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 }