/* 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; } }