load mesh data and structure meshes
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@@ -23,6 +23,9 @@ public class Mesh {
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public int parent_prop_id;
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public int parent_structure_id;
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public int parentUUID;
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public float rectWidth;
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public float rectHeight;
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public Rectangle2D.Float mesh_bounds;
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public void AdoptTriangles(float rotation){
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@@ -56,8 +59,6 @@ public class Mesh {
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public void MakeBounds(){
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this.mesh_bounds = new Rectangle2D.Float();
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float width = this.mesh_ref_point.subtract(this.mesh_location).x * 2;
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float height = this.mesh_ref_point.subtract(this.mesh_location).z * 2;
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this.mesh_bounds.setRect(this.mesh_ref_point.x,this.mesh_ref_point.z,width, height);
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this.mesh_bounds.setRect(this.mesh_ref_point.x,this.mesh_ref_point.z,this.rectWidth, this.rectHeight);
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}
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}
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@@ -996,10 +996,12 @@ public enum BuildingManager {
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int degrees = (int)Math.toDegrees(building.getBounds().getQuaternion().angleY);
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Mesh generatedMesh = new Mesh();
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generatedMesh.mesh_end_point = Vector3f.rotateAroundPoint(new Vector3f(building.loc.x,building.loc.y,building.loc.z).add(meshData.loc.add(meshData.endPoint)),new Vector3f(building.loc.x,building.loc.y,building.loc.z),degrees);
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generatedMesh.mesh_ref_point = Vector3f.rotateAroundPoint(new Vector3f(building.loc.x,building.loc.y,building.loc.z).add(meshData.loc.add(meshData.refPoint)),new Vector3f(building.loc.x,building.loc.y,building.loc.z),degrees);
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generatedMesh.mesh_location = Vector3f.rotateAroundPoint(new Vector3f(building.loc.x,building.loc.y,building.loc.z).add(meshData.loc),new Vector3f(building.loc.x,building.loc.y,building.loc.z),degrees);
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Vector3f buildingLoc = new Vector3f(building.loc.x,building.loc.y,building.loc.z);
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generatedMesh.mesh_location = Vector3f.rotateAroundPoint(buildingLoc.add(meshData.loc),buildingLoc,degrees);
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generatedMesh.mesh_end_point = Vector3f.rotateAroundPoint(generatedMesh.mesh_location.add(meshData.endPoint),buildingLoc,degrees);
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generatedMesh.mesh_ref_point = Vector3f.rotateAroundPoint(generatedMesh.mesh_location.add(meshData.refPoint),buildingLoc,degrees);
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generatedMesh.rectWidth = meshData.refPoint.x * 2;
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generatedMesh.rectHeight = meshData.refPoint.z * 2;
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generatedMesh.mesh_max_y = building.loc.y + meshData.maxY;
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generatedMesh.mesh_min_y = building.loc.y + meshData.minY;
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generatedMesh.mesh_scale = meshData.scale;
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