001package net.minecraft.client.model;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import net.minecraft.client.renderer.Tessellator;
006import net.minecraft.util.Vec3;
007
008public 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}