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 }