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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.chunky.world.BlockData;
import se.llbit.math.AABB;
import se.llbit.math.Ray;

public class StairModel {
  private static AABB[][][] corners = {{{
      // s-e
      new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0.5, 1, 0.5, 1, 0.5, 1),}, {
      // s-w
      new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0, 0.5, 0.5, 1, 0.5, 1),}, {
      // n-e
      new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0.5, 1, 0.5, 1, 0, 0.5),}, {
      // n-w
      new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0, 0.5, 0.5, 1, 0, 0.5),}, {
      // inner s-e
      new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0, 1, 0.5, 1, 0.5, 1),
      new AABB(0.5, 1, 0.5, 1, 0, 0.5),}, {
      // inner s-w
      new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0.5, 1, 0.5, 1, 0.5, 1),
      new AABB(0, 0.5, 0.5, 1, 0, 1),}, {
      // inner n-e
      new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0.5, 1, 0.5, 1, 0, 1),
      new AABB(0, 0.5, 0.5, 1, 0, 0.5),}, {
      // inner n-w
      new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0, 1, 0.5, 1, 0, 0.5),
      new AABB(0, 0.5, 0.5, 1, 0.5, 1),},}, {
      // flipped
      {
          // s-e
          new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0.5, 1, 0, 0.5, 0.5, 1),}, {
      // s-w
      new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0, 0.5, 0, 0.5, 0.5, 1),}, {
      // n-e
      new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0.5, 1, 0, 0.5, 0, 0.5),}, {
      // n-w
      new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0, 0.5, 0, 0.5, 0, 0.5),}, {
      // inner s-e
      new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0, 1, 0, 0.5, 0.5, 1),
      new AABB(0.5, 1, 0, 0.5, 0, 0.5),}, {
      // inner s-w
      new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0.5, 1, 0, 0.5, 0.5, 1),
      new AABB(0, 0.5, 0, 0.5, 0, 1),}, {
      // inner n-e
      new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0.5, 1, 0, 0.5, 0, 1),
      new AABB(0, 0.5, 0, 0.5, 0, 0.5),}, {
      // inner n-w
      new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0, 1, 0, 0.5, 0, 0.5),
      new AABB(0, 0.5, 0, 0.5, 0.5, 1),},},};
  private static final AABB[][][] stairs = {{{
      // ascending east
      new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0.5, 1, 0.5, 1, 0, 1),}, {
      // ascending west
      new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0, 0.5, 0.5, 1, 0, 1),}, {
      // ascending south
      new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0, 1, 0.5, 1, 0.5, 1),}, {
      // ascending north
      new AABB(0, 1, 0, 0.5, 0, 1), new AABB(0, 1, 0.5, 1, 0, 0.5),},}, {
      // flipped
      {
          // ascending east
          new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0.5, 1, 0, 0.5, 0, 1),}, {
      // ascending west
      new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0, 0.5, 0, 0.5, 0, 1),}, {
      // ascending south
      new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0, 1, 0, 0.5, 0.5, 1),}, {
      // ascending north
      new AABB(0, 1, 0.5, 1, 0, 1), new AABB(0, 1, 0, 0.5, 0, 0.5),},},};

  public static boolean intersect(Ray ray, Texture texture) {
    boolean hit = false;
    int flipped = (ray.getBlockData() & 4) >> 2;
    int corner = 15 & (ray.getCurrentData() >> BlockData.CORNER_OFFSET);
    int rotation = 3 & ray.getBlockData();

    ray.t = Double.POSITIVE_INFINITY;

    if (corner != 0) {
      for (AABB box : corners[flipped][7 & corner]) {
        if (box.intersect(ray)) {
          texture.getColor(ray);
          ray.t = ray.tNext;
          hit = true;
        }
      }
    } else {
      for (AABB box : stairs[flipped][rotation]) {
        if (box.intersect(ray)) {
          texture.getColor(ray);
          ray.t = ray.tNext;
          hit = true;
        }
      }
    }

    if (hit) {
      ray.distance += ray.t;
      ray.o.scaleAdd(ray.t, ray.d);
    }
    return hit;
  }

  public static boolean intersect(Ray ray, Texture texture, Texture textureTop,
      Texture textureBottom) {

    boolean hit = intersect(ray, texture);
    if (hit) {
      if (ray.n.y > 0) {
        textureTop.getColor(ray);
      } else if (ray.n.y < 0) {
        textureTop.getColor(ray);
      }
    }
    return hit;
  }
}




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