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se.llbit.chunky.model.FlowerPotModel 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.renderer.scene.Scene;
import se.llbit.chunky.resources.Texture;
import se.llbit.math.AABB;
import se.llbit.math.Quad;
import se.llbit.math.Ray;
import se.llbit.math.Vector3;
import se.llbit.math.Vector4;

/**
 * Flower pot block.
 *
 * @author Jesper Öqvist 
 */
public class FlowerPotModel {
  private static final AABB[] boxes = {
      // east
      new AABB(10 / 16., 11 / 16., 0, 6 / 16., 5 / 16., 11 / 16.),
      // west
      new AABB(5 / 16., 6 / 16., 0, 6 / 16., 5 / 16., 11 / 16.),
      // north
      new AABB(5 / 16., 11 / 16., 0, 6 / 16., 5 / 16., 6 / 16.),
      // south
      new AABB(5 / 16., 11 / 16., 0, 6 / 16., 10 / 16., 11 / 16.),
      // center
      new AABB(6 / 16., 10 / 16., 0, 4 / 16., 6 / 16., 10 / 16.),};

  private static final AABB cactus = new AABB(6 / 16., 10 / 16., 4 / 16., 1, 6 / 16., 10 / 16.);

  protected static Quad[] flower =
      {new Quad(new Vector3(0, 4 / 16., 0), new Vector3(1, 4 / 16., 1), new Vector3(0, 1, 0),
          new Vector4(0, 1, 0, 12 / 16.)),

          new Quad(new Vector3(1, 4 / 16., 1), new Vector3(0, 4 / 16., 0), new Vector3(1, 1, 1),
              new Vector4(0, 1, 0, 12 / 16.)),

          new Quad(new Vector3(1, 4 / 16., 0), new Vector3(0, 4 / 16., 1), new Vector3(1, 1, 0),
              new Vector4(0, 1, 0, 12 / 16.)),

          new Quad(new Vector3(0, 4 / 16., 1), new Vector3(1, 4 / 16., 0), new Vector3(0, 1, 1),
              new Vector4(0, 1, 0, 12 / 16.)),};

  protected static Quad[] flowerSmall =
      {new Quad(new Vector3(2 / 16., 4 / 16., 2 / 16.), new Vector3(14 / 16., 4 / 16., 14 / 16.),
          new Vector3(2 / 16., 1, 2 / 16.), new Vector4(0, 1, 0, 1)),

          new Quad(new Vector3(14 / 16., 4 / 16., 14 / 16.),
              new Vector3(2 / 16., 4 / 16., 2 / 16.), new Vector3(14 / 16., 1, 14 / 16.),
              new Vector4(0, 1, 0, 1)),

          new Quad(new Vector3(14 / 16., 4 / 16., 2 / 16.),
              new Vector3(2 / 16., 4 / 16., 14 / 16.), new Vector3(14 / 16., 1, 2 / 16.),
              new Vector4(0, 1, 0, 1)),

          new Quad(new Vector3(2 / 16., 4 / 16., 14 / 16.),
              new Vector3(14 / 16., 4 / 16., 2 / 16.), new Vector3(2 / 16., 1, 14 / 16.),
              new Vector4(0, 1, 0, 1)),};

  private static final Texture[] tex =
      {Texture.flowerPot, Texture.flowerPot, Texture.flowerPot, Texture.flowerPot, Texture.dirt,};

  /**
   * Find intersection between ray and block
   *
   * @param ray   ray to test
   * @param scene scene reference
   * @return true if the ray intersected the block
   */
  public static boolean intersect(Ray ray, Scene scene) {
    boolean hit = false;
    int flowerKind = ray.getBlockData();
    ray.t = Double.POSITIVE_INFINITY;
    for (int i = 0; i < boxes.length; ++i) {
      if (boxes[i].intersect(ray)) {
        tex[i].getColor(ray);
        ray.t = ray.tNext;
        hit = true;
      }
    }
    switch (flowerKind) {
      case 0:
      default:
        break;
      case 1:
        hit |= intersect(flower, ray, Texture.poppy);
        break;
      case 2:
        hit |= intersect(flower, ray, Texture.dandelion);
        break;
      case 3:
        hit |= intersect(flowerSmall, ray, Texture.oakSapling);
        break;
      case 4:
        hit |= intersect(flowerSmall, ray, Texture.spruceSapling);
        break;
      case 5:
        hit |= intersect(flowerSmall, ray, Texture.birchSapling);
        break;
      case 6:
        hit |= intersect(flowerSmall, ray, Texture.jungleSapling);
        break;
      case 7:
        hit |= intersect(flower, ray, Texture.redMushroom);
        break;
      case 8:
        hit |= intersect(flower, ray, Texture.brownMushroom);
        break;
      case 9:
        hit |= cactus(ray);
        break;
      case 10:
        hit |= intersect(flowerSmall, ray, Texture.deadBush);
        break;
      case 11:
        if (intersect(flowerSmall, ray, Texture.fern)) {
          float[] biomeColor = ray.getBiomeGrassColor(scene);
          ray.color.x *= biomeColor[0];
          ray.color.y *= biomeColor[1];
          ray.color.z *= biomeColor[2];
          hit = true;
        }
        break;
    }
    if (hit) {
      ray.color.w = 1;
      ray.distance += ray.t;
      ray.o.scaleAdd(ray.t, ray.d);
    }
    return hit;
  }

  private static boolean intersect(Quad[] quads, Ray ray, Texture texture) {
    boolean hit = false;
    for (Quad quad : quads) {
      if (quad.intersect(ray)) {
        float[] color = texture.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;
        }
      }
    }
    return hit;
  }

  private static boolean cactus(Ray ray) {
    if (cactus.intersect(ray)) {
      if (ray.n.y > 0) {
        Texture.cactusTop.getColor(ray);
      } else {
        Texture.cactusSide.getColor(ray);
      }
      ray.color.w = 1;
      ray.t = ray.tNext;
      return true;
    }
    return false;
  }
}




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