/* Copyright (c) 2017 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; /** * This block model is used to render blocks which can face east, west, north, south, * with the same texture assignments as glazed terracotta blocks. */ public class TerracottaModel { // Facing north: private static final Quad[] north = new Quad[] { // Side ? face. new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, 1, 0), new Vector4(1, 0, 0, 1)), // Opposite ? face. new Quad(new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(0, 1, 1), new Vector4(0, 1, 1, 0)), // West face. new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0), new Vector4(0, 1, 0, 1)), // East face. new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, 1, 1), new Vector4(1, 0, 1, 0)), // Top face. new Quad(new Vector3(0, 1, 1), new Vector3(1, 1, 1), new Vector3(0, 1, 0), new Vector4(0, 1, 0, 1)), // Back face. new Quad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector4(0, 1, 0, 1)), }; private static final Quad[][] faces = new Quad[8][]; static { // Rotate faces for all directions. // Facing north: faces[0] = north; // Facing east: faces[1] = Model.rotateY(faces[0]); // Facing south: faces[2] = Model.rotateY(faces[1]); // Facing west: faces[3] = Model.rotateY(faces[2]); } public static boolean intersect(Ray ray, Texture texture) { boolean hit = false; ray.t = Double.POSITIVE_INFINITY; int direction = ray.getBlockData() & 3; for (int i = 0; i < 6; ++i) { Quad face = faces[direction][i]; if (face.intersect(ray)) { texture.getColor(ray); ray.n.set(face.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; } }