001 package net.minecraft.src;
002
003 import cpw.mods.fml.common.Side;
004 import cpw.mods.fml.common.asm.SideOnly;
005
006 public class TexturedQuad
007 {
008 public PositionTextureVertex[] vertexPositions;
009 public int nVertices;
010 private boolean invertNormal;
011
012 public TexturedQuad(PositionTextureVertex[] par1ArrayOfPositionTextureVertex)
013 {
014 this.nVertices = 0;
015 this.invertNormal = false;
016 this.vertexPositions = par1ArrayOfPositionTextureVertex;
017 this.nVertices = par1ArrayOfPositionTextureVertex.length;
018 }
019
020 public TexturedQuad(PositionTextureVertex[] par1ArrayOfPositionTextureVertex, int par2, int par3, int par4, int par5, float par6, float par7)
021 {
022 this(par1ArrayOfPositionTextureVertex);
023 float var8 = 0.0F / par6;
024 float var9 = 0.0F / par7;
025 par1ArrayOfPositionTextureVertex[0] = par1ArrayOfPositionTextureVertex[0].setTexturePosition((float)par4 / par6 - var8, (float)par3 / par7 + var9);
026 par1ArrayOfPositionTextureVertex[1] = par1ArrayOfPositionTextureVertex[1].setTexturePosition((float)par2 / par6 + var8, (float)par3 / par7 + var9);
027 par1ArrayOfPositionTextureVertex[2] = par1ArrayOfPositionTextureVertex[2].setTexturePosition((float)par2 / par6 + var8, (float)par5 / par7 - var9);
028 par1ArrayOfPositionTextureVertex[3] = par1ArrayOfPositionTextureVertex[3].setTexturePosition((float)par4 / par6 - var8, (float)par5 / par7 - var9);
029 }
030
031 public void flipFace()
032 {
033 PositionTextureVertex[] var1 = new PositionTextureVertex[this.vertexPositions.length];
034
035 for (int var2 = 0; var2 < this.vertexPositions.length; ++var2)
036 {
037 var1[var2] = this.vertexPositions[this.vertexPositions.length - var2 - 1];
038 }
039
040 this.vertexPositions = var1;
041 }
042
043 public void draw(Tessellator par1Tessellator, float par2)
044 {
045 Vec3 var3 = this.vertexPositions[1].vector3D.subtract(this.vertexPositions[0].vector3D);
046 Vec3 var4 = this.vertexPositions[1].vector3D.subtract(this.vertexPositions[2].vector3D);
047 Vec3 var5 = var4.crossProduct(var3).normalize();
048 par1Tessellator.startDrawingQuads();
049
050 if (this.invertNormal)
051 {
052 par1Tessellator.setNormal(-((float)var5.xCoord), -((float)var5.yCoord), -((float)var5.zCoord));
053 }
054 else
055 {
056 par1Tessellator.setNormal((float)var5.xCoord, (float)var5.yCoord, (float)var5.zCoord);
057 }
058
059 for (int var6 = 0; var6 < 4; ++var6)
060 {
061 PositionTextureVertex var7 = this.vertexPositions[var6];
062 par1Tessellator.addVertexWithUV((double)((float)var7.vector3D.xCoord * par2), (double)((float)var7.vector3D.yCoord * par2), (double)((float)var7.vector3D.zCoord * par2), (double)var7.texturePositionX, (double)var7.texturePositionY);
063 }
064
065 par1Tessellator.draw();
066 }
067 }