/* 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.chunky.world.BlockData; import se.llbit.math.AABB; import se.llbit.math.Ray; public class StairModel { private static AABB[][][] corners = {{{ // s-e new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0.5, 1, 0.5, 1, 0.5, 1),}, { // s-w new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0, 0.5, 0.5, 1, 0.5, 1),}, { // n-e new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0.5, 1, 0.5, 1, 0, 0.5),}, { // n-w new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0, 0.5, 0.5, 1, 0, 0.5),}, { // inner s-e new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0, 1, 0.5, 1, 0.5, 1), new AABB(0.5, 1, 0.5, 1, 0, 0.5),}, { // inner s-w new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0.5, 1, 0.5, 1, 0.5, 1), new AABB(0, 0.5, 0.5, 1, 0, 1),}, { // inner n-e new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0.5, 1, 0.5, 1, 0, 1), new AABB(0, 0.5, 0.5, 1, 0, 0.5),}, { // inner n-w new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0, 1, 0.5, 1, 0, 0.5), new AABB(0, 0.5, 0.5, 1, 0.5, 1),},}, { // flipped { // s-e new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0.5, 1, 0, 0.5, 0.5, 1),}, { // s-w new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0, 0.5, 0, 0.5, 0.5, 1),}, { // n-e new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0.5, 1, 0, 0.5, 0, 0.5),}, { // n-w new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0, 0.5, 0, 0.5, 0, 0.5),}, { // inner s-e new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0, 1, 0, 0.5, 0.5, 1), new AABB(0.5, 1, 0, 0.5, 0, 0.5),}, { // inner s-w new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0.5, 1, 0, 0.5, 0.5, 1), new AABB(0, 0.5, 0, 0.5, 0, 1),}, { // inner n-e new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0.5, 1, 0, 0.5, 0, 1), new AABB(0, 0.5, 0, 0.5, 0, 0.5),}, { // inner n-w new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0, 1, 0, 0.5, 0, 0.5), new AABB(0, 0.5, 0, 0.5, 0.5, 1),},},}; private static final AABB[][][] stairs = {{{ // ascending east new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0.5, 1, 0.5, 1, 0, 1),}, { // ascending west new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0, 0.5, 0.5, 1, 0, 1),}, { // ascending south new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0, 1, 0.5, 1, 0.5, 1),}, { // ascending north new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0, 1, 0.5, 1, 0, 0.5),},}, { // flipped { // ascending east new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0.5, 1, 0, 0.5, 0, 1),}, { // ascending west new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0, 0.5, 0, 0.5, 0, 1),}, { // ascending south new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0, 1, 0, 0.5, 0.5, 1),}, { // ascending north new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0, 1, 0, 0.5, 0, 0.5),},},}; public static boolean intersect(Ray ray, Texture texture) { boolean hit = false; int flipped = (ray.getBlockData() & 4) >> 2; int corner = 15 & (ray.getCurrentData() >> BlockData.CORNER_OFFSET); int rotation = 3 & ray.getBlockData(); ray.t = Double.POSITIVE_INFINITY; if (corner != 0) { for (AABB box : corners[flipped][7 & corner]) { if (box.intersect(ray)) { texture.getColor(ray); ray.t = ray.tNext; hit = true; } } } else { for (AABB box : stairs[flipped][rotation]) { if (box.intersect(ray)) { texture.getColor(ray); ray.t = ray.tNext; hit = true; } } } if (hit) { ray.distance += ray.t; ray.o.scaleAdd(ray.t, ray.d); } return hit; } public static boolean intersect(Ray ray, Texture texture, Texture textureTop, Texture textureBottom) { boolean hit = intersect(ray, texture); if (hit) { if (ray.n.y > 0) { textureTop.getColor(ray); } else if (ray.n.y < 0) { textureTop.getColor(ray); } } return hit; } }