/* 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;
/**
* Chests, large chests and ender chests
*
* @author Jesper Öqvist <jesper@llbit.se>
*/
public class ChestModel {
// single chest facing north
protected static final Quad[] single = {
// north
new Quad(new Vector3d(.9375, 0, .0625), new Vector3d(.0625, 0, .0625),
new Vector3d(.9375, .875, .0625), new Vector4d(.9375, .0625, .0625, .9375)),
// south
new Quad(new Vector3d(.0625, 0, .9375), new Vector3d(.9375, 0, .9375),
new Vector3d(.0625, .875, .9375), new Vector4d(.0625, .9375, .0625, .9375)),
// west
new Quad(new Vector3d(.0625, 0, .0625), new Vector3d(.0625, 0, .9375),
new Vector3d(.0625, .875, .0625), new Vector4d(.0625, .9375, .0625, .9375)),
// east
new Quad(new Vector3d(.9375, 0, .9375), new Vector3d(.9375, 0, .0625),
new Vector3d(.9375, .875, .9375), new Vector4d(.9375, .0625, .0625, .9375)),
// top
new Quad(new Vector3d(.9375, .875, .0625), new Vector3d(.0625, .875, .0625),
new Vector3d(.9375, .875, .9375), new Vector4d(.9375, .0625, .0625, .9375)),
// bottom
new Quad(new Vector3d(.0625, 0, .0625), new Vector3d(.9375, 0, .0625),
new Vector3d(.0625, 0, .9375), new Vector4d(.0625, .9375, .0625, .9375)),
// -- lock
// north
new Quad(new Vector3d(.5626, .4375, 0), new Vector3d(.4375, .4375, 0),
new Vector3d(.5626, .6875, 0), new Vector4d(.25, .125, .625, .875)),
// west
new Quad(new Vector3d(.4375, .4375, 0), new Vector3d(.4375, .4375, .0625),
new Vector3d(.4375, .6875, 0), new Vector4d(.25, .3125, .625, .875)),
// east
new Quad(new Vector3d(.5626, .4375, .0625), new Vector3d(.5626, .4375, 0),
new Vector3d(.5626, .6875, .0625), new Vector4d(.0625, .125, .625, .875)),
// top
new Quad(new Vector3d(.5626, .6875, 0), new Vector3d(.4375, .6875, 0),
new Vector3d(.5626, .6875, .0625), new Vector4d(.125, .25, .875, .9375)),
// bottom
new Quad(new Vector3d(.4375, .4375, 0), new Vector3d(.5626, .4375, 0),
new Vector3d(.4375, .4375, .0625), new Vector4d(.375, .25, .875, .9375)),
};
// left part of large chest facing north
protected static final Quad[] left = {
// north
new Quad(new Vector3d(1, 0, .0625), new Vector3d(.0625, 0, .0625),
new Vector3d(1, .875, .0625), new Vector4d(1, .0625, .0625, .9375)),
// south
new Quad(new Vector3d(.0625, 0, .9375), new Vector3d(1, 0, .9375),
new Vector3d(.0625, .875, .9375), new Vector4d(.0625, 1, .0625, .9375)),
// west
new Quad(new Vector3d(.0625, 0, .0625), new Vector3d(.0625, 0, .9375),
new Vector3d(.0625, .875, .0625), new Vector4d(.0625, .9375, .0625, .9375)),
// top
new Quad(new Vector3d(1, .875, .0625), new Vector3d(.0625, .875, .0625),
new Vector3d(1, .875, .9375), new Vector4d(1, .0625, .0625, .9375)),
// bottom
new Quad(new Vector3d(.0625, 0, .0625), new Vector3d(1, 0, .0625),
new Vector3d(.0625, 0, .9375), new Vector4d(.0625, 1, .0625, .9375)),
// -- lock
// north
new Quad(new Vector3d(1, .4375, 0), new Vector3d(.9375, .4375, 0),
new Vector3d(1, .6875, 0), new Vector4d(.1875, .125, .625, .875)),
// west
new Quad(new Vector3d(.9375, .4375, 0), new Vector3d(.9375, .4375, .0625),
new Vector3d(.9375, .6875, 0), new Vector4d(.25, .3125, .625, .875)),
// top
new Quad(new Vector3d(1, .6875, 0), new Vector3d(.9375, .6875, 0),
new Vector3d(1, .6875, .0625), new Vector4d(.125, .1875, .875, .9375)),
// bottom
new Quad(new Vector3d(.9375, .4375, 0), new Vector3d(1, .4375, 0),
new Vector3d(.9375, .4375, .0625), new Vector4d(.375, .3125, .875, .9375)),
};
// right part of large chest facing north
protected static final Quad[] right = {
// north
new Quad(new Vector3d(.9375, 0, .0625), new Vector3d(0, 0, .0625),
new Vector3d(.9375, .875, .0625), new Vector4d(.9375, 0, .0625, .9375)),
// south
new Quad(new Vector3d(0, 0, .9375), new Vector3d(.9375, 0, .9375),
new Vector3d(0, .875, .9375), new Vector4d(0, .9375, .0625, .9375)),
// east
new Quad(new Vector3d(.9375, 0, .9375), new Vector3d(.9375, 0, .0625),
new Vector3d(.9375, .875, .9375), new Vector4d(.9375, .0625, .0625, .9375)),
// top
new Quad(new Vector3d(.9375, .875, .0625), new Vector3d(0, .875, .0625),
new Vector3d(.9375, .875, .9375), new Vector4d(.9375, 0, .0625, .9375)),
// bottom
new Quad(new Vector3d(0, 0, .0625), new Vector3d(.9375, 0, .0625),
new Vector3d(0, 0, .9375), new Vector4d(0, .9375, .0625, .9375)),
// -- lock
// north
new Quad(new Vector3d(.0625, .4375, 0), new Vector3d(0, .4375, 0),
new Vector3d(.0625, .6875, 0), new Vector4d(.25, .1875, .625, .875)),
// east
new Quad(new Vector3d(.0625, .4375, .0625), new Vector3d(.0625, .4375, 0),
new Vector3d(.0625, .6875, .0625), new Vector4d(.0625, .125, .625, .875)),
// top
new Quad(new Vector3d(.0625, .6875, 0), new Vector3d(0, .6875, 0),
new Vector3d(.0625, .6875, .0625), new Vector4d(.1875, .25, .875, .9375)),
// bottom
new Quad(new Vector3d(0, .4375, 0), new Vector3d(.0625, .4375, 0),
new Vector3d(0, .4375, .0625), new Vector4d(.3125, .25, .875, .9375)),
};
protected static final Quad[][][] variants = new Quad[3][6][];
static {
variants[0][0] = variants[0][1] = new Quad[0];
variants[0][2] = single;
variants[1][0] = variants[1][1] = new Quad[0];
variants[1][2] = left;
variants[2][0] = variants[2][1] = new Quad[0];
variants[2][2] = right;
rotateFaceY(2, 5);
rotateFaceY(5, 3);
rotateFaceY(3, 4);
}
private static void rotateFaceY(int i, int j) {
for (int v = 0; v < 3; ++v) {
variants[v][j] = Model.rotateY(variants[v][i]);
}
}
@SuppressWarnings("javadoc")
public static boolean intersect(Ray ray, Texture[] texture) {
boolean hit = false;
Quad[] rot = variants[(ray.currentMaterial >> 16) % 3]
[ray.getBlockData() % 6];
ray.t = Double.POSITIVE_INFINITY;
for (int i = 0; i < rot.length; ++i) {
Quad side = rot[i];
if (side.intersect(ray)) {
texture[i].getColor(ray);
ray.n.set(side.n);
ray.t = ray.tNear;
hit = true;
}
}
if (hit) {
ray.color.w = 1;
ray.distance += ray.t;
ray.x.scaleAdd(ray.t, ray.d, ray.x);
}
return hit;
}
}