Collision mesh generation in scene loader
This commit is contained in:
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9e2b0d396e
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@ -21,6 +21,7 @@
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],
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"files" : [
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"Data/objects/floatingisland.json"
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"Data/objects/floatingisland.json",
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"Data/objects/testscene1objects.json"
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]
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}
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37
assets/Data/objects/testscene1objects.json
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37
assets/Data/objects/testscene1objects.json
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@ -0,0 +1,37 @@
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{
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"objects" : [
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{
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"objectId" : "terrain1",
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"modelPath" : "Models/startingarea1.fbx",
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"tokens" : [
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"DISABLE_COLLISION_REACTION",
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"GENERATE_COLLISION_TERRAIN"
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],
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"collidable": null,
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"graphicsTemplate": null
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},
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{
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"objectId" : "smoke1",
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"modelPath" : "Models/unitcube.fbx",
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"tokens" : [
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"DRAW_TRANSPARENT_PASS"
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],
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"collidable": null,
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"graphicsTemplate": {
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"shaderOverrideMeshList": [
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"Cube"
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],
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"shaderMap": {
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"Cube": {
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"vertexPath": "Shaders/smoke1/smoke1.vs",
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"geometryPath": null,
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"fragmentPath": "Shaders/smoke1/smoke1.fs"
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}
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}
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}
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}
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],
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"files" : []
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}
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@ -1,16 +0,0 @@
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{
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"terrainObjects" : [
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{
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"objectId" : "terrain1",
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"modelPath" : "Models/startingarea1.fbx",
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"tokens" : [
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],
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"collidable": null
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}
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],
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"files" : [
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"Data/objects/floatingisland.json"
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]
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}
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@ -1,15 +1,15 @@
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{
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"entities": [
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{
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"type": "item",
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"subtype": "Katana",
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"type": "object",
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"subtype": "terrain1",
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"posX": 3,
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"posY": 5,
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"posZ": 5,
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"rotX": 0,
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"rotX": -0.7071068,
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"rotY": 0,
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"rotZ": 0,
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"rotW": 1
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"rotW": 0.7071068
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}
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],
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"scriptPaths": [
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BIN
docs/phyicsForDummies.png
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BIN
docs/phyicsForDummies.png
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Binary file not shown.
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After Width: | Height: | Size: 50 KiB |
@ -1,6 +1,8 @@
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package electrosphere.engine.assetmanager;
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import electrosphere.audio.AudioBuffer;
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import electrosphere.collision.dispatch.CollisionObject;
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import electrosphere.game.collision.PhysicsUtils;
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import electrosphere.renderer.Mesh;
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import electrosphere.renderer.Model;
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import electrosphere.renderer.ShaderProgram;
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@ -15,6 +17,8 @@ import java.util.UUID;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.concurrent.CopyOnWriteArrayList;
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import org.lwjgl.assimp.AIScene;
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/**
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*
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* @author amaterasu
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@ -34,8 +38,8 @@ public class AssetManager {
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Map<String,ShaderProgram> shadersLoadedIntoMemory = new ConcurrentHashMap<String,ShaderProgram>();
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List<ActorShaderMask> shadersInQueue = new CopyOnWriteArrayList<ActorShaderMask>();
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Map<String,CollisionObject> physicsMeshesLoadedIntoMemory = new ConcurrentHashMap<String,CollisionObject>();
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List<String> physicsMeshesToLoad = new CopyOnWriteArrayList<String>();
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@ -47,7 +51,13 @@ public class AssetManager {
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public void loadAssetsInQueue(){
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for(String currentPath : modelsInQueue){
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modelsInQueue.remove(currentPath);
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modelsLoadedIntoMemory.put(currentPath, ModelLoader.load_Model_From_File(currentPath));
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AIScene scene = ModelLoader.loadAIScene(currentPath);
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modelsLoadedIntoMemory.put(currentPath, ModelLoader.createModelFromAiScene(scene,currentPath));
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if(physicsMeshesToLoad.contains(currentPath)){
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//create physics
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physicsMeshesToLoad.remove(currentPath);
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physicsMeshesLoadedIntoMemory.put(currentPath,PhysicsUtils.generateRigidBodyFromAISCene(scene));
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}
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}
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for(String currentPath : texturesInQueue){
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texturesInQueue.remove(currentPath);
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@ -4,6 +4,7 @@ import electrosphere.entity.Entity;
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import electrosphere.entity.EntityUtils;
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import electrosphere.entity.types.creature.CreatureUtils;
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import electrosphere.entity.types.item.ItemUtils;
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import electrosphere.entity.types.object.ObjectUtils;
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import electrosphere.main.Globals;
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import electrosphere.util.FileUtils;
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@ -35,7 +36,11 @@ public class SceneLoader {
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EntityUtils.getRotation(newEntity).set((float)descriptor.rotX, (float)descriptor.rotY, (float)descriptor.rotZ, (float)descriptor.rotW);
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} break;
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case EntityDescriptor.TYPE_OBJECT:
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case EntityDescriptor.TYPE_OBJECT: {
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Entity newEntity = ObjectUtils.spawnBasicObject(descriptor.subtype);
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EntityUtils.getPosition(newEntity).set(descriptor.posX,descriptor.posY,descriptor.posZ);
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EntityUtils.getRotation(newEntity).set((float)descriptor.rotX, (float)descriptor.rotY, (float)descriptor.rotZ, (float)descriptor.rotW);
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} break;
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default:
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throw new UnsupportedOperationException();
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}
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@ -37,7 +37,7 @@ public class GravityTree {
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int fallFrame = 1;
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float gravityVelocity = 0;
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float gravityAccel = 0.0002f;
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float gravityAccel = 0.0007f;
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CollisionObject body;
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Collidable collidable;
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@ -28,7 +28,7 @@ public class JumpTree implements BehaviorTree {
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int jumpFrames = 0;
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int currentFrame = 0;
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float jumpForce = 1.0f;
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float jumpForce = 10.0f;
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float currentJumpForce = jumpForce;
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static final float jumpFalloff = 0.99f;
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@ -36,6 +36,9 @@ public class ObjectUtils {
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case "DISABLE_COLLISION_REACTION": {
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collisionMakeDynamic = false;
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} break;
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case "GENERATE_COLLISION_TERRAIN": {
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} break;
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}
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}
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//main entity construction
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@ -22,6 +22,11 @@ import java.nio.IntBuffer;
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import org.joml.Quaternionf;
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import org.joml.Vector3d;
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import org.joml.Vector3f;
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import org.lwjgl.PointerBuffer;
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import org.lwjgl.assimp.AIFace;
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import org.lwjgl.assimp.AIMesh;
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import org.lwjgl.assimp.AIScene;
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import org.lwjgl.assimp.AIVector3D;
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/**
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*
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@ -171,6 +176,151 @@ public class PhysicsUtils {
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return terrainRigidBody;
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}
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public static RigidBody generateRigidBodyFromAISCene(AIScene scene){
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Vector3d position = EntityUtils.getPosition(terrain);
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int arrayLength = heightfield.length;
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int arrayWidth = heightfield[0].length;
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float collisionMargin = 0.08f;
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/*
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Traditional buffer code not working for some reason
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the approach of
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https://stackoverflow.com/questions/40855945/lwjgl-mesh-to-jbullet-collider
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works much better
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IDK why
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*/
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PointerBuffer meshesBuffer = scene.mMeshes();
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while(meshesBuffer.hasRemaining()){
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AIMesh aiMesh = AIMesh.create(meshesBuffer.get());
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//read vertices
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AIVector3D.Buffer vertexBuffer = aiMesh.mVertices();
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while(vertexBuffer.hasRemaining()){
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vertexBuffer.get();
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// numVertices++;
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}
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//read faces
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AIFace.Buffer faceBuffer = aiMesh.mFaces();
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while(faceBuffer.hasRemaining()){
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AIFace currentFace = faceBuffer.get();
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IntBuffer indexBuffer = currentFace.mIndices();
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while(indexBuffer.hasRemaining()){
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int index = indexBuffer.get();
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}
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}
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}
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int numberTriangles = (arrayLength - 1) * (arrayWidth - 1) * 2;
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int triangleStride = 0;
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int numberVertices = arrayLength * arrayWidth;
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int vertexStride = 0;
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float[] vertices = new float[numberVertices * 3];
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int vertexInserterPos = 0;
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int[] indices = new int[numberTriangles * 3];
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int indexInserterPos = 0;
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for(int x = 0; x < arrayLength; x++){
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for(int y = 0; y < arrayWidth; y++){
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vertices[vertexInserterPos] = x;
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vertexInserterPos++;
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vertices[vertexInserterPos] = heightfield[x][y] - collisionMargin;
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vertexInserterPos++;
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vertices[vertexInserterPos] = y;
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vertexInserterPos++;
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if(x < arrayLength - 1 && y < arrayWidth - 1){
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//if we should also add a triangle index
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/*
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as copied from ModelUtil's terrain mesh generation function
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faces.put((x / stride + 0) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 0) * actualHeight + (y / stride + 1));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 0) * actualHeight + (y / stride + 1));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 1));
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*/
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indices[indexInserterPos] = (x + 0) * arrayWidth + (y + 0);
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indexInserterPos++;
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indices[indexInserterPos] = (x + 0) * arrayWidth + (y + 1);
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indexInserterPos++;
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indices[indexInserterPos] = (x + 1) * arrayWidth + (y + 0);
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indexInserterPos++;
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indices[indexInserterPos] = (x + 1) * arrayWidth + (y + 0);
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indexInserterPos++;
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indices[indexInserterPos] = (x + 0) * arrayWidth + (y + 1);
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indexInserterPos++;
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indices[indexInserterPos] = (x + 1) * arrayWidth + (y + 1);
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indexInserterPos++;
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}
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}
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}
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javax.vecmath.Vector3f aabbMin = new javax.vecmath.Vector3f();
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javax.vecmath.Vector3f aabbMax = new javax.vecmath.Vector3f();
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//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/IndexedMesh.html
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electrosphere.collision.shapes.IndexedMesh indexedMesh = new electrosphere.collision.shapes.IndexedMesh();
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indexedMesh.numTriangles = indices.length / 3;
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indexedMesh.triangleIndexBase = ByteBuffer.allocateDirect(indices.length*Float.BYTES).order(ByteOrder.nativeOrder());
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indexedMesh.triangleIndexBase.asIntBuffer().put(indices);
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indexedMesh.triangleIndexStride = 3 * Float.BYTES;
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indexedMesh.numVertices = vertices.length / 3;
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indexedMesh.vertexBase = ByteBuffer.allocateDirect(vertices.length*Float.BYTES).order(ByteOrder.nativeOrder());
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indexedMesh.vertexBase.asFloatBuffer().put(vertices);
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indexedMesh.vertexStride = 3 * Float.BYTES;
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//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shpaes/TriangleIndexVertexArray.html
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electrosphere.collision.shapes.TriangleIndexVertexArray triangleIndexArray = new electrosphere.collision.shapes.TriangleIndexVertexArray();
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triangleIndexArray.addIndexedMesh(indexedMesh); //this assumes the scalar type is integer (assumes bytebuffer is actually integer
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// triangleIndexArray.calculateAabbBruteForce(aabbMin, aabbMax);
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//http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/BvhTriangleMeshShape.html
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electrosphere.collision.shapes.BvhTriangleMeshShape terrainShape = new electrosphere.collision.shapes.BvhTriangleMeshShape(
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triangleIndexArray,
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true // "useQuantizedAabbCompression" -- apparently means better memory usage ( http://jbullet.advel.cz/javadoc/com/bulletphysics/collision/shapes/BvhTriangleMeshShape.html )
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);
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//uncomment if we start falling through things again
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terrainShape.setMargin(collisionMargin);
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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)));
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RigidBodyConstructionInfo terrainRigidBodyCI = new RigidBodyConstructionInfo(0, defaultMotionState, terrainShape);
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RigidBody terrainRigidBody = new RigidBody(terrainRigidBodyCI);
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// terrainRigidBody.setFriction(1f);
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Globals.collisionEngine.registerCollisionObject(terrainRigidBody, new Collidable(terrain,Collidable.TYPE_TERRAIN));
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// terrainRigidBody.getAabb(aabbMin, aabbMax);
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//
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// System.out.println("aabbMin: " + aabbMin + " aabbMax: " + aabbMax);
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terrain.putData(EntityDataStrings.PHYSICS_COLLISION_BODY, terrainRigidBody);
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return terrainRigidBody;
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}
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public static void addTestPlaneRigidBody(){
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@ -0,0 +1,21 @@
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package electrosphere.game.data.graphics;
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import java.util.List;
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import java.util.Map;
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public class GraphicsTemplate {
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List<String> shaderOverrideMeshList;
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Map<String,ShaderSet> shaderMap;
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public List<String> getShaderOverrideMeshList(){
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return shaderOverrideMeshList;
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}
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public Map<String,ShaderSet> getShaderMap(){
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return shaderMap;
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}
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}
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@ -0,0 +1,21 @@
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package electrosphere.game.data.graphics;
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public class ShaderSet {
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String vertexPath;
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String geometryPath;
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String fragmentPath;
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public String getVertexPath(){
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return vertexPath;
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}
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public String getGeometryPath(){
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return geometryPath;
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}
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public String getFragmentPath(){
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return fragmentPath;
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}
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}
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@ -2,6 +2,8 @@ package electrosphere.game.data.object.type;
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import electrosphere.entity.types.hitbox.HitboxData;
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import electrosphere.game.data.creature.type.CollidableTemplate;
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import electrosphere.game.data.graphics.GraphicsTemplate;
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import java.util.List;
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public class ObjectData {
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@ -10,6 +12,7 @@ public class ObjectData {
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String modelPath;
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List<String> tokens;
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CollidableTemplate collidable;
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GraphicsTemplate graphicsTemplate;
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public String getObjectId() {
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return objectId;
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@ -26,5 +29,9 @@ public class ObjectData {
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public CollidableTemplate getCollidable(){
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return collidable;
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}
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public GraphicsTemplate getGraphicsTemplate(){
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return graphicsTemplate;
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}
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}
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@ -26,23 +26,27 @@ import static org.lwjgl.assimp.Assimp.*;
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import static org.lwjgl.assimp.Assimp.aiImportFile;
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public class ModelLoader {
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public static Model load_Model_From_File(String fileName){
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Model rVal;
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AIScene scene;
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public static AIScene loadAIScene(String path){
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AIScene rVal;
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// File file = new File(Thread.currentThread().getContextClassLoader().getResource(fileName).getFile());
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// Main.class.getResourceAsStream(fileName).readAllBytes();
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File toRead = FileUtils.getAssetFile(fileName);
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scene = aiImportFile(toRead.getAbsolutePath(),
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File toRead = FileUtils.getAssetFile(path);
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rVal = aiImportFile(toRead.getAbsolutePath(),
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aiProcess_GenSmoothNormals |
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aiProcess_JoinIdenticalVertices |
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aiProcess_Triangulate |
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aiProcess_FixInfacingNormals |
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aiProcess_LimitBoneWeights);
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if(scene == null){
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if(rVal == null){
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throw new IllegalStateException(aiGetErrorString());
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}
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return rVal;
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}
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public static Model createModelFromAiScene(AIScene scene, String path){
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Model rVal;
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rVal = Model.createModelFromAiscene(scene);
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attemptAddTexturesFromPathname(fileName, rVal);
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attemptAddTexturesFromPathname(path, rVal);
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return rVal;
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}
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Reference in New Issue
Block a user