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collision handler

server-collision
FatBoy-DOTC 10 months ago
parent
commit
59025c2585
  1. 61
      src/engine/gameManager/BuildingManager.java

61
src/engine/gameManager/BuildingManager.java

@ -978,64 +978,69 @@ public enum BuildingManager { @@ -978,64 +978,69 @@ public enum BuildingManager {
public static void BakeBuildingMeshes(Building building){
if(building == null)
try {
if (building == null)
return;
building.buildingMeshes = new ArrayList<>();
float rotation = building.getRot().getRotation();
Vector3f buildingLoc = new Vector3f(building.loc.x,building.loc.y,building.loc.z);
if(!prop_meshes.containsKey(building.getBlueprint().getMeshForRank(building.getRank())))
Vector3f buildingLoc = new Vector3f(building.loc.x, building.loc.y, building.loc.z);
if (!prop_meshes.containsKey(building.getBlueprint().getMeshForRank(building.getRank())))
return; //no data for this prop ID
ArrayList<Integer> meshes = prop_meshes.get(building.getBlueprint().getMeshForRank(building.getRank()));
for(int mesh : meshes){
for (int mesh : meshes) {
if(!mesh_heights.containsKey(mesh) || !mesh_triangle_points.containsKey(mesh))
if (!mesh_heights.containsKey(mesh) || !mesh_triangle_points.containsKey(mesh))
return; //no data for this mesh
Mesh generatedMesh = new Mesh();
generatedMesh.meshHeight = mesh_heights.get(mesh);
ArrayList<ArrayList<Vector3f>> triPoints = mesh_triangle_points.get(mesh);
if(mesh_bounding_boxes.containsKey(mesh)){
if (mesh_bounding_boxes.containsKey(mesh)) {
Rectangle2D boundingBox = mesh_bounding_boxes.get(mesh);
generatedMesh.BoundingLines = new ArrayList<>();
float maxX = building.loc.x + (float)boundingBox.getMaxX();
float minX = building.loc.x + (float)boundingBox.getMinX();
float maxY = building.loc.z + (float)boundingBox.getMaxY();
float minY = building.loc.z + (float)boundingBox.getMinY();
float maxX = building.loc.x + (float) boundingBox.getMaxX();
float minX = building.loc.x + (float) boundingBox.getMinX();
float maxY = building.loc.z + (float) boundingBox.getMaxY();
float minY = building.loc.z + (float) boundingBox.getMinY();
Point2D.Float p1 = new Point2D.Float(minX,maxY);
Point2D.Float p2 = new Point2D.Float(maxX,maxY);
Point2D.Float p3 = new Point2D.Float(maxX,minY);
Point2D.Float p4 = new Point2D.Float(minX,minY);
generatedMesh.BoundingLines.add(new Line2D.Float(p1,p2));
generatedMesh.BoundingLines.add(new Line2D.Float(p2,p3));
generatedMesh.BoundingLines.add(new Line2D.Float(p3,p4));
generatedMesh.BoundingLines.add(new Line2D.Float(p4,p1));
Point2D.Float p1 = new Point2D.Float(minX, maxY);
Point2D.Float p2 = new Point2D.Float(maxX, maxY);
Point2D.Float p3 = new Point2D.Float(maxX, minY);
Point2D.Float p4 = new Point2D.Float(minX, minY);
generatedMesh.BoundingLines.add(new Line2D.Float(p1, p2));
generatedMesh.BoundingLines.add(new Line2D.Float(p2, p3));
generatedMesh.BoundingLines.add(new Line2D.Float(p3, p4));
generatedMesh.BoundingLines.add(new Line2D.Float(p4, p1));
}
for(ArrayList<Vector3f> pointList : triPoints){
for (ArrayList<Vector3f> pointList : triPoints) {
ArrayList<Vector3f> rotatedPoints = new ArrayList<>();
for(Vector3f point : pointList)
rotatedPoints.add(Vector3f.rotateAroundPoint(buildingLoc,point,rotation));
for (Vector3f point : pointList)
rotatedPoints.add(Vector3f.rotateAroundPoint(buildingLoc, point, rotation));
Point2D.Float p1 = new Point2D.Float(rotatedPoints.get(0).x,rotatedPoints.get(0).z);
Point2D.Float p2 = new Point2D.Float(rotatedPoints.get(1).x,rotatedPoints.get(1).z);
Point2D.Float p3 = new Point2D.Float(rotatedPoints.get(2).x,rotatedPoints.get(2).z);
Point2D.Float p1 = new Point2D.Float(rotatedPoints.get(0).x, rotatedPoints.get(0).z);
Point2D.Float p2 = new Point2D.Float(rotatedPoints.get(1).x, rotatedPoints.get(1).z);
Point2D.Float p3 = new Point2D.Float(rotatedPoints.get(2).x, rotatedPoints.get(2).z);
Triangle tri = new Triangle();
tri.sides = new ArrayList<>();
tri.sides.add(new Line2D.Float(p1,p2));
tri.sides.add(new Line2D.Float(p2,p3));
tri.sides.add(new Line2D.Float(p3,p1));
tri.sides.add(new Line2D.Float(p1, p2));
tri.sides.add(new Line2D.Float(p2, p3));
tri.sides.add(new Line2D.Float(p3, p1));
generatedMesh.triangles.add(tri);
}
if(BuildingManager.mesh_bounding_boxes.containsKey(mesh)){
if (BuildingManager.mesh_bounding_boxes.containsKey(mesh)) {
generatedMesh.boundsRect = BuildingManager.mesh_bounding_boxes.get(mesh);
}
building.buildingMeshes.add(generatedMesh);
}
}
catch(Exception e){
Logger.info("Failed TO Bake Building Mesh Data: " + e.getMessage());
}
}
}

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