Terrain chunk physics
This commit is contained in:
parent
703f42f8e7
commit
72d1f8ac91
@ -1,8 +1,13 @@
|
||||
package electrosphere.entity.types.terrain;
|
||||
|
||||
import org.joml.Vector3d;
|
||||
import org.joml.Vector3f;
|
||||
|
||||
import electrosphere.engine.Globals;
|
||||
import electrosphere.entity.Entity;
|
||||
import electrosphere.entity.EntityUtils;
|
||||
import electrosphere.game.client.terrain.manager.ClientTerrainManager;
|
||||
import electrosphere.game.collision.PhysicsUtils;
|
||||
import electrosphere.renderer.Model;
|
||||
import electrosphere.renderer.meshgen.TerrainChunkModelGeneration;
|
||||
|
||||
@ -78,12 +83,82 @@ public class TerrainChunk {
|
||||
{-1.0f,-1.0f,-1.0f,-1.0f,-1.0f,},
|
||||
},
|
||||
};
|
||||
|
||||
int[][][] textureGrid = new int[][][]{
|
||||
//plane 1
|
||||
{
|
||||
//row 1
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 2
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 3
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 4
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 5
|
||||
{0, 0, 0, 0, 0},
|
||||
},
|
||||
//plane 2
|
||||
{
|
||||
//row 1
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 2
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 3
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 4
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 5
|
||||
{0, 0, 0, 0, 0},
|
||||
},
|
||||
//plane 3
|
||||
{
|
||||
//row 1
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 2
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 3
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 4
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 5
|
||||
{0, 0, 0, 0, 0},
|
||||
},
|
||||
//plane 4
|
||||
{
|
||||
//row 1
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 2
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 3
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 4
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 5
|
||||
{0, 0, 0, 0, 0},
|
||||
},
|
||||
//plane 5
|
||||
{
|
||||
//row 1
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 2
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 3
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 4
|
||||
{0, 0, 0, 0, 0},
|
||||
//row 5
|
||||
{0, 0, 0, 0, 0},
|
||||
},
|
||||
};
|
||||
|
||||
String modelPath = Globals.clientTerrainManager.queueTerrainGridGeneration(terrainGrid);
|
||||
TerrainChunkData data = TerrainChunkModelGeneration.generateTerrainChunkData(terrainGrid, textureGrid);
|
||||
String modelPath = ClientTerrainManager.queueTerrainGridGeneration(data);
|
||||
|
||||
Entity rVal = EntityUtils.spawnDrawableEntityWithPreexistingModel(modelPath);
|
||||
PhysicsUtils.attachTerrainChunkRigidBody(rVal, data);
|
||||
|
||||
EntityUtils.getPosition(rVal).set(1,-1,1);
|
||||
EntityUtils.repositionEntity(rVal, new Vector3d(1,-1,1));
|
||||
|
||||
return rVal;
|
||||
}
|
||||
|
||||
@ -0,0 +1,35 @@
|
||||
package electrosphere.entity.types.terrain;
|
||||
|
||||
import java.util.List;
|
||||
|
||||
public class TerrainChunkData {
|
||||
|
||||
List<Float> vertices;
|
||||
List<Float> normals;
|
||||
List<Integer> faceElements;
|
||||
List<Float> uvs;
|
||||
|
||||
public TerrainChunkData(List<Float> vertices, List<Float> normals, List<Integer> faceElements, List<Float> uvs){
|
||||
this.vertices = vertices;
|
||||
this.normals = normals;
|
||||
this.faceElements = faceElements;
|
||||
this.uvs = uvs;
|
||||
}
|
||||
|
||||
public List<Float> getVertices(){
|
||||
return vertices;
|
||||
}
|
||||
|
||||
public List<Float> getNormals(){
|
||||
return normals;
|
||||
}
|
||||
|
||||
public List<Integer> getFaceElements(){
|
||||
return faceElements;
|
||||
}
|
||||
|
||||
public List<Float> getUVs(){
|
||||
return uvs;
|
||||
}
|
||||
|
||||
}
|
||||
@ -1,6 +1,7 @@
|
||||
package electrosphere.game.client.terrain.manager;
|
||||
|
||||
import electrosphere.engine.Globals;
|
||||
import electrosphere.entity.types.terrain.TerrainChunkData;
|
||||
import electrosphere.game.client.terrain.cache.ClientTerrainCache;
|
||||
import electrosphere.game.client.terrain.cache.LoadingChunk;
|
||||
import electrosphere.game.client.terrain.cache.LoadingChunkCache;
|
||||
@ -219,19 +220,18 @@ public class ClientTerrainManager {
|
||||
}
|
||||
}
|
||||
|
||||
public static String queueTerrainGridGeneration(float[][][] terrainGrid){
|
||||
public static String queueTerrainGridGeneration(TerrainChunkData data){
|
||||
String promisedHash = "";
|
||||
UUID newUUID = UUID.randomUUID();
|
||||
promisedHash = newUUID.toString();
|
||||
TerrainChunkGenQueueItem queueItem = new TerrainChunkGenQueueItem(terrainGrid, promisedHash);
|
||||
TerrainChunkGenQueueItem queueItem = new TerrainChunkGenQueueItem(data, promisedHash);
|
||||
terrainChunkGenerationQueue.add(queueItem);
|
||||
return promisedHash;
|
||||
}
|
||||
|
||||
public static void generateTerrainChunkGeometry(){
|
||||
for(TerrainChunkGenQueueItem queueItem : terrainChunkGenerationQueue){
|
||||
System.out.println(queueItem);
|
||||
Model terrainModel = TerrainChunkModelGeneration.generateTerrainModel(queueItem.getTerrainGrid());
|
||||
Model terrainModel = TerrainChunkModelGeneration.generateTerrainModel(queueItem.getData());
|
||||
Globals.assetManager.registerModelToSpecificString(terrainModel, queueItem.getPromisedHash());
|
||||
}
|
||||
terrainChunkGenerationQueue.clear();
|
||||
|
||||
@ -1,17 +1,19 @@
|
||||
package electrosphere.game.client.terrain.manager;
|
||||
|
||||
import electrosphere.entity.types.terrain.TerrainChunkData;
|
||||
|
||||
public class TerrainChunkGenQueueItem {
|
||||
|
||||
float[][][] terrainGrid;
|
||||
TerrainChunkData data;
|
||||
String promisedHash;
|
||||
|
||||
public TerrainChunkGenQueueItem(float[][][] terrainGrid, String promisedHash){
|
||||
this.terrainGrid = terrainGrid;
|
||||
public TerrainChunkGenQueueItem(TerrainChunkData data, String promisedHash){
|
||||
this.data = data;
|
||||
this.promisedHash = promisedHash;
|
||||
}
|
||||
|
||||
public float[][][] getTerrainGrid(){
|
||||
return this.terrainGrid;
|
||||
public TerrainChunkData getData(){
|
||||
return data;
|
||||
}
|
||||
|
||||
public String getPromisedHash(){
|
||||
|
||||
@ -14,6 +14,7 @@ import electrosphere.linearmath.Transform;
|
||||
import electrosphere.entity.Entity;
|
||||
import electrosphere.entity.EntityDataStrings;
|
||||
import electrosphere.entity.EntityUtils;
|
||||
import electrosphere.entity.types.terrain.TerrainChunkData;
|
||||
import electrosphere.game.collision.collidable.Collidable;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
@ -136,6 +137,110 @@ public class PhysicsUtils {
|
||||
|
||||
|
||||
|
||||
//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shpaes/TriangleIndexVertexArray.html
|
||||
electrosphere.collision.shapes.TriangleIndexVertexArray triangleIndexArray = new electrosphere.collision.shapes.TriangleIndexVertexArray();
|
||||
triangleIndexArray.addIndexedMesh(indexedMesh); //this assumes the scalar type is integer (assumes bytebuffer is actually integer
|
||||
// triangleIndexArray.calculateAabbBruteForce(aabbMin, aabbMax);
|
||||
|
||||
|
||||
|
||||
//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/BvhTriangleMeshShape.html
|
||||
electrosphere.collision.shapes.BvhTriangleMeshShape terrainShape = new electrosphere.collision.shapes.BvhTriangleMeshShape(
|
||||
triangleIndexArray,
|
||||
true // "useQuantizedAabbCompression" -- apparently means better memory usage ( http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/BvhTriangleMeshShape.html )
|
||||
);
|
||||
|
||||
//uncomment if we start falling through things again
|
||||
terrainShape.setMargin(collisionMargin);
|
||||
|
||||
// terrainShape.localGetSupportingVertex(new javax.vecmath.Vector3f(1,0,0), aabbMin);
|
||||
// terrainShape.recalcLocalAabb();
|
||||
// terrainShape.getLocalAabbMin(aabbMin);
|
||||
// terrainShape.getLocalAabbMax(aabbMax);
|
||||
|
||||
|
||||
DefaultMotionState defaultMotionState = new DefaultMotionState(new Transform(new javax.vecmath.Matrix4f(new javax.vecmath.Quat4f(0,0,0,1),new javax.vecmath.Vector3f((float)position.x,(float)position.y,(float)position.z),1.0f)));
|
||||
RigidBodyConstructionInfo terrainRigidBodyCI = new RigidBodyConstructionInfo(0, defaultMotionState, terrainShape);
|
||||
RigidBody terrainRigidBody = new RigidBody(terrainRigidBodyCI);
|
||||
|
||||
// terrainRigidBody.setFriction(1f);
|
||||
|
||||
|
||||
Globals.collisionEngine.registerCollisionObject(terrainRigidBody, new Collidable(terrain,Collidable.TYPE_TERRAIN));
|
||||
|
||||
// terrainRigidBody.getAabb(aabbMin, aabbMax);
|
||||
//
|
||||
// System.out.println("aabbMin: " + aabbMin + " aabbMax: " + aabbMax);
|
||||
|
||||
|
||||
terrain.putData(EntityDataStrings.PHYSICS_COLLISION_BODY, terrainRigidBody);
|
||||
|
||||
return terrainRigidBody;
|
||||
|
||||
}
|
||||
|
||||
|
||||
public static RigidBody attachTerrainChunkRigidBody(Entity terrain, TerrainChunkData data){
|
||||
|
||||
Vector3d position = EntityUtils.getPosition(terrain);
|
||||
|
||||
|
||||
float collisionMargin = 0.08f;
|
||||
|
||||
/*
|
||||
Traditional buffer code not working for some reason
|
||||
the approach of
|
||||
https://stackoverflow.com/questions/40855945/lwjgl-mesh-to-jbullet-collider
|
||||
works much better
|
||||
IDK why
|
||||
*/
|
||||
|
||||
int numberTriangles = data.getFaceElements().size() / 3;
|
||||
int triangleStride = 0;
|
||||
|
||||
int numberVertices = data.getVertices().size() / 3;
|
||||
int vertexStride = 0;
|
||||
|
||||
float[] vertices = new float[numberVertices * 3];
|
||||
int vertexInserterPos = 0;
|
||||
int[] indices = new int[numberTriangles * 3];
|
||||
int indexInserterPos = 0;
|
||||
|
||||
for(float vertexValue : data.getVertices()){
|
||||
vertices[vertexInserterPos] = vertexValue;
|
||||
vertexInserterPos++;
|
||||
}
|
||||
|
||||
for(int element : data.getFaceElements()){
|
||||
indices[indexInserterPos] = element;
|
||||
indexInserterPos++;
|
||||
}
|
||||
|
||||
|
||||
javax.vecmath.Vector3f aabbMin = new javax.vecmath.Vector3f();
|
||||
javax.vecmath.Vector3f aabbMax = new javax.vecmath.Vector3f();
|
||||
|
||||
|
||||
|
||||
|
||||
//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/IndexedMesh.html
|
||||
electrosphere.collision.shapes.IndexedMesh indexedMesh = new electrosphere.collision.shapes.IndexedMesh();
|
||||
|
||||
indexedMesh.numTriangles = indices.length / 3;
|
||||
indexedMesh.triangleIndexBase = ByteBuffer.allocateDirect(indices.length*Float.BYTES).order(ByteOrder.nativeOrder());
|
||||
indexedMesh.triangleIndexBase.asIntBuffer().put(indices);
|
||||
indexedMesh.triangleIndexStride = 3 * Float.BYTES;
|
||||
|
||||
indexedMesh.numVertices = vertices.length / 3;
|
||||
indexedMesh.vertexBase = ByteBuffer.allocateDirect(vertices.length*Float.BYTES).order(ByteOrder.nativeOrder());
|
||||
indexedMesh.vertexBase.asFloatBuffer().put(vertices);
|
||||
indexedMesh.vertexStride = 3 * Float.BYTES;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shpaes/TriangleIndexVertexArray.html
|
||||
electrosphere.collision.shapes.TriangleIndexVertexArray triangleIndexArray = new electrosphere.collision.shapes.TriangleIndexVertexArray();
|
||||
triangleIndexArray.addIndexedMesh(indexedMesh); //this assumes the scalar type is integer (assumes bytebuffer is actually integer
|
||||
|
||||
@ -20,6 +20,7 @@ import static org.lwjgl.opengl.GL30.glBindVertexArray;
|
||||
import static org.lwjgl.opengl.GL30.glGenVertexArrays;
|
||||
|
||||
import electrosphere.engine.Globals;
|
||||
import electrosphere.entity.types.terrain.TerrainChunkData;
|
||||
import electrosphere.renderer.Material;
|
||||
import electrosphere.renderer.Mesh;
|
||||
import electrosphere.renderer.Model;
|
||||
@ -541,21 +542,9 @@ public class TerrainChunkModelGeneration {
|
||||
|
||||
return new Vector3f(x,y,z);
|
||||
}
|
||||
|
||||
|
||||
protected static Mesh generateTerrainMesh(float[][][] terrainGrid){
|
||||
|
||||
Mesh mesh = new Mesh();
|
||||
public static TerrainChunkData generateTerrainChunkData(float[][][] terrainGrid, int[][][] textureGrid){
|
||||
|
||||
|
||||
mesh.mesh = null;
|
||||
|
||||
//
|
||||
// VAO
|
||||
//
|
||||
mesh.vertexArrayObject = glGenVertexArrays();
|
||||
glBindVertexArray(mesh.vertexArrayObject);
|
||||
|
||||
// 5 6
|
||||
// +-------------+ +-----5-------+ ^ Y
|
||||
// / | / | / | /| | _
|
||||
@ -578,9 +567,13 @@ public class TerrainChunkModelGeneration {
|
||||
List<Vector3f> normals = new LinkedList<Vector3f>();
|
||||
//the list of number of triangles that share a vert
|
||||
List<Integer> trianglesSharingVert = new LinkedList<Integer>();
|
||||
|
||||
|
||||
|
||||
//List of elements in order
|
||||
List<Integer> faceElements = new LinkedList<Integer>();
|
||||
//List of UVs
|
||||
List<Float> UVs = new LinkedList<Float>();
|
||||
|
||||
|
||||
|
||||
for(int x = 0; x < terrainGrid.length - 1; x++){
|
||||
for(int y = 0; y < terrainGrid[0].length - 1; y++){
|
||||
for(int z = 0; z < terrainGrid[0][0].length - 1; z++){
|
||||
@ -596,6 +589,72 @@ public class TerrainChunkModelGeneration {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//all verts in order, flattened as an array of floats instead of vecs
|
||||
List<Float> vertsFlat = new LinkedList<Float>();
|
||||
//all normals in order, flattened as an array of floats instead of vecs
|
||||
List<Float> normalsFlat = new LinkedList<Float>();
|
||||
//all elements of faces in order
|
||||
List<Integer> elementsFlat = new LinkedList<Integer>();
|
||||
|
||||
//flatten verts + normals
|
||||
for(Vector3f vert : verts){
|
||||
vertsFlat.add(vert.x);
|
||||
vertsFlat.add(vert.y);
|
||||
vertsFlat.add(vert.z);
|
||||
}
|
||||
|
||||
for(Vector3f normal : normals){
|
||||
normalsFlat.add(normal.x);
|
||||
normalsFlat.add(normal.y);
|
||||
normalsFlat.add(normal.z);
|
||||
}
|
||||
|
||||
|
||||
for(Triangle triangle : triangles){
|
||||
elementsFlat.add(triangle.indices[0]);
|
||||
elementsFlat.add(triangle.indices[1]);
|
||||
elementsFlat.add(triangle.indices[2]);
|
||||
}
|
||||
|
||||
float[] temp = new float[3];
|
||||
for(Vector3f normal : normals){
|
||||
float absX = Math.abs(normal.x);
|
||||
float absY = Math.abs(normal.y);
|
||||
float absZ = Math.abs(normal.z);
|
||||
if(absX >= absZ && absX >= absY){
|
||||
temp[0] = normal.z / 2.0f + 0.5f;
|
||||
temp[1] = normal.y / 2.0f + 0.5f;
|
||||
} else if(absZ >= absX && absZ >= absY){
|
||||
temp[0] = normal.x / 2.0f + 0.5f;
|
||||
temp[1] = normal.y / 2.0f + 0.5f;
|
||||
} else if(absY >= absX && absY >= absZ){
|
||||
temp[0] = normal.x / 2.0f + 0.5f;
|
||||
temp[1] = normal.z / 2.0f + 0.5f;
|
||||
}
|
||||
UVs.add(temp[0]);
|
||||
UVs.add(temp[1]);
|
||||
}
|
||||
|
||||
//List<Float> vertices, List<Float> normals, List<Integer> faceElements, List<Float> uvs
|
||||
TerrainChunkData rVal = new TerrainChunkData(vertsFlat, normalsFlat, elementsFlat, UVs);
|
||||
return rVal;
|
||||
}
|
||||
|
||||
|
||||
protected static Mesh generateTerrainMesh(TerrainChunkData data){
|
||||
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
|
||||
mesh.mesh = null;
|
||||
|
||||
//
|
||||
// VAO
|
||||
//
|
||||
mesh.vertexArrayObject = glGenVertexArrays();
|
||||
glBindVertexArray(mesh.vertexArrayObject);
|
||||
|
||||
|
||||
|
||||
|
||||
@ -606,14 +665,11 @@ public class TerrainChunkModelGeneration {
|
||||
//
|
||||
|
||||
try {
|
||||
mesh.vertexCount = verts.size();
|
||||
mesh.vertexCount = data.getVertices().size() / 3;
|
||||
FloatBuffer VertexArrayBufferData = BufferUtils.createFloatBuffer(mesh.vertexCount * 3);
|
||||
float[] temp = new float[3];
|
||||
for(Vector3f vert : verts){
|
||||
temp[0] = vert.x;
|
||||
temp[1] = vert.y;
|
||||
temp[2] = vert.z;
|
||||
VertexArrayBufferData.put(temp);
|
||||
for(float vertValue : data.getVertices()){
|
||||
VertexArrayBufferData.put(vertValue);
|
||||
}
|
||||
VertexArrayBufferData.flip();
|
||||
mesh.buffer_vertices(VertexArrayBufferData, 3);
|
||||
@ -626,13 +682,13 @@ public class TerrainChunkModelGeneration {
|
||||
//
|
||||
// FACES
|
||||
//
|
||||
mesh.faceCount = triangles.size();
|
||||
mesh.elementCount = triangles.size() * 3;
|
||||
mesh.faceCount = data.getFaceElements().size() / 3;
|
||||
mesh.elementCount = data.getFaceElements().size();
|
||||
try {
|
||||
IntBuffer elementArrayBufferData = BufferUtils.createIntBuffer(mesh.elementCount);
|
||||
int[] temp = new int[3];
|
||||
for(Triangle triangle : triangles){
|
||||
elementArrayBufferData.put(triangle.indices);
|
||||
for(int element : data.getFaceElements()){
|
||||
elementArrayBufferData.put(element);
|
||||
}
|
||||
elementArrayBufferData.flip();
|
||||
mesh.buffer_faces(elementArrayBufferData);
|
||||
@ -647,16 +703,13 @@ public class TerrainChunkModelGeneration {
|
||||
// NORMALS
|
||||
//
|
||||
try {
|
||||
mesh.normalCount = normals.size();
|
||||
mesh.normalCount = data.getNormals().size() / 3;
|
||||
FloatBuffer NormalArrayBufferData;
|
||||
if(mesh.normalCount > 0){
|
||||
NormalArrayBufferData = BufferUtils.createFloatBuffer(mesh.normalCount * 3);
|
||||
float[] temp = new float[3];
|
||||
for(Vector3f normal : normals){
|
||||
temp[0] = normal.x;
|
||||
temp[1] = normal.y;
|
||||
temp[2] = normal.z;
|
||||
NormalArrayBufferData.put(temp);
|
||||
for(float normalValue : data.getNormals()){
|
||||
NormalArrayBufferData.put(normalValue);
|
||||
}
|
||||
NormalArrayBufferData.flip();
|
||||
mesh.buffer_normals(NormalArrayBufferData, 3);
|
||||
@ -669,26 +722,13 @@ public class TerrainChunkModelGeneration {
|
||||
// TEXTURE COORDINATES
|
||||
//
|
||||
try {
|
||||
mesh.textureCoordCount = normals.size();
|
||||
mesh.textureCoordCount = data.getUVs().size() / 2;
|
||||
FloatBuffer TextureArrayBufferData;
|
||||
if(mesh.textureCoordCount > 0){
|
||||
TextureArrayBufferData = BufferUtils.createFloatBuffer(mesh.textureCoordCount * 2);
|
||||
float[] temp = new float[2];
|
||||
for(Vector3f normal : normals){
|
||||
float absX = Math.abs(normal.x);
|
||||
float absY = Math.abs(normal.y);
|
||||
float absZ = Math.abs(normal.z);
|
||||
if(absX >= absZ && absX >= absY){
|
||||
temp[0] = normal.z / 2.0f + 0.5f;
|
||||
temp[1] = normal.y / 2.0f + 0.5f;
|
||||
} else if(absZ >= absX && absZ >= absY){
|
||||
temp[0] = normal.x / 2.0f + 0.5f;
|
||||
temp[1] = normal.y / 2.0f + 0.5f;
|
||||
} else if(absY >= absX && absY >= absZ){
|
||||
temp[0] = normal.x / 2.0f + 0.5f;
|
||||
temp[1] = normal.z / 2.0f + 0.5f;
|
||||
}
|
||||
TextureArrayBufferData.put(temp);
|
||||
for(float uvValue : data.getUVs()){
|
||||
TextureArrayBufferData.put(uvValue);
|
||||
}
|
||||
TextureArrayBufferData.flip();
|
||||
mesh.buffer_texture_coords(TextureArrayBufferData, 2);
|
||||
@ -707,10 +747,10 @@ public class TerrainChunkModelGeneration {
|
||||
|
||||
|
||||
|
||||
public static Model generateTerrainModel(float[][][] terrainGrid){
|
||||
public static Model generateTerrainModel(TerrainChunkData data){
|
||||
Model rVal = new Model();
|
||||
rVal.meshes = new ArrayList<Mesh>();
|
||||
Mesh m = generateTerrainMesh(terrainGrid);
|
||||
Mesh m = generateTerrainMesh(data);
|
||||
|
||||
|
||||
Material groundMat = new Material();
|
||||
|
||||
Loading…
Reference in New Issue
Block a user