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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;

/**
 * Pumpkins and Jack-O-Lanterns
 *
 * @author Jesper Öqvist 
 */
public class PumpkinModel {
  protected static Quad[][] sides = {
      // facing south
      {},

      // facing west
      {},

      //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, 1), new Vector3(1, 0, 1), new Vector3(0, 1, 1),
              new Vector4(0, 1, 0, 1)),

          // west
          new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0),
              new Vector4(0, 1, 0, 1)),

          // east
          new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, 1, 1),
              new Vector4(1, 0, 0, 1)),

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

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

      // facing east
      {},};

  static {
    sides[3] = Model.rotateY(sides[2]);
    sides[0] = Model.rotateY(sides[3]);
    sides[1] = Model.rotateY(sides[0]);
  }

  public static boolean intersect(Ray ray, Texture[] texture) {
    boolean hit = false;
    Quad[] rot = sides[ray.getBlockData() % 4];
    ray.t = Double.POSITIVE_INFINITY;
    for (int i = 0; i < rot.length; ++i) {
      Quad side = rot[i];
      if (side.intersect(ray)) {
        texture[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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