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Triangle check

server-collision
FatBoy-DOTC 10 months ago
parent
commit
5a57677013
  1. 70
      src/engine/gameManager/BuildingManager.java

70
src/engine/gameManager/BuildingManager.java

@ -985,44 +985,44 @@ public enum BuildingManager { @@ -985,44 +985,44 @@ public enum BuildingManager {
building.buildingTriangles = 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.meshUUID))
if (!mesh_triangle_points.containsKey(building.meshUUID))
return; //no data for this prop ID
ArrayList<Integer> meshes = prop_meshes.get(building.meshUUID);
for (int mesh : meshes) {
//ArrayList<Integer> meshes = prop_meshes.get(building.meshUUID);
//for (int mesh : meshes) {
if (!mesh_heights.containsKey(mesh) || !mesh_triangle_points.containsKey(mesh))
return; //no data for this mesh
//if (!mesh_heights.containsKey(mesh) || !mesh_triangle_points.containsKey(mesh))
//return; //no data for this mesh
Mesh generatedMesh = new Mesh();
generatedMesh.maxY = building.loc.y + mesh_heights.get(mesh).x;
generatedMesh.minY = building.loc.y + mesh_heights.get(mesh).y;
ArrayList<ArrayList<Vector3f>> triPoints = mesh_triangle_points.get(mesh);
//Mesh generatedMesh = new Mesh();
//generatedMesh.maxY = building.loc.y + mesh_heights.get(mesh).x;
//generatedMesh.minY = building.loc.y + mesh_heights.get(mesh).y;
ArrayList<ArrayList<Vector3f>> triPoints = mesh_triangle_points.get(building.meshUUID);
if (mesh_bounding_boxes.containsKey(mesh)) {
Rectangle2D boundingBox = mesh_bounding_boxes.get(mesh);
//if (mesh_bounding_boxes.containsKey(mesh)) {
//Rectangle2D boundingBox = mesh_bounding_boxes.get(mesh);
//Bounds buildingBounds = building.getBounds();
float halfX = (float) boundingBox.getWidth() * 0.5f;
float halfZ = (float)boundingBox.getHeight() * 0.5f;
Vector3f bottomRight = new Vector3f(building.loc.x + halfX,building.loc.y,building.loc.z + halfZ);
Vector3f topLeft = new Vector3f(building.loc.x - halfX,building.loc.y,building.loc.z - halfZ);
Vector3f topRight = new Vector3f(building.loc.x + halfX,building.loc.y,building.loc.z - halfZ);
Vector3f bottomLeft = new Vector3f(building.loc.x - halfX,building.loc.y,building.loc.z + halfZ);
generatedMesh.BoundingLines = new ArrayList<>();
Point2D.Float p1 = new Point2D.Float(topLeft.x, topLeft.z);
Point2D.Float p2 = new Point2D.Float(topRight.x, topRight.z);
Point2D.Float p3 = new Point2D.Float(bottomRight.x, bottomRight.z);
Point2D.Float p4 = new Point2D.Float(bottomLeft.x, bottomLeft.z);
float rectWidth = topLeft.distance(topRight);
float rectHeight = topLeft.distance(bottomLeft);
boundingBox.setRect(p1.x,p1.y,rectWidth, rectHeight);
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));
generatedMesh.boundsRect = boundingBox;
}
generatedMesh.triangles = new ArrayList<>();
//float halfX = (float) boundingBox.getWidth() * 0.5f;
//float halfZ = (float)boundingBox.getHeight() * 0.5f;
//Vector3f bottomRight = new Vector3f(building.loc.x + halfX,building.loc.y,building.loc.z + halfZ);
//Vector3f topLeft = new Vector3f(building.loc.x - halfX,building.loc.y,building.loc.z - halfZ);
//Vector3f topRight = new Vector3f(building.loc.x + halfX,building.loc.y,building.loc.z - halfZ);
//Vector3f bottomLeft = new Vector3f(building.loc.x - halfX,building.loc.y,building.loc.z + halfZ);
//generatedMesh.BoundingLines = new ArrayList<>();
//Point2D.Float p1 = new Point2D.Float(topLeft.x, topLeft.z);
//Point2D.Float p2 = new Point2D.Float(topRight.x, topRight.z);
//Point2D.Float p3 = new Point2D.Float(bottomRight.x, bottomRight.z);
//Point2D.Float p4 = new Point2D.Float(bottomLeft.x, bottomLeft.z);
//float rectWidth = topLeft.distance(topRight);
//float rectHeight = topLeft.distance(bottomLeft);
//boundingBox.setRect(p1.x,p1.y,rectWidth, rectHeight);
//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));
//generatedMesh.boundsRect = boundingBox;
//}
//generatedMesh.triangles = new ArrayList<>();
for (ArrayList<Vector3f> pointList : triPoints) {
ArrayList<Vector3f> rotatedPoints = new ArrayList<>();
@ -1043,8 +1043,8 @@ public enum BuildingManager { @@ -1043,8 +1043,8 @@ public enum BuildingManager {
//generatedMesh.triangles.add(tri);
building.buildingTriangles.add(tri);
}
//building.buildingTriangles.add(generatedMesh);
}
//building.buildingMeshes.add(generatedMesh);
//}
}
catch(Exception e){
Logger.info("Failed To Bake Building Mesh Data For Structure: " + building.meshUUID);

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