/* 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.QuickMath;
import se.llbit.math.Ray;
import se.llbit.math.UVTriangle;
import se.llbit.math.Vector2;
import se.llbit.math.Vector3;
import se.llbit.math.Vector4;
public class TorchModel {
// facing west
private static final Quad[] quads = {
// west
new Quad(new Vector3(15 / 16., 3 / 16., 0), new Vector3(15 / 16., 3 / 16., 1),
new Vector3((11 - 12 / 10.) / 16., 1, 0), new Vector4(0, 1, 0, 13 / 16.)),
// east
new Quad(new Vector3((13 - 12 / 10.) / 16., 1, 0), new Vector3((13 - 12 / 10.) / 16., 1, 1),
new Vector3(17 / 16., 3 / 16., 0), new Vector4(1, 0, 13 / 16., 0)),
// top
new Quad(new Vector3(13 / 16., 13 / 16., 9 / 16.), new Vector3(13 / 16., 13 / 16., 7 / 16.),
new Vector3(11 / 16., 13 / 16., 9 / 16.),
new Vector4(9 / 16., 7 / 16., 10 / 16., 8 / 16.)),
// bottom
new Quad(new Vector3(15 / 16., 3 / 16., 7 / 16.), new Vector3(17 / 16., 3 / 16., 7 / 16.),
new Vector3(15 / 16., 3 / 16., 9 / 16.),
new Vector4(7 / 16., 9 / 16., 0 / 16., 2 / 16.))};
// facing west
private static final UVTriangle[] uvtriangles = {
// facing south
new UVTriangle(new Vector3(8 / 16., 3 / 16., 9 / 16.),
new Vector3(24 / 16., 3 / 16., 9 / 16.), new Vector3((4 - 12 / 10.) / 16., 1, 9 / 16.),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(0., 13 / 16.)),
new UVTriangle(new Vector3((20 - 12 / 10.) / 16., 1, 9 / 16.),
new Vector3((4 - 12 / 10.) / 16., 1, 9 / 16.), new Vector3(24 / 16., 3 / 16., 9 / 16.),
new Vector2(1, 13 / 16.), new Vector2(0, 13 / 16.), new Vector2(1, 0)),
// facing north
new UVTriangle(new Vector3(24 / 16., 3 / 16., 7 / 16.),
new Vector3(8 / 16., 3 / 16., 7 / 16.), new Vector3((4 - 12 / 10.) / 16., 1, 7 / 16.),
new Vector2(1, 0), new Vector2(0, 0), new Vector2(0, 13 / 16.)),
new UVTriangle(new Vector3((4 - 12 / 10.) / 16., 1, 7 / 16.),
new Vector3((20 - 12 / 10.) / 16., 1, 7 / 16.), new Vector3(24 / 16., 3 / 16., 7 / 16.),
new Vector2(0, 13 / 16.), new Vector2(1, 13 / 16.), new Vector2(1, 0))};
private static Quad[] onGround =
{new Quad(new Vector3(.75, 0, .4375), new Vector3(.25, 0, .4375),
new Vector3(.75, 1, .4375), new Vector4(.75, .25, 0, 1)),
new Quad(new Vector3(.25, 0, .5625), new Vector3(.75, 0, .5625),
new Vector3(.25, 1, .5625), new Vector4(.25, .75, 0, 1)),
new Quad(new Vector3(.4375, 0, .25), new Vector3(.4375, 0, .75),
new Vector3(.4375, 1, .25), new Vector4(.25, .75, 0, 1)),
new Quad(new Vector3(.5625, 0, .75), new Vector3(.5625, 0, .25),
new Vector3(.5625, 1, .75), new Vector4(.75, .25, 0, 1)),
// top
new Quad(new Vector3(.4375, .625, .5625), new Vector3(.5625, .625, .5625),
new Vector3(.4375, .625, .4375), new Vector4(.4375, .5625, .5, .625)),};
private static Quad[][] rotQuads = new Quad[6][];
private static UVTriangle[][] rotTriangles = new UVTriangle[6][];
static {
rotQuads[0] = new Quad[0];
rotTriangles[0] = new UVTriangle[0];
// pointing west
rotQuads[2] = quads;
rotTriangles[2] = uvtriangles;
// pointing north
rotQuads[4] = Model.rotateY(rotQuads[2]);
rotTriangles[4] = Model.rotateY(rotTriangles[2]);
// pointing east
rotQuads[1] = Model.rotateY(rotQuads[4]);
rotTriangles[1] = Model.rotateY(rotTriangles[4]);
// pointing south
rotQuads[3] = Model.rotateY(rotQuads[1]);
rotTriangles[3] = Model.rotateY(rotTriangles[1]);
// on ground
rotQuads[5] = onGround;
rotTriangles[5] = new UVTriangle[0];
}
public static boolean intersect(Ray ray, Texture texture) {
boolean hit = false;
ray.t = Double.POSITIVE_INFINITY;
float[] color = null;
int rot = ray.getBlockData() % 6;
for (Quad quad : rotQuads[rot]) {
if (quad.intersect(ray)) {
float[] c = texture.getColor(ray.u, ray.v);
if (c[3] > Ray.EPSILON) {
color = c;
ray.n.set(quad.n);
ray.t = ray.tNext;
hit = true;
}
}
}
for (UVTriangle triangle : rotTriangles[rot]) {
if (triangle.intersect(ray)) {
float[] c = texture.getColor(ray.u, ray.v);
if (c[3] > Ray.EPSILON) {
color = c;
ray.n.set(triangle.n);
ray.t = ray.tNext;
hit = true;
}
}
}
if (hit) {
double px = ray.o.x - QuickMath.floor(ray.o.x + ray.d.x * Ray.OFFSET) + ray.d.x * ray.tNext;
double py = ray.o.y - QuickMath.floor(ray.o.y + ray.d.y * Ray.OFFSET) + ray.d.y * ray.tNext;
double pz = ray.o.z - QuickMath.floor(ray.o.z + ray.d.z * Ray.OFFSET) + ray.d.z * ray.tNext;
if (px >= 0 && px <= 1 && py >= 0 && py <= 1 && pz >= 0 && pz <= 1) {
ray.color.set(color);
ray.distance += ray.t;
ray.o.scaleAdd(ray.t, ray.d);
return true;
}
}
return false;
}
}