/* 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.resources.Texture; import se.llbit.math.Quad; import se.llbit.math.Ray; import se.llbit.math.Vector3; import se.llbit.math.Vector4; /** * A block of quartz. Similar to a block of wood in that the pillar * version can be horizontally placed. * * @author Jesper Öqvist <jesper@llbit.se> */ public class QuartzModel { private static final Quad[] sides = { // 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, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0), new Vector4(0, 1, 0, 1)), // east new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, 1, 1), 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, 0, 1)), // bottom 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 Texture[][] texture = {{Texture.quartzSide, Texture.quartzTop, Texture.quartzBottom}, {Texture.quartzChiseled, Texture.quartzChiseledTop, Texture.quartzChiseledTop}, {Texture.quartzPillar, Texture.quartzPillarTop, Texture.quartzPillarTop}, {Texture.quartzPillar, Texture.quartzPillarTop, Texture.quartzPillarTop}, {Texture.quartzPillar, Texture.quartzPillarTop, Texture.quartzPillarTop},}; private static final int[][] textureIndex = {{0, 0, 0, 0, 1, 2},// vertical {0, 0, 0, 0, 1, 2}, // vertical {0, 0, 0, 0, 1, 2}, // vertical {0, 0, 1, 2, 0, 0}, // east-west {1, 2, 0, 0, 0, 0}, // north-south }; private static final int[][] uv = {{0, 0, 0, 0, 0, 0},// vertical {0, 0, 0, 0, 0, 0}, // vertical {0, 0, 0, 0, 0, 0}, // vertical {1, 1, 0, 0, 1, 1}, // east-west {0, 0, 1, 1, 0, 0}, // north-south }; public static boolean intersect(Ray ray) { int data = ray.getBlockData(); int type = data % 5; boolean hit = false; ray.t = Double.POSITIVE_INFINITY; for (int i = 0; i < sides.length; ++i) { Quad side = sides[i]; if (side.intersect(ray)) { double u = ray.u; int uv_x = uv[type][i]; ray.u = (1 - uv_x) * ray.u + uv_x * ray.v; ray.v = uv_x * u + (1 - uv_x) * ray.v; texture[type][textureIndex[type][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; } }