@ -1004,11 +1004,11 @@ public enum BuildingManager {
@@ -1004,11 +1004,11 @@ public enum BuildingManager {
float minX = building . loc . x + ( float ) boundingBox . getMinX ( ) ;
float maxY = building . loc . z + ( float ) boundingBox . getMaxY ( ) ;
float minY = building . loc . z + ( float ) boundingBox . getMinY ( ) ;
boundingBox . setRect ( buildingLoc . x + boundingBox . getCenterX ( ) , buildingLoc . z + boundingBox . getCenterY ( ) , boundingBox . getMaxX ( ) , boundingBox . getMaxY ( ) ) ;
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 ) ;
boundingBox . setRect ( p1 . x , p1 . y , Math . abs ( maxX - minX ) , Math . abs ( maxY - 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 ) ) ;
@ -1019,8 +1019,10 @@ public enum BuildingManager {
@@ -1019,8 +1019,10 @@ public enum BuildingManager {
for ( ArrayList < Vector3f > pointList : triPoints ) {
ArrayList < Vector3f > rotatedPoints = new ArrayList < > ( ) ;
for ( Vector3f point : pointList )
rotatedPoints . add ( Vector3f . rotateAroundPoint ( buildingLoc , buildingLoc . add ( point ) , rotation ) ) ;
for ( Vector3f point : pointList ) {
Vector3f calculatedOffsetPoint = buildingLoc . add ( point ) ;
rotatedPoints . add ( Vector3f . rotateAroundPoint ( buildingLoc , calculatedOffsetPoint , 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 ) ;
@ -1033,9 +1035,6 @@ public enum BuildingManager {
@@ -1033,9 +1035,6 @@ public enum BuildingManager {
tri . sides . add ( new Line2D . Float ( p3 , p1 ) ) ;
generatedMesh . triangles . add ( tri ) ;
}
if ( BuildingManager . mesh_bounding_boxes . containsKey ( mesh ) ) {
generatedMesh . boundsRect = BuildingManager . mesh_bounding_boxes . get ( mesh ) ;
}
building . buildingMeshes . add ( generatedMesh ) ;
}
}