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se.llbit.chunky.model.TrapdoorModel 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;

public class TrapdoorModel {
  private static Quad[][] faces = {
      // low
      {
          // front
          new Quad(new Vector3(1, 0, 0), new Vector3(0, 0, 0), new Vector3(1, .1875, 0),
              new Vector4(1, 0, 0, .1875)),

          // back
          new Quad(new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(0, .1875, 1),
              new Vector4(0, 1, 0, .1875)),

          // right
          new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, .1875, 0),
              new Vector4(0, 1, 0, .1875)),

          // left
          new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, .1875, 1),
              new Vector4(1, 0, 0, .1875)),

          // top
          new Quad(new Vector3(1, .1875, 0), new Vector3(0, .1875, 0), new Vector3(1, .1875, 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)),},

      // high
      {
          // front
          new Quad(new Vector3(1, .8125, 0), new Vector3(0, .8125, 0), new Vector3(1, 1, 0),
              new Vector4(1, 0, 0, .1875)),

          // back
          new Quad(new Vector3(0, .8125, 1), new Vector3(1, .8125, 1), new Vector3(0, 1, 1),
              new Vector4(0, 1, 0, .1875)),

          // right
          new Quad(new Vector3(0, .8125, 0), new Vector3(0, .8125, 1), new Vector3(0, 1, 0),
              new Vector4(0, 1, 0, .1875)),

          // left
          new Quad(new Vector3(1, .8125, 1), new Vector3(1, .8125, 0), new Vector3(1, 1, 1),
              new Vector4(1, 0, 0, .1875)),

          // 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 north
      {
          // north
          new Quad(new Vector3(1, 0, .8125), new Vector3(0, 0, .8125), new Vector3(1, 1, .8125),
              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, .8125), new Vector3(0, 0, 1), new Vector3(0, 1, .8125),
              new Vector4(.8125, 1, 0, 1)),

          // east
          new Quad(new Vector3(1, 0, 1), new Vector3(1, 0, .8125), new Vector3(1, 1, 1),
              new Vector4(1, .8125, 0, 1)),

          // top
          new Quad(new Vector3(1, 1, .8125), new Vector3(0, 1, .8125), new Vector3(1, 1, 1),
              new Vector4(1, 0, .8125, 1)),

          // bottom
          new Quad(new Vector3(0, 0, .8125), new Vector3(1, 0, .8125), new Vector3(0, 0, 1),
              new Vector4(0, 1, .8125, 1)),},

      // facing south
      {
          // 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, .1875), new Vector3(1, 0, .1875), new Vector3(0, 1, .1875),
              new Vector4(0, 1, 0, 1)),

          // west
          new Quad(new Vector3(0, 0, 0), new Vector3(0, 0, .1875), new Vector3(0, 1, 0),
              new Vector4(0, .1875, 0, 1)),

          // east
          new Quad(new Vector3(1, 0, .1875), new Vector3(1, 0, 0), new Vector3(1, 1, .1875),
              new Vector4(.1875, 0, 0, 1)),

          // top
          new Quad(new Vector3(1, 1, 0), new Vector3(0, 1, 0), new Vector3(1, 1, .1875),
              new Vector4(1, 0, 0, .1875)),

          // bottom
          new Quad(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, .1875),
              new Vector4(0, 1, 0, .1875)),},

      // facing west
      {
          // north
          new Quad(new Vector3(1, 0, 0), new Vector3(.8125, 0, 0), new Vector3(1, 1, 0),
              new Vector4(1, .8125, 0, 1)),

          // south
          new Quad(new Vector3(.8125, 0, 1), new Vector3(1, 0, 1), new Vector3(.8125, 1, 1),
              new Vector4(.8125, 1, 0, 1)),

          // west
          new Quad(new Vector3(.8125, 0, 0), new Vector3(.8125, 0, 1), new Vector3(.8125, 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(.8125, 1, 0), new Vector3(1, 1, 1),
              new Vector4(1, .8125, 0, 1)),

          // bottom
          new Quad(new Vector3(.8125, 0, 0), new Vector3(1, 0, 0), new Vector3(.8125, 0, 1),
              new Vector4(.8125, 1, 0, 1)),},

      // facing east
      {
          // north
          new Quad(new Vector3(.1875, 0, 0), new Vector3(0, 0, 0), new Vector3(.1875, 1, 0),
              new Vector4(.1875, 0, 0, 1)),

          // south
          new Quad(new Vector3(0, 0, 1), new Vector3(.1875, 0, 1), new Vector3(0, 1, 1),
              new Vector4(0, .1875, 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(.1875, 0, 1), new Vector3(.1875, 0, 0), new Vector3(.1875, 1, 1),
              new Vector4(1, 0, 0, 1)),

          // top
          new Quad(new Vector3(.1875, 1, 0), new Vector3(0, 1, 0), new Vector3(.1875, 1, 1),
              new Vector4(.1875, 0, 0, 1)),

          // bottom
          new Quad(new Vector3(0, 0, 0), new Vector3(.1875, 0, 0), new Vector3(0, 0, 1),
              new Vector4(0, .1875, 0, 1)),},};

  public static boolean intersect(Ray ray, Texture texture) {
    boolean hit = false;
    Quad[] state;
    int data = ray.getBlockData();
    ray.t = Double.POSITIVE_INFINITY;
    if ((ray.getBlockData() & 4) == 0) {
      // not open - top or bottom?
      state = faces[data >> 3];
    } else {
      // open
      state = faces[(data & 3) + 2];
    }
    for (Quad face : state) {
      if (face.intersect(ray)) {
        float[] color = texture.getColor(ray.u, ray.v);
        if (color[3] > Ray.EPSILON) {
          ray.color.set(color);
          ray.n.set(face.n);
          ray.t = ray.tNext;
          hit = true;
        }
      }
    }
    if (hit) {
      ray.distance += ray.t;
      ray.o.scaleAdd(ray.t, ray.d);
    }
    return hit;
  }
}




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