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@ -32,13 +32,13 @@ public class Mesh {
@@ -32,13 +32,13 @@ public class Mesh {
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} |
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this.triangles = new ArrayList<>(); |
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double radian = (double)rotation; |
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int degrees = (int)Math.toDegrees(rotation); |
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for(Triangle tri : CollisionManager.mesh_triangles.get(this.mesh_id)){ |
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Triangle newTri = new Triangle(); |
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Vector3f rotatedPoint1 = Vector3f.rotateAroundPoint(new Vector3f(tri.point1.x,mesh_location.y,tri.point1.y),mesh_location,radian); |
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Vector3f rotatedPoint2 = Vector3f.rotateAroundPoint(new Vector3f(tri.point2.x,mesh_location.y,tri.point2.y),mesh_location,radian); |
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Vector3f rotatedPoint3 = Vector3f.rotateAroundPoint(new Vector3f(tri.point3.x,mesh_location.y,tri.point3.y),mesh_location,radian); |
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Vector3f rotatedPoint1 = Vector3f.rotateAroundPoint(new Vector3f(tri.point1.x,mesh_location.y,tri.point1.y),mesh_location,degrees); |
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Vector3f rotatedPoint2 = Vector3f.rotateAroundPoint(new Vector3f(tri.point2.x,mesh_location.y,tri.point2.y),mesh_location,degrees); |
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Vector3f rotatedPoint3 = Vector3f.rotateAroundPoint(new Vector3f(tri.point3.x,mesh_location.y,tri.point3.y),mesh_location,degrees); |
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newTri.point1 = new Point2D.Float(rotatedPoint1.x,rotatedPoint1.z); |
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newTri.point2 = new Point2D.Float(rotatedPoint2.x,rotatedPoint2.z); |
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@ -48,15 +48,17 @@ public class Mesh {
@@ -48,15 +48,17 @@ public class Mesh {
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newTri.sides.add(new Line2D.Float(newTri.point1,newTri.point2)); |
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newTri.sides.add(new Line2D.Float(newTri.point2,newTri.point3)); |
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newTri.sides.add(new Line2D.Float(newTri.point3,newTri.point1)); |
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this.triangles.add(newTri); |
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} |
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} |
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public void MakeBounds(float rotation){ |
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double radian = (double)rotation; |
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Vector3f rotatedEnd = Vector3f.rotateAroundPoint(new Vector3f(this.mesh_end_point.x,mesh_location.y,this.mesh_end_point.z),mesh_location,radian); |
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Vector3f rotatedRef = Vector3f.rotateAroundPoint(new Vector3f(this.mesh_ref_point.x,mesh_location.y,this.mesh_ref_point.z),mesh_location,radian); |
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int degrees = (int)Math.toDegrees(rotation); |
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Vector3f rotatedEnd = Vector3f.rotateAroundPoint(new Vector3f(this.mesh_end_point.x,mesh_location.y,this.mesh_end_point.z),mesh_location,degrees); |
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Vector3f rotatedRef = Vector3f.rotateAroundPoint(new Vector3f(this.mesh_ref_point.x,mesh_location.y,this.mesh_ref_point.z),mesh_location,degrees); |
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this.mesh_bounds = new Rectangle2D.Float(); |
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this.mesh_bounds.setRect(rotatedEnd.x,rotatedEnd.z,Math.abs(rotatedEnd.x) - Math.abs(rotatedRef.x),Math.abs(rotatedEnd.z) - Math.abs(rotatedRef.z)); |
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this.mesh_bounds.setRect(rotatedEnd.x,rotatedEnd.z,Math.abs(Math.abs(rotatedRef.x) - rotatedEnd.x),Math.abs(rotatedEnd.z) - Math.abs(rotatedRef.z)); |
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} |
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} |
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