Merge remote-tracking branch 'origin/feature_mesh_collision' into feature_mesh_collision
# Conflicts: # src/engine/db/handlers/dbBuildingHandler.java
This commit is contained in:
@@ -11,11 +11,11 @@ public class CollisionManager {
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Rectangle.Float boundsRect = new Rectangle.Float();
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Vector3f topLeft = new Vector3f(building.loc.x - building.getBounds().getHalfExtents().x,building.loc.y,building.loc.z - building.getBounds().getHalfExtents().y);
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boundsRect.setRect(topLeft.x, topLeft.z, building.getBounds().getHalfExtents().x * 2,building.getBounds().getHalfExtents().y * 2);
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boundsRect.setRect(topLeft.x, topLeft.z, building.getBounds().getHalfExtents().x * 2,building.getBounds().getHalfExtents().y * 2);
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if(travelLine.intersects(boundsRect)){
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//collided with building
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for(Mesh mesh : building.buildingMeshes) {
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if (mesh.MeshCollides(travelLine,charHeight, charY)) {
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for(Triangle tri : building.buildingTriangles) {
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if (tri.collides(travelLine)) {
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//ChatManager.chatSystemInfo(pc, "Collision Detected");
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//MovementManager.movement(msg, pc);
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return true;
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@@ -23,13 +23,15 @@ public class Mesh {
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public boolean MeshCollides(Line2D line, float charHeight, float charY){
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//check if movement path intersects this mesh
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if(!this.BoundsCollides(line))
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return false;
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//if(!this.BoundsCollides(line))
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// return false;
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//boolean feetcollides = (charY + charHeight) < this.minY;
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//boolean headcollides = charY > this.maxY;
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//check to see if the mesh collides between the characters feet and head locations
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if((charY + charHeight) < this.minY && charY > this.maxY){
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return false;
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}
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//if(feetcollides && headcollides){
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// return false;
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//}
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//check if any triangles intersect the movement path
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for(Triangle tri : triangles)
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@@ -244,7 +244,7 @@ public class InfoCmd extends AbstractDevCmd {
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for (Regions regions : targetBuilding.getBounds().getRegions()) {
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//TODO ADD REGION INFO
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}
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output += "Mesh Count: " + targetBuilding.buildingMeshes.size();
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output += "Triangle Count: " + targetBuilding.buildingTriangles.size();
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break;
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case PlayerCharacter:
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output += newline;
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@@ -47,17 +47,6 @@ public class RegionCmd extends AbstractDevCmd {
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output += "is Outside: " + region.isOutside();
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this.throwbackInfo(pc, output);
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}
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if(building != null){
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for(Mesh mesh : building.buildingMeshes){
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if(mesh.boundsRect.contains(new Point2D.Float(((AbstractCharacter) target).loc.x,((AbstractCharacter) target).loc.z))){
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if(((AbstractCharacter) target).loc.y < mesh.maxY) {
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this.throwbackInfo(pc, "Inside Mesh Bounds");
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return;
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}
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}
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}
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this.throwbackInfo(pc, "Outside Mesh Bounds");
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}
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}
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@Override
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@@ -982,47 +982,47 @@ public enum BuildingManager {
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if (building == null)
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return;
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building.buildingMeshes = new ArrayList<>();
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building.buildingTriangles = 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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if (!prop_meshes.containsKey(building.meshUUID))
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if (!mesh_triangle_points.containsKey(building.meshUUID))
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return; //no data for this prop ID
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ArrayList<Integer> meshes = prop_meshes.get(building.meshUUID);
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for (int mesh : meshes) {
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//ArrayList<Integer> meshes = prop_meshes.get(building.meshUUID);
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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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return; //no data for this mesh
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//if (!mesh_heights.containsKey(mesh) || !mesh_triangle_points.containsKey(mesh))
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//return; //no data for this mesh
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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(mesh);
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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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if (mesh_bounding_boxes.containsKey(mesh)) {
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Rectangle2D boundingBox = mesh_bounding_boxes.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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//Bounds buildingBounds = building.getBounds();
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float halfX = (float) boundingBox.getWidth() * 0.5f;
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float halfZ = (float)boundingBox.getHeight() * 0.5f;
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Vector3f bottomRight = new Vector3f(building.loc.x + halfX,building.loc.y,building.loc.z + halfZ);
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Vector3f topLeft = new Vector3f(building.loc.x - halfX,building.loc.y,building.loc.z - halfZ);
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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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//float halfX = (float) boundingBox.getWidth() * 0.5f;
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//float halfZ = (float)boundingBox.getHeight() * 0.5f;
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//Vector3f bottomRight = new Vector3f(building.loc.x + halfX,building.loc.y,building.loc.z + halfZ);
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//Vector3f topLeft = new Vector3f(building.loc.x - halfX,building.loc.y,building.loc.z - halfZ);
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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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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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Point2D.Float p3 = new Point2D.Float(bottomRight.x, bottomRight.z);
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Point2D.Float p4 = new Point2D.Float(bottomLeft.x, bottomLeft.z);
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float rectWidth = topLeft.distance(topRight);
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float rectHeight = topLeft.distance(bottomLeft);
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boundingBox.setRect(p1.x,p1.y,rectWidth, rectHeight);
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generatedMesh.BoundingLines.add(new Line2D.Float(p1, p2));
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generatedMesh.BoundingLines.add(new Line2D.Float(p2, p3));
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generatedMesh.BoundingLines.add(new Line2D.Float(p3, p4));
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generatedMesh.BoundingLines.add(new Line2D.Float(p4, p1));
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generatedMesh.boundsRect = boundingBox;
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}
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generatedMesh.triangles = new ArrayList<>();
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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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//Point2D.Float p3 = new Point2D.Float(bottomRight.x, bottomRight.z);
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//Point2D.Float p4 = new Point2D.Float(bottomLeft.x, bottomLeft.z);
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//float rectWidth = topLeft.distance(topRight);
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//float rectHeight = topLeft.distance(bottomLeft);
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//boundingBox.setRect(p1.x,p1.y,rectWidth, rectHeight);
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//generatedMesh.BoundingLines.add(new Line2D.Float(p1, p2));
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//generatedMesh.BoundingLines.add(new Line2D.Float(p2, p3));
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//generatedMesh.BoundingLines.add(new Line2D.Float(p3, p4));
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//generatedMesh.BoundingLines.add(new Line2D.Float(p4, p1));
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//generatedMesh.boundsRect = boundingBox;
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//}
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//generatedMesh.triangles = new ArrayList<>();
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for (ArrayList<Vector3f> pointList : triPoints) {
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ArrayList<Vector3f> rotatedPoints = new ArrayList<>();
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@@ -1040,10 +1040,11 @@ public enum BuildingManager {
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tri.sides.add(new Line2D.Float(p1, p2));
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tri.sides.add(new Line2D.Float(p2, p3));
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tri.sides.add(new Line2D.Float(p3, p1));
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generatedMesh.triangles.add(tri);
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//generatedMesh.triangles.add(tri);
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building.buildingTriangles.add(tri);
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}
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building.buildingMeshes.add(generatedMesh);
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}
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//building.buildingMeshes.add(generatedMesh);
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//}
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}
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catch(Exception e){
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Logger.info("Failed To Bake Building Mesh Data For Structure: " + building.meshUUID);
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@@ -9,6 +9,7 @@
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package engine.objects;
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import engine.CollisionEngine.Triangle;
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import engine.Enum;
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import engine.Enum.*;
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import engine.InterestManagement.RealmMap;
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@@ -100,7 +101,7 @@ public class Building extends AbstractWorldObject {
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private ConcurrentHashMap<Integer, Condemned> condemned;
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private ArrayList<Building> children = null;
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public ArrayList<Mesh> buildingMeshes;
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public ArrayList<Triangle> buildingTriangles;
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/**
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* ResultSet Constructor
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