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

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/* Copyright (c) 2013 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 ComparatorModel {
  private static Quad[] north = {
      // front
      new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, .125, 0),
          new Vector4(1, 0, 0, .125)),

      // back
      new Quad(new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(0, .125, 1),
          new Vector4(0, 1, 0, .125)),

      // right
      new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, .125, 0),
          new Vector4(0, 1, 0, .125)),

      // left
      new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, .125, 1),
          new Vector4(1, 0, 0, .125)),

      // top
      new Quad(new Vector3(1, .125, 0), new Vector3(0, .125, 0), new Vector3(1, .125, 1),
          new Vector4(1, 0, 1, 0)),};

  private static Quad[] torchHigh =
      {new Quad(new Vector3(.75, 2 / 16., 7 / 16.), new Vector3(4 / 16., 2 / 16., 7 / 16.),
          new Vector3(.75, 13 / 16., 7 / 16.), new Vector4(12 / 16., 4 / 16., 5 / 16., 1)),

          new Quad(new Vector3(4 / 16., 2 / 16., 9 / 16.), new Vector3(.75, 2 / 16., 9 / 16.),
              new Vector3(4 / 16., 13 / 16., 9 / 16.), new Vector4(4 / 16., .75, 5 / 16., 1)),

          new Quad(new Vector3(7 / 16., 2 / 16., 4 / 16.), new Vector3(7 / 16., 2 / 16., .75),
              new Vector3(7 / 16., 13 / 16., 4 / 16.), new Vector4(4 / 16., .75, 5 / 16., 1)),

          new Quad(new Vector3(9 / 16., 2 / 16., .75), new Vector3(9 / 16., 2 / 16., 4 / 16.),
              new Vector3(9 / 16., 13 / 16., .75), new Vector4(.75, 4 / 16., 5 / 16., 1)),

          // top
          new Quad(new Vector3(7 / 16., 7 / 16., 9 / 16.), new Vector3(9 / 16., 7 / 16., 9 / 16.),
              new Vector3(7 / 16., 7 / 16., 7 / 16.),
              new Vector4(7 / 16., 9 / 16., 8 / 16., .625)),};

  // Lowered 3 pixels from high version
  private static Quad[] torchLow =
      {new Quad(new Vector3(.75, 2 / 16., 7 / 16.), new Vector3(4 / 16., 2 / 16., 7 / 16.),
          new Vector3(.75, 10 / 16., 7 / 16.), new Vector4(12 / 16., 4 / 16., 8 / 16., 1)),

          new Quad(new Vector3(4 / 16., 2 / 16., 9 / 16.), new Vector3(.75, 2 / 16., 9 / 16.),
              new Vector3(4 / 16., 10 / 16., 9 / 16.), new Vector4(4 / 16., .75, 8 / 16., 1)),

          new Quad(new Vector3(7 / 16., 2 / 16., 4 / 16.), new Vector3(7 / 16., 2 / 16., .75),
              new Vector3(7 / 16., 10 / 16., 4 / 16.), new Vector4(4 / 16., .75, 8 / 16., 1)),

          new Quad(new Vector3(9 / 16., 2 / 16., .75), new Vector3(9 / 16., 2 / 16., 4 / 16.),
              new Vector3(9 / 16., 10 / 16., .75), new Vector4(.75, 4 / 16., 8 / 16., 1)),

          // top
          new Quad(new Vector3(7 / 16., 4 / 16., 9 / 16.), new Vector3(9 / 16., 4 / 16., 9 / 16.),
              new Vector3(7 / 16., 4 / 16., 7 / 16.),
              new Vector4(7 / 16., 9 / 16., 8 / 16., .625)),};

  private static Quad[][][] torch1 = new Quad[2][4][];
  private static Quad[][][] torch2 = new Quad[2][4][];
  private static Quad[][][] torch3 = new Quad[2][4][];

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

  private static final Texture[] blockTex = {Texture.comparatorOff, Texture.comparatorOn,};

  private static final Texture[] torchTex = {Texture.redstoneTorchOff, Texture.redstoneTorchOn,};

  static {
    rot[0] = north;
    rot[1] = Model.rotateY(rot[0]);
    rot[2] = Model.rotateY(rot[1]);
    rot[3] = Model.rotateY(rot[2]);

    torch1[0][0] = Model.translate(torchLow, 0, 0, -5 / 16.);
    torch1[0][1] = Model.rotateY(torch1[0][0]);
    torch1[0][2] = Model.rotateY(torch1[0][1]);
    torch1[0][3] = Model.rotateY(torch1[0][2]);

    torch1[1][0] = Model.translate(torchHigh, 0, 0, -5 / 16.);
    torch1[1][1] = Model.rotateY(torch1[1][0]);
    torch1[1][2] = Model.rotateY(torch1[1][1]);
    torch1[1][3] = Model.rotateY(torch1[1][2]);

    torch2[0][0] = Model.translate(torchHigh, 3 / 16., 0, 4 / 16.);
    torch2[0][1] = Model.rotateY(torch2[0][0]);
    torch2[0][2] = Model.rotateY(torch2[0][1]);
    torch2[0][3] = Model.rotateY(torch2[0][2]);

    torch2[1][0] = Model.translate(torchHigh, 3 / 16., 0, 4 / 16.);
    torch2[1][1] = Model.rotateY(torch2[1][0]);
    torch2[1][2] = Model.rotateY(torch2[1][1]);
    torch2[1][3] = Model.rotateY(torch2[1][2]);

    torch3[0][0] = Model.translate(torchHigh, 3 / 16., 0, 4 / 16.);
    torch3[0][1] = Model.rotateY(torch3[0][0]);
    torch3[0][2] = Model.rotateY(torch3[0][1]);
    torch3[0][3] = Model.rotateY(torch3[0][2]);

    torch3[1][0] = Model.translate(torchHigh, 3 / 16., 0, 4 / 16.);
    torch3[1][1] = Model.rotateY(torch3[1][0]);
    torch3[1][2] = Model.rotateY(torch3[1][1]);
    torch3[1][3] = Model.rotateY(torch3[1][2]);
  }

  /**
   * @param lit 0 or 1
   * @return true if the block was intersected
   */
  public static boolean intersect(Ray ray, int lit) {
    boolean hit = false;
    int data = ray.getBlockData();
    int direction = data & 3;
    int active = (data >> 2) & 1;
    ray.t = Double.POSITIVE_INFINITY;
    for (Quad face : rot[direction]) {
      if (face.intersect(ray)) {
        blockTex[lit].getColor(ray);
        ray.n.set(face.n);
        ray.t = ray.tNext;
        hit = true;
      }
    }
    for (Quad face : torch1[active][direction]) {
      if (face.intersect(ray)) {
        float[] color = torchTex[active].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;
        }
      }
    }
    for (Quad face : torch2[lit][direction]) {
      if (face.intersect(ray)) {
        float[] color = torchTex[lit].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;
        }
      }
    }
    /*for (Quad face: torch2[delay][direction]) {
			if (face.intersect(ray)) {
				float[] color = torchTex[on].getColor(ray.u, ray.v);
				if (color[3] > Ray.EPSILON) {
					ray.color.set(color);
					ray.n.set(face.n);
					ray.t = ray.tNear;
					hit = true;
				}
			}
		}*/
    if (hit) {
      ray.color.w = 1;
      ray.distance += ray.t;
      ray.o.scaleAdd(ray.t, ray.d);
    }
    return hit;
  }
}




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