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 var8 = 0.0F / par6;
float var9 = 0.0F / par7;
par1ArrayOfPositionTextureVertex[0] = par1ArrayOfPositionTextureVertex[0].setTexturePosition((float)par4 / par6 - var8, (float)par3 / par7 + var9);
par1ArrayOfPositionTextureVertex[1] = par1ArrayOfPositionTextureVertex[1].setTexturePosition((float)par2 / par6 + var8, (float)par3 / par7 + var9);
par1ArrayOfPositionTextureVertex[2] = par1ArrayOfPositionTextureVertex[2].setTexturePosition((float)par2 / par6 + var8, (float)par5 / par7 - var9);
par1ArrayOfPositionTextureVertex[3] = par1ArrayOfPositionTextureVertex[3].setTexturePosition((float)par4 / par6 - var8, (float)par5 / par7 - var9);
}
public void flipFace()
{
PositionTextureVertex[] var1 = new PositionTextureVertex[this.vertexPositions.length];
for (int var2 = 0; var2 < this.vertexPositions.length; ++var2)
{
var1[var2] = this.vertexPositions[this.vertexPositions.length - var2 - 1];
}
this.vertexPositions = var1;
}
public void draw(Tessellator par1Tessellator, float par2)
{
Vec3 var3 = this.vertexPositions[1].vector3D.subtract(this.vertexPositions[0].vector3D);
Vec3 var4 = this.vertexPositions[1].vector3D.subtract(this.vertexPositions[2].vector3D);
Vec3 var5 = var4.crossProduct(var3).normalize();
par1Tessellator.startDrawingQuads();
if (this.invertNormal)
{
par1Tessellator.setNormal(-((float)var5.xCoord), -((float)var5.yCoord), -((float)var5.zCoord));
}
else
{
par1Tessellator.setNormal((float)var5.xCoord, (float)var5.yCoord, (float)var5.zCoord);
}
for (int var6 = 0; var6 < 4; ++var6)
{
PositionTextureVertex var7 = this.vertexPositions[var6];
par1Tessellator.addVertexWithUV((double)((float)var7.vector3D.xCoord * par2), (double)((float)var7.vector3D.yCoord * par2), (double)((float)var7.vector3D.zCoord * par2), (double)var7.texturePositionX, (double)var7.texturePositionY);
}
par1Tessellator.draw();
}
}