001    package net.minecraft.client.model;
002    
003    import cpw.mods.fml.relauncher.Side;
004    import cpw.mods.fml.relauncher.SideOnly;
005    import net.minecraft.client.renderer.Tessellator;
006    import net.minecraft.util.Vec3;
007    
008    public class TexturedQuad
009    {
010        public PositionTextureVertex[] vertexPositions;
011        public int nVertices;
012        private boolean invertNormal;
013    
014        public TexturedQuad(PositionTextureVertex[] par1ArrayOfPositionTextureVertex)
015        {
016            this.nVertices = 0;
017            this.invertNormal = false;
018            this.vertexPositions = par1ArrayOfPositionTextureVertex;
019            this.nVertices = par1ArrayOfPositionTextureVertex.length;
020        }
021    
022        public TexturedQuad(PositionTextureVertex[] par1ArrayOfPositionTextureVertex, int par2, int par3, int par4, int par5, float par6, float par7)
023        {
024            this(par1ArrayOfPositionTextureVertex);
025            float var8 = 0.0F / par6;
026            float var9 = 0.0F / par7;
027            par1ArrayOfPositionTextureVertex[0] = par1ArrayOfPositionTextureVertex[0].setTexturePosition((float)par4 / par6 - var8, (float)par3 / par7 + var9);
028            par1ArrayOfPositionTextureVertex[1] = par1ArrayOfPositionTextureVertex[1].setTexturePosition((float)par2 / par6 + var8, (float)par3 / par7 + var9);
029            par1ArrayOfPositionTextureVertex[2] = par1ArrayOfPositionTextureVertex[2].setTexturePosition((float)par2 / par6 + var8, (float)par5 / par7 - var9);
030            par1ArrayOfPositionTextureVertex[3] = par1ArrayOfPositionTextureVertex[3].setTexturePosition((float)par4 / par6 - var8, (float)par5 / par7 - var9);
031        }
032    
033        public void flipFace()
034        {
035            PositionTextureVertex[] var1 = new PositionTextureVertex[this.vertexPositions.length];
036    
037            for (int var2 = 0; var2 < this.vertexPositions.length; ++var2)
038            {
039                var1[var2] = this.vertexPositions[this.vertexPositions.length - var2 - 1];
040            }
041    
042            this.vertexPositions = var1;
043        }
044    
045        public void draw(Tessellator par1Tessellator, float par2)
046        {
047            Vec3 var3 = this.vertexPositions[1].vector3D.subtract(this.vertexPositions[0].vector3D);
048            Vec3 var4 = this.vertexPositions[1].vector3D.subtract(this.vertexPositions[2].vector3D);
049            Vec3 var5 = var4.crossProduct(var3).normalize();
050            par1Tessellator.startDrawingQuads();
051    
052            if (this.invertNormal)
053            {
054                par1Tessellator.setNormal(-((float)var5.xCoord), -((float)var5.yCoord), -((float)var5.zCoord));
055            }
056            else
057            {
058                par1Tessellator.setNormal((float)var5.xCoord, (float)var5.yCoord, (float)var5.zCoord);
059            }
060    
061            for (int var6 = 0; var6 < 4; ++var6)
062            {
063                PositionTextureVertex var7 = this.vertexPositions[var6];
064                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);
065            }
066    
067            par1Tessellator.draw();
068        }
069    }