/* 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;
}
}