package engine.CollisionEngine; import engine.gameManager.BuildingManager; import engine.math.Vector2f; import engine.math.Vector3f; import engine.math.Vector3fImmutable; import engine.objects.Building; import org.pmw.tinylog.Logger; import java.awt.geom.Line2D; import java.awt.geom.Point2D; import java.awt.geom.Rectangle2D; import java.util.ArrayList; public class Mesh { public ArrayList triangles; public Vector3f mesh_end_point; public Vector3f mesh_ref_point; public Vector3f mesh_location; public float mesh_max_y; public float mesh_min_y; public Vector3f mesh_scale; public int mesh_id; public int parent_prop_id; public int parent_structure_id; public int parentUUID; public Rectangle2D.Float mesh_bounds; public MeshData meshData; public void AdoptTriangles(float rotation){ if(CollisionManager.mesh_triangles.containsKey(this.mesh_id) == false){ Logger.error("Failed To Bake Triangles For Mesh: " + this.mesh_id); return; } Vector3fImmutable parentLoc = BuildingManager.getBuilding(this.parentUUID).loc; Vector3f offsetLoc = new Vector3f(parentLoc.x,parentLoc.y,parentLoc.z).add(this.meshData.loc); this.triangles = new ArrayList<>(); int degrees = (int)Math.toDegrees(rotation); for(Triangle tri : CollisionManager.mesh_triangles.get(this.mesh_id)){ Triangle newTri = new Triangle(); Vector3f rotatedPoint1 = Vector3f.rotateAroundPoint(offsetLoc.add(new Vector3f(tri.point1.x,mesh_location.y,tri.point1.y)),offsetLoc,degrees); Vector3f rotatedPoint2 = Vector3f.rotateAroundPoint(offsetLoc.add(new Vector3f(tri.point2.x,mesh_location.y,tri.point2.y)),offsetLoc,degrees); Vector3f rotatedPoint3 = Vector3f.rotateAroundPoint(offsetLoc.add(new Vector3f(tri.point3.x,mesh_location.y,tri.point3.y)),offsetLoc,degrees); newTri.point1 = new Point2D.Float(rotatedPoint1.x,rotatedPoint1.z); newTri.point2 = new Point2D.Float(rotatedPoint2.x,rotatedPoint2.z); newTri.point3 = new Point2D.Float(rotatedPoint3.x,rotatedPoint3.z); newTri.sides = new ArrayList<>(); newTri.sides.add(new Line2D.Float(newTri.point1,newTri.point2)); newTri.sides.add(new Line2D.Float(newTri.point2,newTri.point3)); newTri.sides.add(new Line2D.Float(newTri.point3,newTri.point1)); this.triangles.add(newTri); } } public void MakeBounds(){ float minX = 0; float minZ = 0; for(Triangle tri : this.triangles){ if(tri.point1.x < minX) minX = tri.point1.x; if(tri.point2.x < minX) minX = tri.point1.x; if(tri.point3.x < minX) minX = tri.point1.x; if(tri.point1.y < minZ) minZ = tri.point1.x; if(tri.point2.y < minZ) minZ = tri.point1.x; if(tri.point3.y < minZ) minZ = tri.point1.x; } this.mesh_bounds = new Rectangle2D.Float(); float width = (this.mesh_location.x) - minX * 2; float height = Math.abs((this.mesh_location.z) + minZ) * 2; this.mesh_bounds.setRect(minX,minZ,width, height); } }