All Downloads are FREE. Search and download functionalities are using the official Maven repository.

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

There is a newer version: 1.4.5
Show newest version
/* 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;

/**
 * Chests, large chests and ender chests
 *
 * @author Jesper Öqvist 
 */
public class ChestModel {
  // single chest facing north
  protected static final Quad[] single = {
      // north
      new Quad(new Vector3(.9375, 0, .0625), new Vector3(.0625, 0, .0625),
          new Vector3(.9375, .875, .0625), new Vector4(.9375, .0625, .0625, .9375)),

      // south
      new Quad(new Vector3(.0625, 0, .9375), new Vector3(.9375, 0, .9375),
          new Vector3(.0625, .875, .9375), new Vector4(.0625, .9375, .0625, .9375)),

      // west
      new Quad(new Vector3(.0625, 0, .0625), new Vector3(.0625, 0, .9375),
          new Vector3(.0625, .875, .0625), new Vector4(.0625, .9375, .0625, .9375)),

      // east
      new Quad(new Vector3(.9375, 0, .9375), new Vector3(.9375, 0, .0625),
          new Vector3(.9375, .875, .9375), new Vector4(.9375, .0625, .0625, .9375)),

      // top
      new Quad(new Vector3(.9375, .875, .0625), new Vector3(.0625, .875, .0625),
          new Vector3(.9375, .875, .9375), new Vector4(.9375, .0625, .0625, .9375)),

      // bottom
      new Quad(new Vector3(.0625, 0, .0625), new Vector3(.9375, 0, .0625),
          new Vector3(.0625, 0, .9375), new Vector4(.0625, .9375, .0625, .9375)),

      // -- lock

      // north
      new Quad(new Vector3(.5626, .4375, 0), new Vector3(.4375, .4375, 0),
          new Vector3(.5626, .6875, 0), new Vector4(.25, .125, .625, .875)),

      // west
      new Quad(new Vector3(.4375, .4375, 0), new Vector3(.4375, .4375, .0625),
          new Vector3(.4375, .6875, 0), new Vector4(.25, .3125, .625, .875)),

      // east
      new Quad(new Vector3(.5626, .4375, .0625), new Vector3(.5626, .4375, 0),
          new Vector3(.5626, .6875, .0625), new Vector4(.0625, .125, .625, .875)),

      // top
      new Quad(new Vector3(.5626, .6875, 0), new Vector3(.4375, .6875, 0),
          new Vector3(.5626, .6875, .0625), new Vector4(.125, .25, .875, .9375)),

      // bottom
      new Quad(new Vector3(.4375, .4375, 0), new Vector3(.5626, .4375, 0),
          new Vector3(.4375, .4375, .0625), new Vector4(.375, .25, .875, .9375)),

  };

  // left part of large chest facing north
  protected static final Quad[] left = {
      // north
      new Quad(new Vector3(1, 0, .0625), new Vector3(.0625, 0, .0625),
          new Vector3(1, .875, .0625), new Vector4(1, .0625, .0625, .9375)),

      // south
      new Quad(new Vector3(.0625, 0, .9375), new Vector3(1, 0, .9375),
          new Vector3(.0625, .875, .9375), new Vector4(.0625, 1, .0625, .9375)),

      // west
      new Quad(new Vector3(.0625, 0, .0625), new Vector3(.0625, 0, .9375),
          new Vector3(.0625, .875, .0625), new Vector4(.0625, .9375, .0625, .9375)),

      // top
      new Quad(new Vector3(1, .875, .0625), new Vector3(.0625, .875, .0625),
          new Vector3(1, .875, .9375), new Vector4(1, .0625, .0625, .9375)),

      // bottom
      new Quad(new Vector3(.0625, 0, .0625), new Vector3(1, 0, .0625),
          new Vector3(.0625, 0, .9375), new Vector4(.0625, 1, .0625, .9375)),

      // -- lock

      // north
      new Quad(new Vector3(1, .4375, 0), new Vector3(.9375, .4375, 0), new Vector3(1, .6875, 0),
          new Vector4(.1875, .125, .625, .875)),

      // west
      new Quad(new Vector3(.9375, .4375, 0), new Vector3(.9375, .4375, .0625),
          new Vector3(.9375, .6875, 0), new Vector4(.25, .3125, .625, .875)),

      // top
      new Quad(new Vector3(1, .6875, 0), new Vector3(.9375, .6875, 0),
          new Vector3(1, .6875, .0625), new Vector4(.125, .1875, .875, .9375)),

      // bottom
      new Quad(new Vector3(.9375, .4375, 0), new Vector3(1, .4375, 0),
          new Vector3(.9375, .4375, .0625), new Vector4(.375, .3125, .875, .9375)),};

  // right part of large chest facing north
  protected static final Quad[] right = {
      // north
      new Quad(new Vector3(.9375, 0, .0625), new Vector3(0, 0, .0625),
          new Vector3(.9375, .875, .0625), new Vector4(.9375, 0, .0625, .9375)),

      // south
      new Quad(new Vector3(0, 0, .9375), new Vector3(.9375, 0, .9375),
          new Vector3(0, .875, .9375), new Vector4(0, .9375, .0625, .9375)),

      // east
      new Quad(new Vector3(.9375, 0, .9375), new Vector3(.9375, 0, .0625),
          new Vector3(.9375, .875, .9375), new Vector4(.9375, .0625, .0625, .9375)),

      // top
      new Quad(new Vector3(.9375, .875, .0625), new Vector3(0, .875, .0625),
          new Vector3(.9375, .875, .9375), new Vector4(.9375, 0, .0625, .9375)),

      // bottom
      new Quad(new Vector3(0, 0, .0625), new Vector3(.9375, 0, .0625), new Vector3(0, 0, .9375),
          new Vector4(0, .9375, .0625, .9375)),

      // -- lock

      // north
      new Quad(new Vector3(.0625, .4375, 0), new Vector3(0, .4375, 0),
          new Vector3(.0625, .6875, 0), new Vector4(.25, .1875, .625, .875)),

      // east
      new Quad(new Vector3(.0625, .4375, .0625), new Vector3(.0625, .4375, 0),
          new Vector3(.0625, .6875, .0625), new Vector4(.0625, .125, .625, .875)),

      // top
      new Quad(new Vector3(.0625, .6875, 0), new Vector3(0, .6875, 0),
          new Vector3(.0625, .6875, .0625), new Vector4(.1875, .25, .875, .9375)),

      // bottom
      new Quad(new Vector3(0, .4375, 0), new Vector3(.0625, .4375, 0),
          new Vector3(0, .4375, .0625), new Vector4(.3125, .25, .875, .9375)),};

  protected static final Quad[][][] variants = new Quad[3][6][];

  static {
    variants[0][0] = variants[0][1] = new Quad[0];
    variants[0][2] = single;
    variants[1][0] = variants[1][1] = new Quad[0];
    variants[1][2] = left;
    variants[2][0] = variants[2][1] = new Quad[0];
    variants[2][2] = right;
    rotateFaceY(2, 5);
    rotateFaceY(5, 3);
    rotateFaceY(3, 4);
  }

  private static void rotateFaceY(int i, int j) {
    for (int v = 0; v < 3; ++v) {
      variants[v][j] = Model.rotateY(variants[v][i]);
    }
  }

  public static boolean intersect(Ray ray, Texture[] texture) {
    boolean hit = false;
    Quad[] rot = variants[(ray.getCurrentData() >> 16) % 3][ray.getBlockData() % 6];
    ray.t = Double.POSITIVE_INFINITY;
    for (int i = 0; i < rot.length; ++i) {
      Quad side = rot[i];
      if (side.intersect(ray)) {
        texture[i].getColor(ray);
        ray.n.set(side.n);
        ray.t = ray.tNext;
        hit = true;
      }
    }
    if (hit) {
      ray.color.w = 1;
      ray.distance += ray.t;
      ray.o.scaleAdd(ray.t, ray.d);
    }
    return hit;
  }
}




© 2015 - 2025 Weber Informatics LLC | Privacy Policy