3]); } static final Texture[][][] texture = {{{Texture.pistonTop, Texture.pistonBottom, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide,}, {Texture.pistonTopSticky, Texture.pistonBottom, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide,},}, {{Texture.pistonInnerTop, Texture.pistonBottom, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide,}, {Texture.pistonInnerTop, Texture.pistonBottom, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide,},},}; public static boolean intersect(Ray ray, int isSticky) { boolean hit = false; int isExtended = ray.getBlockData() >> 3; Quad[] rot = isExtended == 1 ? extended[(ray.getBlockData() & 7) % 6] : retracted[(ray.getBlockData() & 7) % 6]; ray.t = Double.POSITIVE_INFINITY; for (int i = 0; i < rot.length; ++i) { Quad side = rot[i]; if (side.intersect(ray)) { texture[isExtended][isSticky][i].getColor(ray); ray.n.set(side.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; } }