/* 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 TrapdoorModel {
private static Quad[][] faces = {
// low
{
// front
new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, .1875, 0),
new Vector4(1, 0, 0, .1875)),
// back
new Quad(new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(0, .1875, 1),
new Vector4(0, 1, 0, .1875)),
// right
new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, .1875, 0),
new Vector4(0, 1, 0, .1875)),
// left
new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, .1875, 1),
new Vector4(1, 0, 0, .1875)),
// top
new Quad(new Vector3(1, .1875, 0), new Vector3(0, .1875, 0), new Vector3(1, .1875, 1),
new Vector4(1, 0, 0, 1)),
// bottom
new Quad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1),
new Vector4(0, 1, 0, 1))
},
// high
{
// front
new Quad(new Vector3(1, .8125, 0), new Vector3(0, .8125, 0), new Vector3(1, 1, 0),
new Vector4(1, 0, 0, .1875)),
// back
new Quad(new Vector3(0, .8125, 1), new Vector3(1, .8125, 1), new Vector3(0, 1, 1),
new Vector4(0, 1, 0, .1875)),
// right
new Quad(new Vector3(0, .8125, 0), new Vector3(0, .8125, 1), new Vector3(0, 1, 0),
new Vector4(0, 1, 0, .1875)),
// left
new Quad(new Vector3(1, .8125, 1), new Vector3(1, .8125, 0), new Vector3(1, 1, 1),
new Vector4(1, 0, 0, .1875)),
// top
new Quad(new Vector3(1, 1, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 1),
new Vector4(1, 0, 0, 1)),
// bottom
new Quad(new Vector3(0, 13/16., 0), new Vector3(1, 13/16., 0),
new Vector3(0, 13/16., 1), new Vector4(0, 1, 0, 1))
},
// facing north
{
// north
new Quad(new Vector3(1, 0, .8125), new Vector3(0, 0, .8125), new Vector3(1, 1, .8125),
new Vector4(1, 0, 0, 1)),
// south
new Quad(new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(0, 1, 1),
new Vector4(0, 1, 0, 1)),
// west
new Quad(new Vector3(0, 0, .8125), new Vector3(0, 0, 1), new Vector3(0, 1, .8125),
new Vector4(.8125, 1, 0, 1)),
// east
new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, .8125), new Vector3(1, 1, 1),
new Vector4(1, .8125, 0, 1)),
// top
new Quad(new Vector3(1, 1, .8125), new Vector3(0, 1, .8125), new Vector3(1, 1, 1),
new Vector4(1, 0, .8125, 1)),
// bottom
new Quad(new Vector3(0, 0, .8125), new Vector3(1, 0, .8125), new Vector3(0, 0, 1),
new Vector4(0, 1, .8125, 1))
},
// facing south
{
// north
new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, 1, 0),
new Vector4(1, 0, 0, 1)),
// south
new Quad(new Vector3(0, 0, .1875), new Vector3(1, 0, .1875), new Vector3(0, 1, .1875),
new Vector4(0, 1, 0, 1)),
// west
new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, .1875), new Vector3(0, 1, 0),
new Vector4(0, .1875, 0, 1)),
// east
new Quad(new Vector3(1, 0, .1875), new Vector3(1, 0, 0), new Vector3(1, 1, .1875),
new Vector4(.1875, 0, 0, 1)),
// top
new Quad(new Vector3(1, 1, 0), new Vector3(0, 1, 0), new Vector3(1, 1, .1875),
new Vector4(1, 0, 0, .1875)),
// bottom
new Quad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, .1875),
new Vector4(0, 1, 0, .1875))
},
// facing west
{
// north
new Quad(new Vector3(1, 0, 0), new Vector3(.8125, 0, 0), new Vector3(1, 1, 0),
new Vector4(1, .8125, 0, 1)),
// south
new Quad(new Vector3(.8125, 0, 1), new Vector3(1, 0, 1), new Vector3(.8125, 1, 1),
new Vector4(.8125, 1, 0, 1)),
// west
new Quad(new Vector3(.8125, 0, 0), new Vector3(.8125, 0, 1), new Vector3(.8125, 1, 0),
new Vector4(0, 1, 0, 1)),
// east
new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, 1, 1),
new Vector4(1, 0, 0, 1)),
// top
new Quad(new Vector3(1, 1, 0), new Vector3(.8125, 1, 0), new Vector3(1, 1, 1),
new Vector4(1, .8125, 0, 1)),
// bottom
new Quad(new Vector3(.8125, 0, 0), new Vector3(1, 0, 0), new Vector3(.8125, 0, 1),
new Vector4(.8125, 1, 0, 1))
},
// facing east
{
// north
new Quad(new Vector3(.1875, 0, 0), new Vector3(0, 0, 0), new Vector3(.1875, 1, 0),
new Vector4(.1875, 0, 0, 1)),
// south
new Quad(new Vector3(0, 0, 1), new Vector3(.1875, 0, 1), new Vector3(0, 1, 1),
new Vector4(0, .1875, 0, 1)),
// west
new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0),
new Vector4(0, 1, 0, 1)),
// east
new Quad(new Vector3(.1875, 0, 1), new Vector3(.1875, 0, 0), new Vector3(.1875, 1, 1),
new Vector4(1, 0, 0, 1)),
// top
new Quad(new Vector3(.1875, 1, 0), new Vector3(0, 1, 0), new Vector3(.1875, 1, 1),
new Vector4(.1875, 0, 0, 1)),
// bottom
new Quad(new Vector3(0, 0, 0), new Vector3(.1875, 0, 0), new Vector3(0, 0, 1),
new Vector4(0, .1875, 0, 1))
}
};
public static boolean intersect(Ray ray, Texture texture) {
boolean hit = false;
Quad[] state;
int data = ray.getBlockData();
ray.t = Double.POSITIVE_INFINITY;
if ((ray.getBlockData() & 4) == 0) {
// Not open - top or bottom?
state = faces[data >> 3];
} else {
// Open
state = faces[(data & 3) + 2];
}
for (Quad face : state) {
if (face.intersect(ray)) {
float[] color = texture.getColor(ray.u, ray.v);
if (color[3] > Ray.EPSILON) {
ray.color.set(color);
ray.n.set(face.n);
ray.t = ray.tNext;
hit = true;
}
}
}
if (hit) {
ray.distance += ray.t;
ray.o.scaleAdd(ray.t, ray.d);
}
return hit;
}
}