Package se.llbit.chunky.model

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

/* 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;

/**
* Piston
*
* @author Jesper Öqvist <jesper@llbit.se>
*/
public class PistonModel {
  protected static Quad[][] retracted = {
    // down
    {},

    // up
    {},

    // facing north
    {
      // north
      new Quad(new Vector3d(1, 0, 0), new Vector3d(0, 0, 0),
          new Vector3d(1, 1, 0), new Vector4d(1, 0, 0, 1)),

      // south
      new Quad(new Vector3d(0, 0, 1), new Vector3d(1, 0, 1),
          new Vector3d(0, 1, 1), new Vector4d(0, 1, 0, 1)),

      // west
      new Quad(new Vector3d(0, 1, 0), new Vector3d(0, 0, 0),
          new Vector3d(0, 1, 1), new Vector4d(0, 1, 1, 0)),

      // east
      new Quad(new Vector3d(1, 1, 1), new Vector3d(1, 0, 1),
          new Vector3d(1, 1, 0), 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, 1, 0)),

      // bottom
      new Quad(new Vector3d(0, 0, 0), new Vector3d(1, 0, 0),
          new Vector3d(0, 0, 1), new Vector4d(0, 1, 1, 0)),
    },

    // facing south
    {},

    //facing west
    {},

    // facing east
    {},
  };

  protected static Quad[][] extended = {
    // down
    {},

    // up
    {},

    // facing north
    {
      // north
      new Quad(new Vector3d(1, 0, .25), new Vector3d(0, 0, .25),
          new Vector3d(1, 1, .25), new Vector4d(1, 0, 0, 1)),

      // south
      new Quad(new Vector3d(0, 0, 1), new Vector3d(1, 0, 1),
          new Vector3d(0, 1, 1), new Vector4d(0, 1, 0, 1)),

      // west
      new Quad(new Vector3d(0, 1, .25), new Vector3d(0, 0, .25),
          new Vector3d(0, 1, 1), new Vector4d(0, 1, .75, 0)),

      // east
      new Quad(new Vector3d(1, 1, 1), new Vector3d(1, 0, 1),
          new Vector3d(1, 1, .25), new Vector4d(1, 0, 0, .75)),

      // top
      new Quad(new Vector3d(1, 1, .25), new Vector3d(0, 1, .25),
          new Vector3d(1, 1, 1), new Vector4d(1, 0, .75, 0)),

      // bottom
      new Quad(new Vector3d(0, 0, .25), new Vector3d(1, 0, .25),
          new Vector3d(0, 0, 1), new Vector4d(0, 1, .75, 0)),

      // extension west
      new Quad(new Vector3d(.375, .375, 0), new Vector3d(.375, .375, .25),
          new Vector3d(.375, .625, 0), new Vector4d(.25, 0, .75, 1)),

      // extension east
      new Quad(new Vector3d(.625, .375, .25), new Vector3d(.625, .375, 0),
          new Vector3d(.625, .625, .25), new Vector4d(0, .25, .75, 1)),

      // extension top
      new Quad(new Vector3d(.375, .625, 0), new Vector3d(.375, .625, .25),
          new Vector3d(.625, .625, 0), new Vector4d(.25, 0, .75, 1)),

      // extension bottom
      new Quad(new Vector3d(.375, .375, .25), new Vector3d(.375, .375, 0),
          new Vector3d(.625, .375, .25), new Vector4d(0, .25, .75, 1)),
    },

    // facing south
    {},

    //facing west
    {},

    // facing east
    {},
  };

  static {
    extended[0] = Model.rotateNegX(extended[2]);
    extended[1] = Model.rotateX(extended[2]);
    extended[5] = Model.rotateY(extended[2]);
    extended[3] = Model.rotateY(extended[5]);
    extended[4] = Model.rotateY(extended[3]);
    retracted[0] = Model.rotateNegX(retracted[2]);
    retracted[1] = Model.rotateX(retracted[2]);
    retracted[5] = Model.rotateY(retracted[2]);
    retracted[3] = Model.rotateY(retracted[5]);
    retracted[4] = Model.rotateY(retracted[3]);
  }

  static final Texture[][][] texture = {
    {
      {
        Texture.pistonTop,
        Texture.pistonBottom,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
      },

      {
        Texture.pistonTopSticky,
        Texture.pistonBottom,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
      },
    },

    {
      {
        Texture.pistonInnerTop,
        Texture.pistonBottom,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
      },

      {
        Texture.pistonInnerTop,
        Texture.pistonBottom,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
        Texture.pistonSide,
      },
    },
  };

  @SuppressWarnings("javadoc")
  public static boolean intersect(Ray ray, int isSticky) {
    boolean hit = false;
    int isExtended = ray.getBlockData() >> 3;
    Quad[] rot = isExtended == 1 ?
        extended[(ray.getBlockData() & 7) % 6] :
        retracted[(ray.getBlockData() & 7) % 6];
    ray.t = Double.POSITIVE_INFINITY;
    for (int i = 0; i < rot.length; ++i) {
      Quad side = rot[i];
      if (side.intersect(ray)) {
        texture[isExtended][isSticky][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;
  }
}
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