Initial commit for historical purposes
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package com.aaaaahhhhhhh.bananapuncher714.minietest;
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import java.io.BufferedReader;
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import java.io.File;
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import java.io.FileNotFoundException;
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import java.io.FileReader;
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import java.io.IOException;
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import java.util.ArrayList;
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import java.util.List;
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import org.bukkit.util.Vector;
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import com.aaaaahhhhhhh.bananapuncher714.minietest.objects.ChunkLocation;
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import com.aaaaahhhhhhh.bananapuncher714.minietest.objects.mesh.Facet;
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import com.aaaaahhhhhhh.bananapuncher714.minietest.objects.mesh.MeshBuilder;
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import com.aaaaahhhhhhh.bananapuncher714.minietest.objects.mesh.Plane;
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public class MeshTest {
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private static final File BASE = new File( System.getProperty( "user.dir" ) );
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private static final File CHUNK_DIR = new File( BASE, "chunks" );
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public static void main( String[] args ) {
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if ( CHUNK_DIR.exists() && CHUNK_DIR.isDirectory() ) {
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System.out.println( "Found " + CHUNK_DIR.list().length + " files" );
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for ( File file : CHUNK_DIR.listFiles() ) {
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doStuff( file );
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break;
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}
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} else {
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System.err.println( "No such directory exists: " + CHUNK_DIR );
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}
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}
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private static void doStuff( File file ) {
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String name = file.getName();
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String[] split = name.split( "," );
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ChunkLocation location = new ChunkLocation( split[ 0 ], Integer.parseInt( split[ 1 ] ), Integer.parseInt( split[ 2 ] ) );
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System.out.println( "Parsing chunk " + location );
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// First parse the file to get a list of all bounding boxes that we can use
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List< AABB > boxes = new ArrayList< AABB >();
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try ( BufferedReader reader = new BufferedReader( new FileReader( file ) ) ) {
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String line;
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while ( ( line = reader.readLine() ) != null ) {
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if ( !line.isEmpty() ) {
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String[] values = line.split( "," );
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double minX = Double.parseDouble( values[ 0 ] );
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double minY = Double.parseDouble( values[ 1 ] );
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double minZ = Double.parseDouble( values[ 2 ] );
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double maxX = Double.parseDouble( values[ 3 ] );
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double maxY = Double.parseDouble( values[ 4 ] );
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double maxZ = Double.parseDouble( values[ 5 ] );
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boxes.add( new AABB( minX, minY, minZ, maxX, maxY, maxZ ) );
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}
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}
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} catch ( FileNotFoundException e ) {
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e.printStackTrace();
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return;
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} catch ( IOException e ) {
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e.printStackTrace();
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return;
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}
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System.out.println( "Found " + boxes.size() + " boxes" );
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// Now that we have a bunch of bounding boxes, do whatever
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MeshBuilder builder = new MeshBuilder();
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int i = 0;
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for ( AABB box : boxes ) {
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for ( Facet facet : generateFacetsFor( box ) ) {
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builder.addFacet( facet );
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}
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}
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System.out.println( "Planes: " + builder.planes.size() );
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for ( Plane plane : builder.planes ) {
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System.out.println( "Plane" );
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System.out.println( "Norm:\t" + plane.normal );
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System.out.println( "Ref:\t" + plane.point );
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System.out.println( "Size:\t" + plane.polygons.size() );
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}
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/*
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* The general plan is as follows:
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* - Create a new mesh object
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* - Insert faces one by one until we have all the shapes we want
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* - In this case, it happens to be perfect AABB
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* - Process the faces
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* - Sort them into their correct plane of existence, along with their normal
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* - In this case, their unique plane can be defined by their normal, and a point
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* - Use the first point of the polygon to compare
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* - Use the smallest point we can find as the reference point
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* - O(1) operation per face, I suppose
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* - Need to check point and normal with tolerance which is why
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* - Now that we have faces each in their assorted group, we can start to tessellate each one
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* - Generate even/odd regions and remove any colinear edges
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* - Save this as the pre-mesh
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* - Now trianglate each group and put that into a mesh collision shape or gimpact shape or whatnot
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* - Use an IndexedMesh with the two array constructor
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* - Put into game and test
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*/
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}
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private static List< Facet > generateFacetsFor( AABB box ) {
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List< Facet > facets = new ArrayList< Facet >();
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Vector p1 = new Vector( box.xmin, box.ymin, box.zmin );
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Vector p2 = new Vector( box.xmin, box.ymin, box.zmax );
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Vector p3 = new Vector( box.xmin, box.ymax, box.zmin );
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Vector p4 = new Vector( box.xmin, box.ymax, box.zmax );
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Vector p5 = new Vector( box.xmax, box.ymin, box.zmin );
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Vector p6 = new Vector( box.xmax, box.ymin, box.zmax );
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Vector p7 = new Vector( box.xmax, box.ymax, box.zmin );
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Vector p8 = new Vector( box.xmax, box.ymax, box.zmax );
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{
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Facet facet = new Facet();
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facet.points.add( p1 );
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facet.points.add( p2 );
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facet.points.add( p4 );
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facet.points.add( p3 );
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facet.normal = new Vector( -1, 0, 0 );
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facets.add( facet );
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}
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{
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Facet facet = new Facet();
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facet.points.add( p5 );
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facet.points.add( p6 );
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facet.points.add( p8 );
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facet.points.add( p7 );
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facet.normal = new Vector( 1, 0, 0 );
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facets.add( facet );
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}
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{
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Facet facet = new Facet();
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facet.points.add( p1 );
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facet.points.add( p2 );
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facet.points.add( p6 );
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facet.points.add( p5 );
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facet.normal = new Vector( 0, -1, 0 );
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facets.add( facet );
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}
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{
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Facet facet = new Facet();
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facet.points.add( p3 );
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facet.points.add( p4 );
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facet.points.add( p7 );
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facet.points.add( p8 );
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facet.normal = new Vector( 0, 1, 0 );
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facets.add( facet );
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}
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{
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Facet facet = new Facet();
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facet.points.add( p1 );
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facet.points.add( p3 );
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facet.points.add( p7 );
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facet.points.add( p5 );
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facet.normal = new Vector( 0, 0, -1 );
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facets.add( facet );
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}
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{
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Facet facet = new Facet();
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facet.points.add( p2 );
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facet.points.add( p4 );
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facet.points.add( p8 );
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facet.points.add( p6 );
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facet.normal = new Vector( 0, 0, 1 );
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facets.add( facet );
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}
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return facets;
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}
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static class AABB {
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double xmin, ymin, zmin;
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double xmax, ymax, zmax;
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AABB( double xmin, double ymin, double zmin, double xmax, double ymax, double zmax ) {
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this.xmin = xmin;
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this.ymax = ymin;
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this.zmin = zmin;
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this.xmax = xmax;
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this.ymax = ymax;
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this.zmax = zmax;
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}
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}
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}
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