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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 CactusModel {
  private static final Quad[] quads = {
      // front
      new Quad(new Vector3(1, 0, .0625), new Vector3(0, 0, .0625), new Vector3(1, 1, .0625),
          new Vector4(1, 0, 0, 1)),

      // back
      new Quad(new Vector3(0, 0, .9375), new Vector3(1, 0, .9375), new Vector3(0, 1, .9375),
          new Vector4(0, 1, 0, 1)),

      // left
      new Quad(new Vector3(.0625, 0, 0), new Vector3(.0625, 0, 1), new Vector3(.0625, 1, 0),
          new Vector4(0, 1, 0, 1)),

      // right
      new Quad(new Vector3(.9375, 0, 1), new Vector3(.9375, 0, 0), new Vector3(.9375, 1, 1),
          new Vector4(1, 0, 0, 1)),

      // 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, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1),
          new Vector4(0, 1, 0, 1)),};

  private static final Texture[] tex =
      {Texture.cactusSide, Texture.cactusSide, Texture.cactusSide, Texture.cactusSide,
          Texture.cactusTop, Texture.cactusBottom,};

  public static boolean intersect(Ray ray) {
    ray.t = Double.POSITIVE_INFINITY;
    boolean hit = false;
    for (int i = 0; i < quads.length; ++i) {
      Quad quad = quads[i];
      if (quad.intersect(ray)) {
        float[] color = tex[i].getColor(ray.u, ray.v);
        if (color[3] > Ray.EPSILON) {
          ray.color.set(color);
          ray.t = ray.tNext;
          ray.n.set(quad.n);
          hit = true;
        }
      }
    }
    if (hit) {
      ray.distance += ray.t;
      ray.o.scaleAdd(ray.t, ray.d);
    }
    return hit;
  }
}




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