
se.llbit.chunky.model.HeadModel Maven / Gradle / Ivy
/* 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;
/**
* A head block.
*
* @author Jesper Öqvist
*/
public class HeadModel {
private static final Quad[] quads = {
// front
new Quad(new Vector3(12 / 16., 4 / 16., 4 / 16.), new Vector3(4 / 16., 4 / 16., 4 / 16.),
new Vector3(12 / 16., 12 / 16., 4 / 16.),
new Vector4(12 / 16., 4 / 16., 4 / 16., 12 / 16.)),
// back
new Quad(new Vector3(4 / 16., 4 / 16., 12 / 16.), new Vector3(12 / 16., 4 / 16., 12 / 16.),
new Vector3(4 / 16., 12 / 16., 12 / 16.),
new Vector4(4 / 16., 12 / 16., 4 / 16., 12 / 16.)),
// right
new Quad(new Vector3(4 / 16., 4 / 16., 4 / 16.), new Vector3(4 / 16., 4 / 16., 12 / 16.),
new Vector3(4 / 16., 12 / 16., 4 / 16.),
new Vector4(4 / 16., 12 / 16., 4 / 16., 12 / 16.)),
// left
new Quad(new Vector3(12 / 16., 4 / 16., 12 / 16.), new Vector3(12 / 16., 4 / 16., 4 / 16.),
new Vector3(12 / 16., 12 / 16., 12 / 16.),
new Vector4(12 / 16., 4 / 16., 4 / 16., 12 / 16.)),
// top
new Quad(new Vector3(12 / 16., 12 / 16., 4 / 16.), new Vector3(4 / 16., 12 / 16., 4 / 16.),
new Vector3(12 / 16., 12 / 16., 12 / 16.),
new Vector4(12 / 16., 4 / 16., 4 / 16., 12 / 16.)),
// bottom
new Quad(new Vector3(4 / 16., 4 / 16., 4 / 16.), new Vector3(1, 4 / 16., 4 / 16.),
new Vector3(4 / 16., 4 / 16., 1), new Vector4(4 / 16., 1, 4 / 16., 1)),};
/**
* Find intersection between ray and block.
*
* @param texture Block texture
* @return true
if the ray intersected the block
*/
public static boolean intersect(Ray ray, Texture texture) {
boolean hit = false;
ray.t = Double.POSITIVE_INFINITY;
for (Quad quad : quads) {
if (quad.intersect(ray)) {
Texture.dirt.getColor(ray);
ray.n.set(quad.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