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(); } }