add ramp collision shape
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69ae42572e
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@ -24,6 +24,8 @@ public class CollisionShapes {
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shapes.put("box-1x2x1", buildBox(-0.5f, -0.5f, -0.5f, 0.5f, 1.5f, 0.5f));
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shapes.put("box-0.7x2x0.7", buildBox(-0.35f, -0.5f, -0.35f, 0.35f, 1.5f, 0.35f));
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shapes.put("ramp-1x1x1", buildRamp(-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f));
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}
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public static Model get(String shapeName) {
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@ -37,6 +39,13 @@ public class CollisionShapes {
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return modelBuilder.end();
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}
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private static Model buildRamp(float ax, float ay, float az, float bx, float by, float bz) {
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modelBuilder.begin();
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MeshPartBuilder partBuilder = modelBuilder.part("collisionShape", GL10.GL_TRIANGLES, VertexAttributes.Usage.Position, null);
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addRampShape(partBuilder, ax, ay, az, bx, by, bz);
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return modelBuilder.end();
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}
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private static void addBoxShape(MeshPartBuilder partBuilder, float ax, float ay, float az, float bx, float by, float bz) {
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// TODO: for some reason, ModelBuilder's createBox() creates a box model in a way that BaseModelTileMesh
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// collects the vertices from it incorrectly. for now, we just manually create a box's vertices/indices ourself
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@ -74,4 +83,32 @@ public class CollisionShapes {
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partBuilder.index((short)4, (short)6, (short)1);
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partBuilder.index((short)6, (short)3, (short)1);
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}
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private static void addRampShape(MeshPartBuilder partBuilder, float ax, float ay, float az, float bx, float by, float bz) {
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partBuilder.vertex(ax, by, az);
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partBuilder.vertex(bx, by, az);
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partBuilder.vertex(bx, ay, bz);
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partBuilder.vertex(ax, ay, bz);
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partBuilder.vertex(bx, ay, az);
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partBuilder.vertex(ax, ay, az);
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// top (ramp)
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partBuilder.index((short)3, (short)2, (short)0);
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partBuilder.index((short)2, (short)1, (short)0);
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// bottom
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partBuilder.index((short)2, (short)3, (short)4);
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partBuilder.index((short)3, (short)5, (short)4);
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// front
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partBuilder.index((short)4, (short)5, (short)1);
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partBuilder.index((short)5, (short)0, (short)1);
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// left
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partBuilder.index((short)5, (short)3, (short)0);
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// right
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partBuilder.index((short)4, (short)1, (short)2);
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}
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}
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