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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.resources.Texture;
import se.llbit.math.Quad;
import se.llbit.math.Ray;
import se.llbit.math.Vector3;
import se.llbit.math.Vector4;

/**
 * A block of quartz. Similar to a block of wood in that the pillar
 * version can be horizontally placed.
 *
 * @author Jesper Öqvist 
 */
public class QuartzModel {
  private static final Quad[] sides = {
      // 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)),

  };

  private static final Texture[][] texture =
      {{Texture.quartzSide, Texture.quartzTop, Texture.quartzBottom},
          {Texture.quartzChiseled, Texture.quartzChiseledTop, Texture.quartzChiseledTop},
          {Texture.quartzPillar, Texture.quartzPillarTop, Texture.quartzPillarTop},
          {Texture.quartzPillar, Texture.quartzPillarTop, Texture.quartzPillarTop},
          {Texture.quartzPillar, Texture.quartzPillarTop, Texture.quartzPillarTop},};

  private static final int[][] textureIndex = {{0, 0, 0, 0, 1, 2},// vertical
      {0, 0, 0, 0, 1, 2}, // vertical
      {0, 0, 0, 0, 1, 2}, // vertical
      {0, 0, 1, 2, 0, 0}, // east-west
      {1, 2, 0, 0, 0, 0}, // north-south
  };

  private static final int[][] uv = {{0, 0, 0, 0, 0, 0},// vertical
      {0, 0, 0, 0, 0, 0}, // vertical
      {0, 0, 0, 0, 0, 0}, // vertical
      {1, 1, 0, 0, 1, 1}, // east-west
      {0, 0, 1, 1, 0, 0}, // north-south
  };

  public static boolean intersect(Ray ray) {
    int data = ray.getBlockData();
    int type = data % 5;
    boolean hit = false;
    ray.t = Double.POSITIVE_INFINITY;
    for (int i = 0; i < sides.length; ++i) {
      Quad side = sides[i];

      if (side.intersect(ray)) {

        double u = ray.u;
        int uv_x = uv[type][i];
        ray.u = (1 - uv_x) * ray.u + uv_x * ray.v;
        ray.v = uv_x * u + (1 - uv_x) * ray.v;
        texture[type][textureIndex[type][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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