/* 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.renderer.scene.Scene;
import se.llbit.chunky.resources.Texture;
import se.llbit.chunky.world.BlockData;
import se.llbit.math.DoubleSidedQuad;
import se.llbit.math.Quad;
import se.llbit.math.QuickMath;
import se.llbit.math.Ray;
import se.llbit.math.Vector3d;
import se.llbit.math.Vector4d;
@SuppressWarnings("javadoc")
public class VineModel {
protected static Quad[] quads = {
// south
new DoubleSidedQuad(new Vector3d(1, 0, 15/16.), new Vector3d(0, 0, 15/16.),
new Vector3d(1, 1, 15/16.), new Vector4d(1, 0, 0, 1)),
// west
new DoubleSidedQuad(new Vector3d(1/16., 0, 1), new Vector3d(1/16., 0, 0),
new Vector3d(1/16., 1, 1), new Vector4d(1, 0, 0, 1)),
// north
new DoubleSidedQuad(new Vector3d(0, 0, 1/16.), new Vector3d(1, 0, 1/16.),
new Vector3d(0, 1, 1/16.), new Vector4d(0, 1, 0, 1)),
// east
new DoubleSidedQuad(new Vector3d(15/16., 0, 0), new Vector3d(15/16., 0, 1),
new Vector3d(15/16., 1, 0), new Vector4d(0, 1, 0, 1)),
// top
new Quad(new Vector3d(0, 1, 0), new Vector3d(1, 1, 0),
new Vector3d(0, 1, 1), new Vector4d(0, 1, 0, 1)),
};
public static boolean intersect(Ray ray, Scene scene) {
int data = ray.getBlockData();
boolean hit = false;
ray.t = Double.POSITIVE_INFINITY;
for (int i = 0; i < quads.length; ++i) {
if ((data & (1<<i)) != 0) {
Quad quad = quads[i];
if (quad.intersect(ray)) {
float[] color = Texture.vines.getColor(ray.u, ray.v);
if (color[3] > Ray.EPSILON) {
ray.color.set(color);
float[] biomeColor = ray.getBiomeFoliageColor(scene);
ray.color.x *= biomeColor[0];
ray.color.y *= biomeColor[1];
ray.color.z *= biomeColor[2];
ray.t = ray.tNear;
ray.n.set(quad.n);
ray.n.scale(QuickMath.signum(-ray.d.dot(quad.n)));
hit = true;
}
}
}
}
if (data == 0 || (ray.currentMaterial & (1 << BlockData.VINE_TOP)) != 0) {
Quad quad = quads[4];
if (quad.intersect(ray)) {
float[] color = Texture.vines.getColor(ray.u, ray.v);
if (color[3] > Ray.EPSILON) {
ray.color.set(color);
float[] biomeColor = ray.getBiomeFoliageColor(scene);
ray.color.x *= biomeColor[0];
ray.color.y *= biomeColor[1];
ray.color.z *= biomeColor[2];
ray.t = ray.tNear;
ray.n.set(quad.n);
ray.n.scale(QuickMath.signum(-ray.d.dot(quad.n)));
hit = true;
}
}
}
if (hit) {
ray.distance += ray.t;
ray.x.scaleAdd(ray.t, ray.d, ray.x);
}
return hit;
}
}