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@ -985,14 +985,14 @@ public enum BuildingManager {
@@ -985,14 +985,14 @@ public enum BuildingManager {
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building.buildingMeshes = new ArrayList<>(); |
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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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int buildingMeshUUID = building.meshUUID; |
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int blueprintMeshUUID = building.getBlueprint().getMeshForRank(building.rank); |
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if(prop_meshes.containsKey(building.meshUUID) == false) |
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return;//no meshes to load for this prop
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//ArrayList<Integer> meshes = prop_meshes.get(building.meshUUID);
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int buildingMeshUUID = building.meshUUID; |
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int blueprintMeshUUID = building.getBlueprint().getMeshForRank(building.rank); |
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ArrayList<Integer> meshes = prop_meshes.get(building.getBlueprint().getMeshForRank(building.rank)); |
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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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@ -1001,7 +1001,7 @@ public enum BuildingManager {
@@ -1001,7 +1001,7 @@ public enum BuildingManager {
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Mesh generatedMesh = new Mesh(); |
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generatedMesh.maxY = building.loc.y + mesh_heights.get(mesh).x; |
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generatedMesh.minY = building.loc.y + mesh_heights.get(mesh).y; |
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ArrayList<ArrayList<Vector3f>> triPoints = mesh_triangle_points.get(building.meshUUID); |
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ArrayList<ArrayList<Vector3f>> triPoints = mesh_triangle_points.get(mesh); |
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if (mesh_bounding_boxes.containsKey(mesh)) { |
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Rectangle2D boundingBox = mesh_bounding_boxes.get(mesh); |
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@ -1012,11 +1012,6 @@ public enum BuildingManager {
@@ -1012,11 +1012,6 @@ public enum BuildingManager {
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Vector3f topRight = new Vector3f(building.loc.x + halfX, building.loc.y, building.loc.z - halfZ); |
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Vector3f bottomLeft = new Vector3f(building.loc.x - halfX, building.loc.y, building.loc.z + halfZ); |
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topLeft.x *= -1; |
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bottomLeft.x *= -1; |
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topRight.x *= -1; |
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bottomRight.x *= -1; |
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generatedMesh.BoundingLines = new ArrayList<>(); |
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Point2D.Float p1 = new Point2D.Float(topLeft.x, topLeft.z); |
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Point2D.Float p2 = new Point2D.Float(topRight.x, topRight.z); |
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