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data load fixes

server-collision
FatBoy-DOTC 10 months ago
parent
commit
c92316f03e
  1. 2
      src/engine/db/handlers/dbBuildingHandler.java
  2. 5
      src/engine/gameManager/BuildingManager.java
  3. 24
      src/engine/net/client/handlers/MoveToPointHandler.java

2
src/engine/db/handlers/dbBuildingHandler.java

@ -920,7 +920,7 @@ public class dbBuildingHandler extends dbHandlerBase { @@ -920,7 +920,7 @@ public class dbBuildingHandler extends dbHandlerBase {
public void LOAD_MESH_BOUNDING_BOXES() {
try (Connection connection = DbManager.getConnection();
PreparedStatement preparedStatement = connection.prepareStatement("SELECT * FROM `static_mesh_triangles`")) {
PreparedStatement preparedStatement = connection.prepareStatement("SELECT * FROM `static_mesh_bounding_boxes`")) {
ResultSet rs = preparedStatement.executeQuery();
BuildingManager.mesh_bounding_boxes = new HashMap<>();

5
src/engine/gameManager/BuildingManager.java

@ -1004,7 +1004,7 @@ public enum BuildingManager { @@ -1004,7 +1004,7 @@ 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);
@ -1013,13 +1013,14 @@ public enum BuildingManager { @@ -1013,13 +1013,14 @@ public enum BuildingManager {
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<>();
for (Vector3f point : pointList)
rotatedPoints.add(Vector3f.rotateAroundPoint(buildingLoc, point, rotation));
rotatedPoints.add(Vector3f.rotateAroundPoint(buildingLoc, buildingLoc.add(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);

24
src/engine/net/client/handlers/MoveToPointHandler.java

@ -28,6 +28,8 @@ import engine.server.MBServerStatics; @@ -28,6 +28,8 @@ import engine.server.MBServerStatics;
import java.awt.*;
import java.awt.geom.Line2D;
import java.util.HashSet;
public class MoveToPointHandler extends AbstractClientMsgHandler {
public MoveToPointHandler() {
@ -46,24 +48,28 @@ public class MoveToPointHandler extends AbstractClientMsgHandler { @@ -46,24 +48,28 @@ public class MoveToPointHandler extends AbstractClientMsgHandler {
Line2D travelLine = new Line2D.Float();
Vector3fImmutable endLoc = new Vector3fImmutable(msg.getEndLat(),msg.getEndAlt(),msg.getEndLon());
travelLine.setLine(pc.loc.x,pc.loc.z,endLoc.x,endLoc.z);
for(AbstractWorldObject awo : WorldGrid.getObjectsInRangePartial(pc.loc, pc.loc.distance(endLoc), MBServerStatics.MASK_BUILDING)){
float movementDistance = 185 + pc.loc.distance(endLoc);
HashSet<AbstractWorldObject> awoList = WorldGrid.getObjectsInRangePartial(pc.loc, movementDistance, MBServerStatics.MASK_BUILDING);
for(AbstractWorldObject awo : awoList){
Building building = (Building)awo;
Rectangle.Float boundsRect = new Rectangle.Float();
boundsRect.setRect(building.getBounds().getHalfExtents().x, building.getBounds().getHalfExtents().y, building.getBounds().getHalfExtents().x * 2,building.getBounds().getHalfExtents().y * 2);
if(travelLine.intersects(boundsRect)){
boundsRect.setRect(building.loc.x + building.getBounds().getHalfExtents().x, building.loc.z + building.getBounds().getHalfExtents().y, building.getBounds().getHalfExtents().x * 2,building.getBounds().getHalfExtents().y * 2);
//if(travelLine.intersects(boundsRect)){
//collided with building
for(Mesh mesh : building.buildingMeshes)
if(mesh.MeshCollides(travelLine,pc.getCharacterHeight())){
for(Triangle tri : mesh.triangles){
if(tri.collides(travelLine)){
for(Mesh mesh : building.buildingMeshes) {
float height = pc.getCharacterHeight();
if (height < mesh.meshHeight) {
for (Triangle tri : mesh.triangles) {
if (tri.collides(travelLine)) {
ChatManager.chatSystemInfo(pc, "Collision Detected");
return true;
}
}
}
}
}
//}
}
ChatManager.chatSystemInfo(pc, "No Collision Detected");
MovementManager.movement(msg, pc);

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