/* 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 TrapdoorModel { private static Quad[][] faces = { // low { // front new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, .1875, 0), new Vector4(1, 0, 0, .1875)), // back new Quad(new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(0, .1875, 1), new Vector4(0, 1, 0, .1875)), // right new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, .1875, 0), new Vector4(0, 1, 0, .1875)), // left new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, .1875, 1), new Vector4(1, 0, 0, .1875)), // top new Quad(new Vector3(1, .1875, 0), new Vector3(0, .1875, 0), new Vector3(1, .1875, 1), new Vector4(1, 0, 0, 1)), // bottom new Quad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector4(0, 1, 0, 1)) }, // high { // front new Quad(new Vector3(1, .8125, 0), new Vector3(0, .8125, 0), new Vector3(1, 1, 0), new Vector4(1, 0, 0, .1875)), // back new Quad(new Vector3(0, .8125, 1), new Vector3(1, .8125, 1), new Vector3(0, 1, 1), new Vector4(0, 1, 0, .1875)), // right new Quad(new Vector3(0, .8125, 0), new Vector3(0, .8125, 1), new Vector3(0, 1, 0), new Vector4(0, 1, 0, .1875)), // left new Quad(new Vector3(1, .8125, 1), new Vector3(1, .8125, 0), new Vector3(1, 1, 1), new Vector4(1, 0, 0, .1875)), // top new Quad(new Vector3(1, 1, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 1), new Vector4(1, 0, 0, 1)), // bottom new Quad(new Vector3(0, 13/16., 0), new Vector3(1, 13/16., 0), new Vector3(0, 13/16., 1), new Vector4(0, 1, 0, 1)) }, // facing north { // north new Quad(new Vector3(1, 0, .8125), new Vector3(0, 0, .8125), new Vector3(1, 1, .8125), new Vector4(1, 0, 0, 1)), // south new Quad(new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(0, 1, 1), new Vector4(0, 1, 0, 1)), // west new Quad(new Vector3(0, 0, .8125), new Vector3(0, 0, 1), new Vector3(0, 1, .8125), new Vector4(.8125, 1, 0, 1)), // east new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, .8125), new Vector3(1, 1, 1), new Vector4(1, .8125, 0, 1)), // top new Quad(new Vector3(1, 1, .8125), new Vector3(0, 1, .8125), new Vector3(1, 1, 1), new Vector4(1, 0, .8125, 1)), // bottom new Quad(new Vector3(0, 0, .8125), new Vector3(1, 0, .8125), new Vector3(0, 0, 1), new Vector4(0, 1, .8125, 1)) }, // facing south { // north new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, 1, 0), new Vector4(1, 0, 0, 1)), // south new Quad(new Vector3(0, 0, .1875), new Vector3(1, 0, .1875), new Vector3(0, 1, .1875), new Vector4(0, 1, 0, 1)), // west new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, .1875), new Vector3(0, 1, 0), new Vector4(0, .1875, 0, 1)), // east new Quad(new Vector3(1, 0, .1875), new Vector3(1, 0, 0), new Vector3(1, 1, .1875), new Vector4(.1875, 0, 0, 1)), // top new Quad(new Vector3(1, 1, 0), new Vector3(0, 1, 0), new Vector3(1, 1, .1875), new Vector4(1, 0, 0, .1875)), // bottom new Quad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, .1875), new Vector4(0, 1, 0, .1875)) }, // facing west { // north new Quad(new Vector3(1, 0, 0), new Vector3(.8125, 0, 0), new Vector3(1, 1, 0), new Vector4(1, .8125, 0, 1)), // south new Quad(new Vector3(.8125, 0, 1), new Vector3(1, 0, 1), new Vector3(.8125, 1, 1), new Vector4(.8125, 1, 0, 1)), // west new Quad(new Vector3(.8125, 0, 0), new Vector3(.8125, 0, 1), new Vector3(.8125, 1, 0), new Vector4(0, 1, 0, 1)), // east new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, 1, 1), new Vector4(1, 0, 0, 1)), // top new Quad(new Vector3(1, 1, 0), new Vector3(.8125, 1, 0), new Vector3(1, 1, 1), new Vector4(1, .8125, 0, 1)), // bottom new Quad(new Vector3(.8125, 0, 0), new Vector3(1, 0, 0), new Vector3(.8125, 0, 1), new Vector4(.8125, 1, 0, 1)) }, // facing east { // north new Quad(new Vector3(.1875, 0, 0), new Vector3(0, 0, 0), new Vector3(.1875, 1, 0), new Vector4(.1875, 0, 0, 1)), // south new Quad(new Vector3(0, 0, 1), new Vector3(.1875, 0, 1), new Vector3(0, 1, 1), new Vector4(0, .1875, 0, 1)), // west new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0), new Vector4(0, 1, 0, 1)), // east new Quad(new Vector3(.1875, 0, 1), new Vector3(.1875, 0, 0), new Vector3(.1875, 1, 1), new Vector4(1, 0, 0, 1)), // top new Quad(new Vector3(.1875, 1, 0), new Vector3(0, 1, 0), new Vector3(.1875, 1, 1), new Vector4(.1875, 0, 0, 1)), // bottom new Quad(new Vector3(0, 0, 0), new Vector3(.1875, 0, 0), new Vector3(0, 0, 1), new Vector4(0, .1875, 0, 1)) } }; public static boolean intersect(Ray ray, Texture texture) { boolean hit = false; Quad[] state; int data = ray.getBlockData(); ray.t = Double.POSITIVE_INFINITY; if ((ray.getBlockData() & 4) == 0) { // Not open - top or bottom? state = faces[data >> 3]; } else { // Open state = faces[(data & 3) + 2]; } for (Quad face : state) { if (face.intersect(ray)) { float[] color = texture.getColor(ray.u, ray.v); if (color[3] > Ray.EPSILON) { ray.color.set(color); ray.n.set(face.n); ray.t = ray.tNext; hit = true; } } } if (hit) { ray.distance += ray.t; ray.o.scaleAdd(ray.t, ray.d); } return hit; } }