/* 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;
}
}