Package se.llbit.chunky.model

Source Code of se.llbit.chunky.model.CactusModel

/* 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;
  }
}
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