/* 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 WallSignModel { // Distance the sign is offset from the wall (mimicking Minecraft). private static final double offset = 0.02; private static Quad[][] faces = {{}, {}, // facing north { // north new Quad(new Vector3(1, .2, .875 + offset), new Vector3(0, .2, .875 + offset), new Vector3(1, .8, .875 + offset), new Vector4(1, 0, .2, .8)), // south new Quad(new Vector3(0, .2, 1 - offset), new Vector3(1, .2, 1 - offset), new Vector3(0, .8, 1 - offset), new Vector4(0, 1, .2, .8)), // west new Quad(new Vector3(0, .2, .875 + offset), new Vector3(0, .2, 1 - offset), new Vector3(0, .8, .875 + offset), new Vector4(.875 + offset, 1 - offset, .2, .8)), // east new Quad(new Vector3(1, .2, 1 - offset), new Vector3(1, .2, .875 + offset), new Vector3(1, .8, 1 - offset), new Vector4(1 - offset, .875 + offset, .2, .8)), // top new Quad(new Vector3(1, .8, .875 + offset), new Vector3(0, .8, .875 + offset), new Vector3(1, .8, 1 - offset), new Vector4(1, 0, .875 + offset, 1 - offset)), // bottom new Quad(new Vector3(0, .2, .875 + offset), new Vector3(1, .2, .875 + offset), new Vector3(0, .2, 1 - offset), new Vector4(0, 1, .875 + offset, 1 - offset)),}, // facing south {}, // facing west {}, // facing east {},}; static { faces[5] = Model.rotateY(faces[2]); faces[3] = Model.rotateY(faces[5]); faces[4] = Model.rotateY(faces[3]); } public static boolean intersect(Ray ray) { boolean hit = false; ray.t = Double.POSITIVE_INFINITY; for (Quad face : faces[ray.getBlockData() % 6]) { if (face.intersect(ray)) { Texture.oakPlanks.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; } }