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(); } }