/* 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.DoubleSidedQuad; import se.llbit.math.Quad; import se.llbit.math.QuickMath; import se.llbit.math.Ray; import se.llbit.math.Vector3; import se.llbit.math.Vector4; /** * Minecart rails. * * @author Jesper Öqvist <jesper@llbit.se> */ public class RailModel { private static Quad[][] rails = { // flat north/south {new DoubleSidedQuad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector4(0, 1, 0, 1)),}, // flat east/west {new DoubleSidedQuad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 0), new Vector4(0, 1, 0, 1)),}, // ascending east {new DoubleSidedQuad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(1, 1, 0), new Vector4(0, 1, 0, 1)),}, // ascending west {new DoubleSidedQuad(new Vector3(0, 1, 0), new Vector3(0, 1, 1), new Vector3(1, 0, 0), new Vector4(0, 1, 0, 1)),}, // ascending north {new DoubleSidedQuad(new Vector3(0, 1, 0), new Vector3(1, 1, 0), new Vector3(0, 0, 1), new Vector4(0, 1, 0, 1)),}, // ascending south {new DoubleSidedQuad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 1, 1), new Vector4(0, 1, 0, 1)),}, // nw corner {new DoubleSidedQuad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector4(0, 1, 1, 0)),}, // ne corner {new DoubleSidedQuad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector4(1, 0, 1, 0)),}, // se corner {new DoubleSidedQuad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector4(1, 0, 0, 1)),}, // sw corner {new DoubleSidedQuad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector4(0, 1, 0, 1)),}, }; public static boolean intersect(Ray ray, Texture texture, int type) { boolean hit = false; ray.t = Double.POSITIVE_INFINITY; for (Quad quad : rails[type]) { 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); ray.n.scale(-QuickMath.signum(ray.d.dot(quad.n))); hit = true; } } } if (hit) { ray.distance += ray.t; ray.o.scaleAdd(ray.t, ray.d); } return hit; } }