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

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/* Copyright (c) 2015 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 EndRodModel {
  private static Quad[] up = {
      // Side faces.
      new Quad(new Vector3(7 / 16., 1 / 16., 9 / 16.), new Vector3(9 / 16., 1 / 16., 9 / 16.),
          new Vector3(7 / 16., 1, 9 / 16.), new Vector4(0, 2 / 16., 1 / 16., 1)),
      new Quad(new Vector3(9 / 16., 1 / 16., 7 / 16.), new Vector3(7 / 16., 1 / 16., 7 / 16.),
          new Vector3(9 / 16., 1, 7 / 16.), new Vector4(2 / 16., 0, 1 / 16., 1)),
      new Quad(new Vector3(7 / 16., 1 / 16., 7 / 16.), new Vector3(7 / 16., 1 / 16., 9 / 16.),
          new Vector3(7 / 16., 1, 7 / 16.), new Vector4(0, 2 / 16., 1 / 16., 1)),
      new Quad(new Vector3(9 / 16., 1 / 16., 9 / 16.), new Vector3(9 / 16., 1 / 16., 7 / 16.),
          new Vector3(9 / 16., 1, 9 / 16.), new Vector4(2 / 16., 0, 1 / 16., 1)),
      // Top face.
      new Quad(new Vector3(7 / 16., 1, 7 / 16.), new Vector3(7 / 16., 1, 9 / 16.),
          new Vector3(9 / 16., 1, 7 / 16.), new Vector4(2 / 16., 4 / 16., 14 / 16., 1)),
      // Base top face.
      new Quad(new Vector3(6 / 16., 1 / 16., 6 / 16.), new Vector3(6 / 16., 1 / 16., 10 / 16.),
          new Vector3(10 / 16., 1 / 16., 6 / 16.),
          new Vector4(2 / 16., 6 / 16., 10 / 16., 14 / 16.)),
      // Base bottom face.
      new Quad(new Vector3(10 / 16., 0, 6 / 16.), new Vector3(10 / 16., 0, 10 / 16.),
          new Vector3(6 / 16., 0, 6 / 16.), new Vector4(6 / 16., 2 / 16., 10 / 16., 14 / 16.)),
      // Bottom side faces.
      new Quad(new Vector3(6 / 16., 0, 10 / 16.), new Vector3(10 / 16., 0, 10 / 16.),
          new Vector3(6 / 16., 1 / 16., 10 / 16.),
          new Vector4(2 / 16., 4 / 16., 9 / 16., 10 / 16.)),
      new Quad(new Vector3(10 / 16., 0, 6 / 16.), new Vector3(6 / 16., 0, 6 / 16.),
          new Vector3(10 / 16., 1 / 16., 6 / 16.),
          new Vector4(4 / 16., 2 / 16., 9 / 16., 10 / 16.)),
      new Quad(new Vector3(6 / 16., 0, 6 / 16.), new Vector3(6 / 16., 0, 10 / 16.),
          new Vector3(6 / 16., 1 / 16., 6 / 16.),
          new Vector4(2 / 16., 4 / 16., 9 / 16., 10 / 16.)),
      new Quad(new Vector3(10 / 16., 0, 10 / 16.), new Vector3(10 / 16., 0, 6 / 16.),
          new Vector3(10 / 16., 1 / 16., 10 / 16.),
          new Vector4(4 / 16., 2 / 16., 9 / 16., 10 / 16.)),};

  private static Quad[][] facing = new Quad[6][];

  static {
    Quad[] down = Model.rotateX(Model.rotateX(up));
    Quad[] east = Model.rotateZ(down);
    Quad[] south = Model.rotateY(east);
    Quad[] west = Model.rotateY(south);
    Quad[] north = Model.rotateY(west);

    facing[0] = down;
    facing[1] = up;
    facing[2] = north;
    facing[3] = south;
    facing[4] = west;
    facing[5] = east;
  }

  public static boolean intersect(Ray ray) {
    boolean hit = false;
    ray.t = Double.POSITIVE_INFINITY;
    for (Quad quad : facing[ray.getBlockData() % 6]) {
      if (quad.intersect(ray)) {
        Texture.endRod.getColor(ray);
        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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