/* 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 SnowModel {
protected static Quad[][] quads = new Quad[8][];
static {
for (int i = 0; i < 8; ++i) {
double height = (i + 1) * .125;
quads[i] = new Quad[6];
// front
quads[i][0] =
new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, height, 0),
new Vector4(1, 0, 0, height));
// back
quads[i][1] =
new Quad(new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(0, height, 1),
new Vector4(0, 1, 0, height));
// right
quads[i][2] =
new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, height, 0),
new Vector4(0, 1, 0, height));
// left
quads[i][3] =
new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, height, 1),
new Vector4(1, 0, 0, height));
// top
quads[i][4] = new Quad(new Vector3(1, height, 0), new Vector3(0, height, 0),
new Vector3(1, height, 1), new Vector4(1, 0, 0, 1));
// bottom
quads[i][5] = new Quad(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) {
boolean hit = false;
ray.t = Double.POSITIVE_INFINITY;
for (Quad quad : quads[ray.getBlockData() & 7]) {
if (quad.intersect(ray)) {
Texture.snowBlock.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;
}
}