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se.llbit.chunky.model.PistonExtensionModel 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.math.Quad;
import se.llbit.math.Ray;
import se.llbit.math.Vector3;
import se.llbit.math.Vector4;

/**
 * Piston
 *
 * @author Jesper Öqvist 
 */
public class PistonExtensionModel {
  protected static Quad[][] extension = {
      // down
      {},

      // up
      {},

      // facing north
      {
          // north
          new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, 1, 0),
              new Vector4(1, 0, 0, 1)),

          // south
          new Quad(new Vector3(0, 0, .25), new Vector3(1, 0, .25), new Vector3(0, 1, .25),
              new Vector4(0, 1, 0, 1)),

          // west
          new Quad(new Vector3(0, 1, 0), new Vector3(0, 0, 0), new Vector3(0, 1, .25),
              new Vector4(0, 1, 1, .75)),

          // east
          new Quad(new Vector3(1, 1, .25), new Vector3(1, 0, .25), new Vector3(1, 1, 0),
              new Vector4(1, 0, .75, 1)),

          // top
          new Quad(new Vector3(1, 1, 0), new Vector3(0, 1, 0), new Vector3(1, 1, .25),
              new Vector4(1, 0, 1, .75)),

          // bottom
          new Quad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, .25),
              new Vector4(0, 1, 1, .75)),

          // extension west
          new Quad(new Vector3(.375, .375, .25), new Vector3(.375, .375, 1),
              new Vector3(.375, .625, .25), new Vector4(1, .25, .75, 1)),

          // extension east
          new Quad(new Vector3(.625, .375, 1), new Vector3(.625, .375, .25),
              new Vector3(.625, .625, 1), new Vector4(.25, 1, .75, 1)),

          // extension top
          new Quad(new Vector3(.375, .625, .25), new Vector3(.375, .625, 1),
              new Vector3(.625, .625, .25), new Vector4(1, .25, .75, 1)),

          // extension bottom
          new Quad(new Vector3(.375, .375, 1), new Vector3(.375, .375, .25),
              new Vector3(.625, .375, 1), new Vector4(.25, 1, .75, 1)),},

      // facing south
      {},

      //facing west
      {},

      // facing east
      {},};

  static {
    extension[0] = Model.rotateNegX(extension[2]);
    extension[1] = Model.rotateX(extension[2]);
    extension[5] = Model.rotateY(extension[2]);
    extension[3] = Model.rotateY(extension[5]);
    extension[4] = Model.rotateY(extension[3]);
  }

  static final Texture[][] texture =
      {{Texture.pistonTop, Texture.pistonTop, Texture.pistonSide, Texture.pistonSide,
          Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide,
          Texture.pistonSide, Texture.pistonSide,},

          {Texture.pistonTopSticky, Texture.pistonTop, Texture.pistonSide, Texture.pistonSide,
              Texture.pistonSide, Texture.pistonSide, Texture.pistonSide, Texture.pistonSide,
              Texture.pistonSide, Texture.pistonSide,},};

  public static boolean intersect(Ray ray) {
    boolean hit = false;
    int isSticky = ray.getBlockData() >> 3;
    Quad[] rot = extension[(ray.getBlockData() & 7) % 6];
    ray.t = Double.POSITIVE_INFINITY;
    for (int i = 0; i < rot.length; ++i) {
      Quad side = rot[i];
      if (side.intersect(ray)) {
        texture[isSticky][i].getColor(ray);
        ray.n.set(side.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;
  }
}




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