Package se.llbit.chunky.model

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

/* 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;

/**
* A block of wood.
* @author Jesper Öqvist <jesper@llbit.se>
*/
public class WoodModel {
  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 int[][] textureIndex = {
    { 0, 0, 0, 0, 1, 1 },
    { 0, 0, 1, 1, 0, 0 },
    { 1, 1, 0, 0, 0, 0 },
    { 0, 0, 0, 0, 0, 0 }
  };

  private static final int[][] uv = {
    { 0, 0, 0, 0, 0, 0 },
    { 1, 1, 0, 0, 1, 1 },
    { 0, 0, 1, 1, 0, 0 },
    { 0, 0, 0, 0, 0, 0 },
  };

  @SuppressWarnings("javadoc")
  public static boolean intersect(Ray ray, Texture[] texture) {
    boolean hit = false;
    int data = ray.getBlockData();
    int direction = data >> 2;
    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[direction][i];
        ray.u = (1-uv_x) * ray.u + uv_x * ray.v;
        ray.v = uv_x * u  + (1-uv_x) * ray.v;
        texture[textureIndex[direction][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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