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@ -985,9 +985,9 @@ public enum BuildingManager { |
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building.buildingMeshes = new ArrayList<>(); |
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building.buildingMeshes = new ArrayList<>(); |
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float rotation = building.getRot().getRotation(); |
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float rotation = building.getRot().getRotation(); |
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Vector3f buildingLoc = new Vector3f(building.loc.x, building.loc.y, building.loc.z); |
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Vector3f buildingLoc = new Vector3f(building.loc.x, building.loc.y, building.loc.z); |
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if (!prop_meshes.containsKey(building.getBlueprint().getMeshForRank(building.getRank()))) |
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if (!prop_meshes.containsKey(building.meshUUID)) |
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return; //no data for this prop ID
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return; //no data for this prop ID
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ArrayList<Integer> meshes = prop_meshes.get(building.getBlueprint().getMeshForRank(building.getRank())); |
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ArrayList<Integer> meshes = prop_meshes.get(building.meshUUID); |
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for (int mesh : meshes) { |
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for (int mesh : meshes) { |
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if (!mesh_heights.containsKey(mesh) || !mesh_triangle_points.containsKey(mesh)) |
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if (!mesh_heights.containsKey(mesh) || !mesh_triangle_points.containsKey(mesh)) |
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@ -1014,7 +1014,7 @@ public enum BuildingManager { |
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generatedMesh.BoundingLines.add(new Line2D.Float(p3, p4)); |
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generatedMesh.BoundingLines.add(new Line2D.Float(p3, p4)); |
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generatedMesh.BoundingLines.add(new Line2D.Float(p4, p1)); |
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generatedMesh.BoundingLines.add(new Line2D.Float(p4, p1)); |
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} |
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} |
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generatedMesh.triangles = new ArrayList<>(); |
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for (ArrayList<Vector3f> pointList : triPoints) { |
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for (ArrayList<Vector3f> pointList : triPoints) { |
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ArrayList<Vector3f> rotatedPoints = new ArrayList<>(); |
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ArrayList<Vector3f> rotatedPoints = new ArrayList<>(); |
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