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shape

hull4
FatBoy-DOTC 1 year ago
parent
commit
d502a889a6
  1. 28
      src/engine/gameManager/BuildingManager.java

28
src/engine/gameManager/BuildingManager.java

@ -984,19 +984,29 @@ public enum BuildingManager { @@ -984,19 +984,29 @@ public enum BuildingManager {
return;
}
if(building.meshUUID == 24000){
int i = 0;
}
for (ArrayList<Vector2f> meshEntry : convexHullList) {
ArrayList<Vector3fImmutable> rotatedPoints = new ArrayList<>();
for (Vector2f vect : meshEntry) {
Vector3fImmutable offsetVect = new Vector3fImmutable(vect.x + building.loc.x, building.loc.y,vect.y + building.loc.z);
Vector3fImmutable rotatedVect = Vector3fImmutable.rotateAroundPoint(offsetVect,building.loc,building.getRot().y);
rotatedPoints.add(rotatedVect);
}
Path2D.Float meshBound = new Path2D.Float();
Vector3fImmutable start = Vector3fImmutable.rotateAroundPoint(new Vector3fImmutable(meshEntry.get(0).x,building.loc.y,meshEntry.get(0).y),building.loc,building.getRot().getRotation());
meshBound.moveTo(start.x,start.z);
Polygon poly = new Polygon();
Vector3fImmutable offsetVect = new Vector3fImmutable(meshEntry.get(0).x + building.loc.x, building.loc.y,meshEntry.get(0).y + building.loc.z);
Vector3fImmutable rotatedStart = Vector3fImmutable.rotateAroundPoint(offsetVect,building.loc,building.getRot().getRotation());
meshBound.moveTo(rotatedStart.x,rotatedStart.z);
for (Vector2f vect : meshEntry) {
Vector3fImmutable pos = Vector3fImmutable.rotateAroundPoint(new Vector3fImmutable(vect.x,building.loc.y,vect.y),building.loc,building.getRot().getRotation());
meshBound.lineTo(pos.x,pos.z);
if(meshEntry.indexOf(vect) == 0){
continue;
}
Vector3fImmutable pos = new Vector3fImmutable(vect.x + building.loc.x, building.loc.y,vect.y + building.loc.z);
Vector3fImmutable rotatedPos = Vector3fImmutable.rotateAroundPoint(pos,building.loc,building.getRot().getRotation());
poly.addPoint((int)rotatedPos.x,(int)rotatedPos.z);
meshBound.lineTo(rotatedPos.x,rotatedPos.z);
}
meshBound.lineTo(start.x,start.z);
Area area = new Area(poly);
meshBound.lineTo(rotatedStart.x,rotatedStart.z);
meshBound.closePath();
building.meshes.add(meshBound);
}

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