/* Copyright (c) 2012 Jesper Öqvist <jesper@llbit.se>
*
* 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 <http://www.gnu.org/licenses/>.
*/
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.Vector3d;
import se.llbit.math.Vector4d;
@SuppressWarnings("javadoc")
public class CactusModel {
private static final Quad[] quads = {
// front
new Quad(new Vector3d(1, 0, .0625), new Vector3d(0, 0, .0625),
new Vector3d(1, 1, .0625), new Vector4d(1, 0, 0, 1)),
// back
new Quad(new Vector3d(0, 0, .9375), new Vector3d(1, 0, .9375),
new Vector3d(0, 1, .9375), new Vector4d(0, 1, 0, 1)),
// left
new Quad(new Vector3d(.0625, 0, 0), new Vector3d(.0625, 0, 1),
new Vector3d(.0625, 1, 0), new Vector4d(0, 1, 0, 1)),
// right
new Quad(new Vector3d(.9375, 0, 1), new Vector3d(.9375, 0, 0),
new Vector3d(.9375, 1, 1), new Vector4d(1, 0, 0, 1)),
// top
new Quad(new Vector3d(1, 1, 0), new Vector3d(0, 1, 0),
new Vector3d(1, 1, 1), new Vector4d(1, 0, 0, 1)),
// bottom
new Quad(new Vector3d(0, 0, 0), new Vector3d(1, 0, 0),
new Vector3d(0, 0, 1), new Vector4d(0, 1, 0, 1)),
};
private static final Texture[] tex = {
Texture.cactusSide,
Texture.cactusSide,
Texture.cactusSide,
Texture.cactusSide,
Texture.cactusTop,
Texture.cactusBottom,
};
public static boolean intersect(Ray ray) {
ray.t = Double.POSITIVE_INFINITY;
boolean hit = false;
for (int i = 0; i < quads.length; ++i) {
Quad quad = quads[i];
if (quad.intersect(ray)) {
float[] color = tex[i].getColor(ray.u, ray.v);
if (color[3] > Ray.EPSILON) {
ray.color.set(color);
ray.t = ray.tNear;
ray.n.set(quad.n);
hit = true;
}
}
}
if (hit) {
ray.distance += ray.t;
ray.x.scaleAdd(ray.t, ray.d, ray.x);
}
return hit;
}
}