/* 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; public class PressurePlateModel { private static Quad[] quads = { // front new Quad(new Vector3(15 / 16., 0, 1 / 16.), new Vector3(1 / 16., 0, 1 / 16.), new Vector3(15 / 16., 1 / 16., 1 / 16.), new Vector4(15 / 16., 1 / 16., 0, 1 / 16.)), // back new Quad(new Vector3(1 / 16., 0, 15 / 16.), new Vector3(15 / 16., 0, 15 / 16.), new Vector3(1 / 16., 1 / 16., 15 / 16.), new Vector4(1 / 16., 15 / 16., 0, 1 / 16.)), // right new Quad(new Vector3(1 / 16., 0, 1 / 16.), new Vector3(1 / 16., 0, 15 / 16.), new Vector3(1 / 16., 1 / 16., 1 / 16.), new Vector4(1 / 16., 15 / 16., 0, 1 / 16.)), // left new Quad(new Vector3(15 / 16., 0, 15 / 16.), new Vector3(15 / 16., 0, 1 / 16.), new Vector3(15 / 16., 1 / 16., 15 / 16.), new Vector4(15 / 16., 1 / 16., 0, 1 / 16.)), // top new Quad(new Vector3(15 / 16., 1 / 16., 1 / 16.), new Vector3(1 / 16., 1 / 16., 1 / 16.), new Vector3(15 / 16., 1 / 16., 15 / 16.), new Vector4(15 / 16., 1 / 16., 15 / 16., 1 / 16.)), // bottom new Quad(new Vector3(1 / 16., 0, 1 / 16.), new Vector3(15 / 16., 0, 1 / 16.), new Vector3(1 / 16., 0, 15 / 16.), new Vector4(1 / 16., 15 / 16., 1 / 16., 15 / 16.)), }; public static boolean intersect(Ray ray, Texture texture) { boolean hit = false; ray.t = Double.POSITIVE_INFINITY; for (Quad quad : quads) { if (quad.intersect(ray)) { texture.getColor(ray); ray.n.set(quad.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; } }