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se.llbit.chunky.model.DoorModel 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.chunky.world.BlockData;
import se.llbit.math.Quad;
import se.llbit.math.Ray;
import se.llbit.math.Vector3;
import se.llbit.math.Vector4;

public class DoorModel {
  protected static Quad[][] faces = {{
      // front
      new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, 1, 0),
          new Vector4(0, 1, 0, 1)),

      // back
      new Quad(new Vector3(0, 0, .1875), new Vector3(1, 0, .1875), new Vector3(0, 1, .1875),
          new Vector4(1, 0, 0, 1)),

      // right
      new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, .1875), new Vector3(0, 1, 0),
          new Vector4(0, .1875, 0, 1)),

      // left
      new Quad(new Vector3(1, 0, .1875), new Vector3(1, 0, 0), new Vector3(1, 1, .1875),
          new Vector4(0, .1875, 0, 1)),

      // top
      new Quad(new Vector3(0, 1, 0), new Vector3(0, 1, .1875), new Vector3(1, 1, 0),
          new Vector4(0, .1875, 0, 1)),

      // bottom
      new Quad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, .1875),
          new Vector4(0, 1, 0, .1875)),},

      {
          // front
          new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, 1, 0),
              new Vector4(1, 0, 0, 1)),

          // back
          new Quad(new Vector3(0, 0, .1875), new Vector3(1, 0, .1875), new Vector3(0, 1, .1875),
              new Vector4(0, 1, 0, 1)),

          // right
          new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, .1875), new Vector3(0, 1, 0),
              new Vector4(0, .1875, 0, 1)),

          // left
          new Quad(new Vector3(1, 0, .1875), new Vector3(1, 0, 0), new Vector3(1, 1, .1875),
              new Vector4(0, .1875, 0, 1)),

          // top
          new Quad(new Vector3(0, 1, 0), new Vector3(0, 1, .1875), new Vector3(1, 1, 0),
              new Vector4(0, .1875, 0, 1)),

          // bottom
          new Quad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, .1875),
              new Vector4(0, 1, 0, .1875)),},};

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

  static {
    rot[0][1] = faces[0];
    rot[1][1] = faces[1];

    for (int mirror = 0; mirror < 2; ++mirror) {
      rot[mirror][2] = Model.rotateY(rot[mirror][1]);
    }

    for (int mirror = 0; mirror < 2; ++mirror) {
      rot[mirror][3] = Model.rotateY(rot[mirror][2]);
    }

    for (int mirror = 0; mirror < 2; ++mirror) {
      rot[mirror][0] = Model.rotateY(rot[mirror][3]);
    }
  }

  public static boolean intersect(Ray ray, Texture texture) {
    boolean hit = false;

    int data = ray.getCurrentData();
    int top = 0xF & (data >> BlockData.DOOR_TOP);
    int bottom = 0xF & (data >> BlockData.DOOR_BOTTOM);

    int open = 1 & (bottom >> 2);
    int mirrored = 1 & top;
    int direction = 3 & bottom;

    int rotation;
    if (open != 0 && mirrored != 0)
      rotation = (direction + 3) % 4;
    else
      rotation = (direction + open) % 4;
    int mirror = (mirrored + open) % 2;

    ray.t = Double.POSITIVE_INFINITY;
    for (Quad quad : rot[mirror][rotation]) {
      if (quad.intersect(ray)) {
        float[] color = texture.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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