package net.minecraft.client.model;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.util.Vec3;
public class TexturedQuad
{
public PositionTextureVertex[] vertexPositions;
public int nVertices;
private boolean invertNormal;
public TexturedQuad(PositionTextureVertex[] par1ArrayOfPositionTextureVertex)
{
this.nVertices = 0;
this.invertNormal = false;
this.vertexPositions = par1ArrayOfPositionTextureVertex;
this.nVertices = par1ArrayOfPositionTextureVertex.length;
}
public TexturedQuad(PositionTextureVertex[] par1ArrayOfPositionTextureVertex, int par2, int par3, int par4, int par5, float par6, float par7)
{
this(par1ArrayOfPositionTextureVertex);
float f2 = 0.0F / par6;
float f3 = 0.0F / par7;
par1ArrayOfPositionTextureVertex[0] = par1ArrayOfPositionTextureVertex[0].setTexturePosition((float)par4 / par6 - f2, (float)par3 / par7 + f3);
par1ArrayOfPositionTextureVertex[1] = par1ArrayOfPositionTextureVertex[1].setTexturePosition((float)par2 / par6 + f2, (float)par3 / par7 + f3);
par1ArrayOfPositionTextureVertex[2] = par1ArrayOfPositionTextureVertex[2].setTexturePosition((float)par2 / par6 + f2, (float)par5 / par7 - f3);
par1ArrayOfPositionTextureVertex[3] = par1ArrayOfPositionTextureVertex[3].setTexturePosition((float)par4 / par6 - f2, (float)par5 / par7 - f3);
}
public void flipFace()
{
PositionTextureVertex[] apositiontexturevertex = new PositionTextureVertex[this.vertexPositions.length];
for (int i = 0; i < this.vertexPositions.length; ++i)
{
apositiontexturevertex[i] = this.vertexPositions[this.vertexPositions.length - i - 1];
}
this.vertexPositions = apositiontexturevertex;
}
public void draw(Tessellator par1Tessellator, float par2)
{
Vec3 vec3 = this.vertexPositions[1].vector3D.subtract(this.vertexPositions[0].vector3D);
Vec3 vec31 = this.vertexPositions[1].vector3D.subtract(this.vertexPositions[2].vector3D);
Vec3 vec32 = vec31.crossProduct(vec3).normalize();
par1Tessellator.startDrawingQuads();
if (this.invertNormal)
{
par1Tessellator.setNormal(-((float)vec32.xCoord), -((float)vec32.yCoord), -((float)vec32.zCoord));
}
else
{
par1Tessellator.setNormal((float)vec32.xCoord, (float)vec32.yCoord, (float)vec32.zCoord);
}
for (int i = 0; i < 4; ++i)
{
PositionTextureVertex positiontexturevertex = this.vertexPositions[i];
par1Tessellator.addVertexWithUV((double)((float)positiontexturevertex.vector3D.xCoord * par2), (double)((float)positiontexturevertex.vector3D.yCoord * par2), (double)((float)positiontexturevertex.vector3D.zCoord * par2), (double)positiontexturevertex.texturePositionX, (double)positiontexturevertex.texturePositionY);
}
par1Tessellator.draw();
}
}