/* Copyright (c) 2013 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;
/**
* A block of quartz. Similar to a block of wood in that the pillar
* version can be horizontally placed.
* @author Jesper Öqvist <jesper@llbit.se>
*/
public class QuartzModel {
private static final Quad[] sides = {
// 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, 0, 0), new Vector3d(0, 0, 1),
new Vector3d(0, 1, 0), new Vector4d(0, 1, 0, 1)),
// east
new Quad(new Vector3d(1, 0, 1), new Vector3d(1, 0, 0),
new Vector3d(1, 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[][] texture = {
{ Texture.quartzSide, Texture.quartzTop, Texture.quartzBottom },
{ Texture.quartzChiseled, Texture.quartzChiseledTop, Texture.quartzChiseledTop },
{ Texture.quartzPillar, Texture.quartzPillarTop, Texture.quartzPillarTop },
{ Texture.quartzPillar, Texture.quartzPillarTop, Texture.quartzPillarTop },
{ Texture.quartzPillar, Texture.quartzPillarTop, Texture.quartzPillarTop },
};
private static final int[][] textureIndex = {
{ 0, 0, 0, 0, 1, 2 },// vertical
{ 0, 0, 0, 0, 1, 2 },// vertical
{ 0, 0, 0, 0, 1, 2 },// vertical
{ 0, 0, 1, 2, 0, 0 },// east-west
{ 1, 2, 0, 0, 0, 0 },// north-south
};
private static final int[][] uv = {
{ 0, 0, 0, 0, 0, 0 },// vertical
{ 0, 0, 0, 0, 0, 0 },// vertical
{ 0, 0, 0, 0, 0, 0 },// vertical
{ 1, 1, 0, 0, 1, 1 },// east-west
{ 0, 0, 1, 1, 0, 0 },// north-south
};
@SuppressWarnings("javadoc")
public static boolean intersect(Ray ray) {
int data = ray.getBlockData();
int type = data % 5;
boolean hit = false;
ray.t = Double.POSITIVE_INFINITY;
for (int i = 0; i < sides.length; ++i) {
Quad side = sides[i];
if (side.intersect(ray)) {
double u = ray.u;
int uv_x = uv[type][i];
ray.u = (1-uv_x) * ray.u + uv_x * ray.v;
ray.v = uv_x * u + (1-uv_x) * ray.v;
texture[type][textureIndex[type][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;
}
}