|
|
|
// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
|
|
|
|
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
|
|
|
|
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
|
|
|
|
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
|
|
|
|
// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
|
|
|
|
// Magicbane Emulator Project © 2013 - 2022
|
|
|
|
// www.magicbane.com
|
|
|
|
|
|
|
|
package engine.math;
|
|
|
|
|
|
|
|
import engine.InterestManagement.WorldGrid;
|
|
|
|
import engine.gameManager.ZoneManager;
|
|
|
|
import engine.net.client.msg.PlaceAssetMsg.PlacementInfo;
|
|
|
|
import engine.objects.*;
|
|
|
|
import engine.server.MBServerStatics;
|
|
|
|
|
|
|
|
import java.util.ArrayList;
|
|
|
|
import java.util.HashMap;
|
|
|
|
import java.util.HashSet;
|
|
|
|
import java.util.concurrent.LinkedBlockingQueue;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* This class contains all methods of storing bounds
|
|
|
|
* information within MagicBane and performing collision
|
|
|
|
* detection against them.
|
|
|
|
* <p>
|
|
|
|
* These objects are essentially an AABB, given rotations
|
|
|
|
* in MagicBane for placed objects come in a quantum of 90.
|
|
|
|
*/
|
|
|
|
|
|
|
|
public class Bounds {
|
|
|
|
|
|
|
|
private static final LinkedBlockingQueue<Bounds> boundsPool = new LinkedBlockingQueue<>();
|
|
|
|
public static HashMap<Integer, MeshBounds> meshBoundsCache = new HashMap<>();
|
|
|
|
|
|
|
|
private Vector2f origin = new Vector2f();
|
|
|
|
private Vector2f halfExtents = new Vector2f();
|
|
|
|
private float rotation;
|
|
|
|
private float rotationDegrees = 0;
|
|
|
|
private Quaternion quaternion;
|
|
|
|
private boolean flipExtents;
|
|
|
|
|
|
|
|
private ArrayList<Regions> regions = new ArrayList<>();
|
|
|
|
private ArrayList<Colliders> colliders = new ArrayList<>();
|
|
|
|
|
|
|
|
// Default constructor
|
|
|
|
|
|
|
|
public Bounds() {
|
|
|
|
|
|
|
|
origin.zero();
|
|
|
|
halfExtents.zero();
|
|
|
|
rotation = 0.0f;
|
|
|
|
flipExtents = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
public static Bounds borrow() {
|
|
|
|
Bounds outBounds;
|
|
|
|
|
|
|
|
outBounds = boundsPool.poll();
|
|
|
|
|
|
|
|
if (outBounds == null)
|
|
|
|
outBounds = new Bounds();
|
|
|
|
|
|
|
|
return outBounds;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Identity Bounds at location
|
|
|
|
public static void zero(Bounds bounds) {
|
|
|
|
bounds.origin.zero();
|
|
|
|
bounds.halfExtents.zero();
|
|
|
|
bounds.rotation = 0.0f;
|
|
|
|
bounds.flipExtents = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
public static boolean collide(Vector3fImmutable location, Bounds targetBounds) {
|
|
|
|
|
|
|
|
if (targetBounds == null)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
boolean collisionState = false;
|
|
|
|
Bounds identityBounds = Bounds.borrow();
|
|
|
|
identityBounds.setBounds(location);
|
|
|
|
|
|
|
|
collisionState = collide(targetBounds, identityBounds, 0.0f);
|
|
|
|
identityBounds.release();
|
|
|
|
return collisionState;
|
|
|
|
}
|
|
|
|
|
|
|
|
public static boolean collide(Vector3fImmutable location, Building targetBuilding) {
|
|
|
|
|
|
|
|
boolean collisionState = false;
|
|
|
|
Bounds targetBounds = targetBuilding.getBounds();
|
|
|
|
|
|
|
|
if (targetBounds == null)
|
|
|
|
return false;
|
|
|
|
Bounds identityBounds = Bounds.borrow();
|
|
|
|
identityBounds.setBounds(location);
|
|
|
|
|
|
|
|
collisionState = collide(targetBounds, identityBounds, 0.1f);
|
|
|
|
identityBounds.release();
|
|
|
|
return collisionState;
|
|
|
|
}
|
|
|
|
|
|
|
|
public static boolean collide(Bounds sourceBounds, Bounds targetBounds, float threshold) {
|
|
|
|
|
|
|
|
float deltaX;
|
|
|
|
float deltaY;
|
|
|
|
float extentX;
|
|
|
|
float extentY;
|
|
|
|
float sourceExtentX;
|
|
|
|
float sourceExtentY;
|
|
|
|
float targetExtentX;
|
|
|
|
float targetExtentY;
|
|
|
|
|
|
|
|
deltaX = Math.abs(sourceBounds.origin.x - targetBounds.origin.x);
|
|
|
|
deltaY = Math.abs(sourceBounds.origin.y - targetBounds.origin.y);
|
|
|
|
|
|
|
|
if (sourceBounds.flipExtents) {
|
|
|
|
sourceExtentX = sourceBounds.halfExtents.y;
|
|
|
|
sourceExtentY = sourceBounds.halfExtents.x;
|
|
|
|
} else {
|
|
|
|
sourceExtentX = sourceBounds.halfExtents.x;
|
|
|
|
sourceExtentY = sourceBounds.halfExtents.y;
|
|
|
|
}
|
|
|
|
if (targetBounds.flipExtents) {
|
|
|
|
targetExtentX = targetBounds.halfExtents.y;
|
|
|
|
targetExtentY = targetBounds.halfExtents.x;
|
|
|
|
} else {
|
|
|
|
targetExtentX = targetBounds.halfExtents.x;
|
|
|
|
targetExtentY = targetBounds.halfExtents.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
extentX = sourceExtentX + targetExtentX;
|
|
|
|
extentY = sourceExtentY + targetExtentY;
|
|
|
|
|
|
|
|
// Return false on overlapping edge cases
|
|
|
|
if ((Math.abs(deltaX + threshold) < extentX))
|
|
|
|
if ((Math.abs(deltaY + threshold) < extentY))
|
|
|
|
return true;
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public static boolean collide(PlacementInfo sourceInfo, Building targetBuilding) {
|
|
|
|
|
|
|
|
Bounds sourceBounds;
|
|
|
|
Bounds targetBounds;
|
|
|
|
|
|
|
|
boolean collisionState = false;
|
|
|
|
|
|
|
|
// Early exit sanity check. Can't quite collide against nothing
|
|
|
|
|
|
|
|
if ((sourceInfo == null) || (targetBuilding == null))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
sourceBounds = Bounds.borrow();
|
|
|
|
sourceBounds.setBounds(sourceInfo);
|
|
|
|
|
|
|
|
// WARNING: DO NOT EVER RELEASE THESE WORLDOBJECT BOUNDS
|
|
|
|
// THEY ARE NOT IMMUTABLE
|
|
|
|
|
|
|
|
targetBounds = targetBuilding.getBounds();
|
|
|
|
|
|
|
|
// If target building has no bounds, we certainly cannot collide.
|
|
|
|
// Note: We remove and release bounds objects to the pool when
|
|
|
|
// buildings are destroyed.
|
|
|
|
|
|
|
|
if (targetBounds == null)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
collisionState = collide(sourceBounds, targetBounds, .1f);
|
|
|
|
|
|
|
|
// Release bounds and return collision state
|
|
|
|
|
|
|
|
sourceBounds.release();
|
|
|
|
return collisionState;
|
|
|
|
}
|
|
|
|
|
|
|
|
public static boolean collide(Bounds bounds, Vector3fImmutable start, Vector3fImmutable end) {
|
|
|
|
boolean collide = false;
|
|
|
|
for (Colliders collider : bounds.colliders) {
|
|
|
|
|
|
|
|
collide = linesTouching(collider.startX, collider.startY, collider.endX, collider.endY, start.x, start.z, end.x, end.z);
|
|
|
|
|
|
|
|
if (collide)
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
return collide;
|
|
|
|
}
|
|
|
|
|
|
|
|
//used for wall collision with players.
|
|
|
|
public static Vector3fImmutable PlayerBuildingCollisionPoint(PlayerCharacter player, Vector3fImmutable start, Vector3fImmutable end) {
|
|
|
|
Vector3fImmutable collidePoint = null;
|
|
|
|
|
|
|
|
//player can fly over walls when at max altitude. skip collision checks.
|
|
|
|
if (player.getAltitude() >= 60)
|
|
|
|
return null;
|
|
|
|
|
|
|
|
|
|
|
|
float distance = player.getLoc().distance2D(end);
|
|
|
|
// Players should not be able to move more than 2000 units at a time, stop them dead in their tracks if they do. (hacks)
|
|
|
|
if (distance > 2000)
|
|
|
|
return player.getLoc();
|
|
|
|
|
|
|
|
|
|
|
|
HashSet<AbstractWorldObject> awoList = WorldGrid.getObjectsInRangePartial(player, distance + 1000, MBServerStatics.MASK_BUILDING);
|
|
|
|
float collideDistance = 0;
|
|
|
|
float lastDistance = -1;
|
|
|
|
|
|
|
|
|
|
|
|
for (AbstractWorldObject awo : awoList) {
|
|
|
|
|
|
|
|
Building building = (Building) awo;
|
|
|
|
|
|
|
|
|
|
|
|
//player is inside building region, skip collision check. we only do collision from the outside.
|
|
|
|
if (player.region != null && player.region.parentBuildingID == building.getObjectUUID())
|
|
|
|
continue;
|
|
|
|
if (building.getBounds().colliders == null)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
for (Colliders collider : building.getBounds().colliders) {
|
|
|
|
|
|
|
|
//links are what link together buildings, allow players to run through them only if they are in a building already.
|
|
|
|
if (collider.isLink() && player.region != null)
|
|
|
|
continue;
|
|
|
|
if (collider.getDoorID() != 0 && building.isDoorOpen(collider.getDoorID()))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
Vector3fImmutable tempCollidePoint = lineIntersection(collider.startX, collider.startY, collider.endX, collider.endY, start.x, start.z, end.x, end.z);
|
|
|
|
|
|
|
|
//didnt collide, skip distance checks.
|
|
|
|
if (tempCollidePoint == null)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
//first collision detection, inititialize all variables.
|
|
|
|
if (lastDistance == -1) {
|
|
|
|
collideDistance = start.distance2D(tempCollidePoint);
|
|
|
|
lastDistance = collideDistance;
|
|
|
|
collidePoint = tempCollidePoint;
|
|
|
|
} else
|
|
|
|
//get closest collide point.
|
|
|
|
collideDistance = start.distance2D(tempCollidePoint);
|
|
|
|
|
|
|
|
if (collideDistance < lastDistance) {
|
|
|
|
lastDistance = collideDistance;
|
|
|
|
collidePoint = tempCollidePoint;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
if (collidePoint != null) {
|
|
|
|
|
|
|
|
if (collideDistance >= 2)
|
|
|
|
collidePoint = player.getFaceDir().scaleAdd(-2f, new Vector3fImmutable((float) collidePoint.getX(), end.y, (float) collidePoint.getZ()));
|
|
|
|
else
|
|
|
|
collidePoint = player.getLoc();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return collidePoint;
|
|
|
|
}
|
|
|
|
|
|
|
|
public static boolean linesTouching(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4) {
|
|
|
|
float denominator = ((x2 - x1) * (y4 - y3)) - ((y2 - y1) * (x4 - x3));
|
|
|
|
float numerator1 = ((y1 - y3) * (x4 - x3)) - ((x1 - x3) * (y4 - y3));
|
|
|
|
float numerator2 = ((y1 - y3) * (x2 - x1)) - ((x1 - x3) * (y2 - y1));
|
|
|
|
|
|
|
|
// Detect coincident lines (has a problem, read below)
|
|
|
|
if (denominator == 0)
|
|
|
|
return numerator1 == 0 && numerator2 == 0;
|
|
|
|
|
|
|
|
float r = numerator1 / denominator;
|
|
|
|
float s = numerator2 / denominator;
|
|
|
|
|
|
|
|
return (r >= 0 && r <= 1) && (s >= 0 && s <= 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static Vector3fImmutable lineIntersection(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4) {
|
|
|
|
|
|
|
|
// calculate the distance to intersection point
|
|
|
|
float uA = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
|
|
|
|
float uB = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
|
|
|
|
|
|
|
|
// if uA and uB are between 0-1, lines are colliding
|
|
|
|
if (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1) {
|
|
|
|
return new Vector3fImmutable(x1 + (uA * (x2 - x1)), 0, y1 + (uA * (y2 - y1)));
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
|
|
|
private static boolean calculateFlipExtents(Bounds bounds) {
|
|
|
|
|
|
|
|
int degrees;
|
|
|
|
double radian = 0;
|
|
|
|
if (bounds.quaternion != null) {
|
|
|
|
radian = bounds.quaternion.angleY;
|
|
|
|
}
|
|
|
|
|
|
|
|
degrees = (int) Math.toDegrees(radian);
|
|
|
|
bounds.rotationDegrees = degrees;
|
|
|
|
if (degrees < 0)
|
|
|
|
degrees += 360;
|
|
|
|
return (degrees >= 85 && degrees <= 95) ||
|
|
|
|
(degrees >= 265 && degrees <= 275);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public static Vector3f getRotatedPoint(Vector3f point, float centerX, float centerZ, float angle) {
|
|
|
|
|
|
|
|
//TRANSLATE TO ORIGIN
|
|
|
|
float x1 = point.getX() - centerX;
|
|
|
|
float y1 = point.getZ() - centerZ;
|
|
|
|
|
|
|
|
//APPLY ROTATION
|
|
|
|
float temp_x1 = (float) (x1 * Math.cos(angle) - y1 * Math.sin(angle));
|
|
|
|
float temp_z1 = (float) (x1 * Math.sin(angle) + y1 * Math.cos(angle));
|
|
|
|
|
|
|
|
temp_x1 += centerX;
|
|
|
|
temp_z1 += centerZ;
|
|
|
|
|
|
|
|
return new Vector3f(temp_x1, point.y, temp_z1);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public void release() {
|
|
|
|
Bounds.zero(this);
|
|
|
|
boundsPool.add(this);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// Method detects overlap of two given Bounds objects.
|
|
|
|
// Just your generic AABB collision algorythm.
|
|
|
|
|
|
|
|
public void setBounds(Vector2f origin, Vector2f extents, float rotation) {
|
|
|
|
|
|
|
|
this.origin.set(origin);
|
|
|
|
this.halfExtents.set(extents);
|
|
|
|
this.rotation = rotation;
|
|
|
|
|
|
|
|
this.flipExtents = Bounds.calculateFlipExtents(this);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public void setBounds(PlacementInfo sourceInfo) {
|
|
|
|
|
|
|
|
Blueprint sourceBlueprint;
|
|
|
|
|
|
|
|
sourceBlueprint = Blueprint.getBlueprint(sourceInfo.getBlueprintUUID());
|
|
|
|
this.origin.set(sourceInfo.getLoc().x, sourceInfo.getLoc().z);
|
|
|
|
this.halfExtents.set(sourceBlueprint.getExtents());
|
|
|
|
|
|
|
|
this.quaternion = new Quaternion(sourceInfo.getRot().x, sourceInfo.getRot().y, sourceInfo.getRot().z, sourceInfo.getW());
|
|
|
|
this.rotation = sourceInfo.getRot().y;
|
|
|
|
this.flipExtents = Bounds.calculateFlipExtents(this);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public void setBounds(Bounds sourceBounds) {
|
|
|
|
|
|
|
|
origin.set(sourceBounds.origin);
|
|
|
|
halfExtents.set(sourceBounds.halfExtents);
|
|
|
|
this.rotation = sourceBounds.rotation;
|
|
|
|
this.flipExtents = sourceBounds.flipExtents;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public void setBounds(AbstractCharacter sourcePlayer) {
|
|
|
|
|
|
|
|
this.origin.set(sourcePlayer.getLoc().x, sourcePlayer.getLoc().z);
|
|
|
|
this.halfExtents.set(.5f, .5f);
|
|
|
|
this.rotation = 0;
|
|
|
|
this.flipExtents = false;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public void setBounds(Vector3fImmutable sourceLocation) {
|
|
|
|
|
|
|
|
this.origin.set(sourceLocation.x, sourceLocation.z);
|
|
|
|
this.halfExtents.set(.5f, .5f);
|
|
|
|
this.rotation = 0;
|
|
|
|
this.flipExtents = false;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public void setBounds(Vector3fImmutable sourceLocation, float halfExtent) {
|
|
|
|
|
|
|
|
this.origin.set(sourceLocation.x, sourceLocation.z);
|
|
|
|
this.halfExtents.set(halfExtent, halfExtent);
|
|
|
|
this.rotation = 0;
|
|
|
|
this.flipExtents = false;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public void setBounds(Building building) {
|
|
|
|
|
|
|
|
Blueprint blueprint;
|
|
|
|
MeshBounds meshBounds;
|
|
|
|
int halfExtentX;
|
|
|
|
int halfExtentY;
|
|
|
|
// Need a blueprint for proper bounds
|
|
|
|
|
|
|
|
blueprint = building.getBlueprint();
|
|
|
|
|
|
|
|
this.quaternion = new Quaternion(building.getRot().x, building.getRot().y, building.getRot().z, building.getw());
|
|
|
|
|
|
|
|
// Calculate Bounds for non-blueprint objects
|
|
|
|
|
|
|
|
if (blueprint == null) {
|
|
|
|
|
|
|
|
// If a mesh is a non-blueprint structure then we calculate
|
|
|
|
// it's bounding box based upon defaults from original source
|
|
|
|
// lookup.
|
|
|
|
|
|
|
|
meshBounds = meshBoundsCache.get(building.getMeshUUID());
|
|
|
|
this.origin.set(building.getLoc().x, building.getLoc().z);
|
|
|
|
|
|
|
|
|
|
|
|
// Magicbane uses halfExtents
|
|
|
|
|
|
|
|
if (meshBounds == null) {
|
|
|
|
halfExtentX = 1;
|
|
|
|
halfExtentY = 1;
|
|
|
|
} else {
|
|
|
|
|
|
|
|
float halfExtent = Math.max((meshBounds.maxX - meshBounds.minX) / 2, (meshBounds.maxZ - meshBounds.minZ) / 2);
|
|
|
|
halfExtentX = Math.round(halfExtent);
|
|
|
|
halfExtentY = Math.round(halfExtent);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// The rotation is reset after the new aabb is calculated.
|
|
|
|
|
|
|
|
this.rotation = building.getRot().y;
|
|
|
|
|
|
|
|
// Caclculate and set the new half halfExtents for the rotated bounding box
|
|
|
|
// and reset the rotation to 0 for this bounds.
|
|
|
|
|
|
|
|
this.halfExtents.set(halfExtentX, (halfExtentY));
|
|
|
|
this.rotation = 0;
|
|
|
|
|
|
|
|
this.setRegions(building);
|
|
|
|
this.setColliders(building);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.origin.set(building.getLoc().x, building.getLoc().z);
|
|
|
|
this.rotation = building.getRot().y;
|
|
|
|
this.halfExtents.set(blueprint.getExtents());
|
|
|
|
this.flipExtents = Bounds.calculateFlipExtents(this);
|
|
|
|
|
|
|
|
this.setRegions(building);
|
|
|
|
this.setColliders(building);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public void modify(float x, float y, float extents) {
|
|
|
|
this.origin.x = x;
|
|
|
|
this.origin.y = y;
|
|
|
|
this.halfExtents.x = extents;
|
|
|
|
this.halfExtents.y = extents;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @return the origin
|
|
|
|
*/
|
|
|
|
public Vector2f getOrigin() {
|
|
|
|
return origin;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @return the halfExtents
|
|
|
|
*/
|
|
|
|
public Vector2f getHalfExtents() {
|
|
|
|
return halfExtents;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @return the rotation
|
|
|
|
*/
|
|
|
|
public float getRotation() {
|
|
|
|
return rotation;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param rotation the rotation to set
|
|
|
|
*/
|
|
|
|
public void setRotation(float rotation) {
|
|
|
|
this.rotation = rotation;
|
|
|
|
}
|
|
|
|
|
|
|
|
public void setColliders(Building building) {
|
|
|
|
//Collidables are for player movement collision
|
|
|
|
ArrayList<StaticColliders> tempList = StaticColliders._staticColliders.get(building.getMeshUUID());
|
|
|
|
|
|
|
|
ArrayList<Colliders> tempColliders = new ArrayList<>();
|
|
|
|
if (tempList != null) {
|
|
|
|
|
|
|
|
for (StaticColliders staticCollider : tempList) {
|
|
|
|
|
|
|
|
ArrayList<Vector3f> regionPoints = new ArrayList<>();
|
|
|
|
|
|
|
|
Vector3f colliderStart = new Vector3f(staticCollider.getStartX(), 0, staticCollider.getStartY());
|
|
|
|
Vector3f colliderEnd = new Vector3f(staticCollider.getEndX(), 0, staticCollider.getEndY());
|
|
|
|
Vector3f worldStart = ZoneManager.convertLocalToWorld(building, colliderStart, this);
|
|
|
|
Vector3f worldEnd = ZoneManager.convertLocalToWorld(building, colliderEnd, this);
|
|
|
|
tempColliders.add(new Colliders(worldStart.x, worldStart.z, worldEnd.x, worldEnd.z, staticCollider.getDoorID(), staticCollider.isLink()));
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
this.colliders = tempColliders;
|
|
|
|
}
|
|
|
|
|
|
|
|
public ArrayList<Regions> getRegions() {
|
|
|
|
return regions;
|
|
|
|
}
|
|
|
|
|
|
|
|
public void setRegions(Building building) {
|
|
|
|
//Collidables are for player movement collision
|
|
|
|
ArrayList<BuildingRegions> tempList = BuildingRegions._staticRegions.get(building.getMeshUUID());
|
|
|
|
|
|
|
|
ArrayList<Regions> tempRegions = new ArrayList<>();
|
|
|
|
if (tempList != null) {
|
|
|
|
|
|
|
|
for (BuildingRegions buildingRegion : tempList) {
|
|
|
|
|
|
|
|
ArrayList<Vector3f> regionPoints = new ArrayList<>();
|
|
|
|
|
|
|
|
Vector3f centerPoint = ZoneManager.convertLocalToWorld(building, buildingRegion.center, this);
|
|
|
|
for (Vector3f point : buildingRegion.getRegionPoints()) {
|
|
|
|
Vector3f rotatedPoint = ZoneManager.convertLocalToWorld(building, point, this);
|
|
|
|
regionPoints.add(rotatedPoint);
|
|
|
|
}
|
|
|
|
tempRegions.add(new Regions(regionPoints, buildingRegion.getLevel(), buildingRegion.getRoom(), buildingRegion.isOutside(), buildingRegion.isExitRegion(), buildingRegion.isStairs(), centerPoint, building.getObjectUUID()));
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
this.regions = tempRegions;
|
|
|
|
}
|
|
|
|
|
|
|
|
public void setRegions(ArrayList<Regions> regions) {
|
|
|
|
this.regions = regions;
|
|
|
|
}
|
|
|
|
|
|
|
|
public float getRotationDegrees() {
|
|
|
|
return rotationDegrees;
|
|
|
|
}
|
|
|
|
|
|
|
|
public boolean isFlipExtents() {
|
|
|
|
return flipExtents;
|
|
|
|
}
|
|
|
|
|
|
|
|
public Quaternion getQuaternion() {
|
|
|
|
return quaternion;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|