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se.llbit.chunky.model.BedModel Maven / Gradle / Ivy

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/* Copyright (c) 2012 Jesper Öqvist 
 *
 * 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 .
 */
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 BedModel {
  private static Quad[] foot = {
      // end
      new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, .5, 0),
          new Vector4(1, 0, 0, .5)),

      // right side
      new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, .5, 0),
          new Vector4(0, 1, 0, .5)),

      // left side
      new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, .5, 1),
          new Vector4(1, 0, 0, .5)),

      // top
      new Quad(new Vector3(1, .5, 0), new Vector3(0, .5, 0), new Vector3(1, .5, 1),
          new Vector4(1, 0, 0, 1)),

      // bottom
      new Quad(new Vector3(0, .25, 0), new Vector3(1, .25, 0), new Vector3(0, .25, 1),
          new Vector4(0, 1, 0, 1)),};

  private static Quad[] head = {
      // end
      new Quad(new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(0, .5, 1),
          new Vector4(0, 1, 0, .5)),

      // right side
      new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, .5, 0),
          new Vector4(0, 1, 0, .5)),

      // left side
      new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, .5, 1),
          new Vector4(1, 0, 0, .5)),

      // top
      new Quad(new Vector3(1, .5, 0), new Vector3(0, .5, 0), new Vector3(1, .5, 1),
          new Vector4(1, 0, 0, 1)),

      // bottom
      new Quad(new Vector3(0, .25, 0), new Vector3(1, .25, 0), new Vector3(0, .25, 1),
          new Vector4(0, 1, 0, 1)),};

  private static Quad[][][] rot = new Quad[2][4][];

  static {
    rot[0][0] = foot;
    rot[1][0] = head;
    for (int isHead = 0; isHead < 2; ++isHead) {
      for (int angle = 1; angle < 4; ++angle) {
        rot[isHead][angle] = Model.rotateY(rot[isHead][angle - 1]);
      }
    }
  }

  public static boolean intersect(Ray ray) {
    boolean hit = false;
    int isHead = (ray.getBlockData() >> 3) & 1;
    int angle = ray.getBlockData() & 3;

    ray.t = Double.POSITIVE_INFINITY;

    for (Quad quad : rot[isHead][angle]) {
      if (quad.intersect(ray)) {
        float[] color;
        if (isHead == 1) {
          if (quad == rot[isHead][angle][3])
            color = Texture.bedHeadTop.getColor(ray.v, ray.u);
          else if (quad == rot[isHead][angle][4])
            color = Texture.oakPlanks.getColor(ray.u, ray.v);
          else if (quad == rot[isHead][angle][0])
            color = Texture.bedHeadEnd.getColor(ray.u, ray.v);
          else
            color = Texture.bedHeadSide.getColor(ray.u, ray.v);
        } else {
          if (quad == rot[isHead][angle][3])
            color = Texture.bedFootTop.getColor(ray.v, ray.u);
          else if (quad == rot[isHead][angle][4])
            color = Texture.oakPlanks.getColor(ray.u, ray.v);
          else if (quad == rot[isHead][angle][0])
            color = Texture.bedFootEnd.getColor(ray.u, ray.v);
          else
            color = Texture.bedFootSide.getColor(ray.u, ray.v);
        }
        if (color[3] > Ray.EPSILON) {
          ray.color.set(color);
          ray.n.set(quad.n);
          ray.t = ray.tNext;
          hit = true;
        }
      }
    }
    if (hit) {
      ray.distance += ray.t;
      ray.o.scaleAdd(ray.t, ray.d);
    }
    return hit;
  }
}




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