Public Repository for the Magicbane Shadowbane Emulator
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// Magicbane Emulator Project © 2013 - 2022
// www.magicbane.com
package engine.InterestManagement;
import engine.gameManager.ZoneManager;
import engine.math.Vector2f;
import engine.math.Vector3fImmutable;
import engine.objects.Zone;
import java.util.HashMap;
public class Terrain {
// Class variables
public static final HashMap<Integer, short[][]> _heightmap_pixel_cache = new HashMap<>();
Zone zone;
public short[][] terrain_pixel_data;
public Vector2f terrain_size = new Vector2f();
public Vector2f cell_size = new Vector2f();
public Vector2f cell_count = new Vector2f();
public float terrain_scale;
public int heightmap;
public Terrain(Zone zone) {
this.heightmap = zone.terrain_image;
// Configure PLANAR
if (zone.terrain_type.equals("PLANAR"))
this.heightmap = 1006300;
this.terrain_size.x = zone.major_radius;
this.terrain_size.y = zone.minor_radius;
this.terrain_pixel_data = Terrain._heightmap_pixel_cache.get(heightmap);
this.cell_count.x = this.terrain_pixel_data.length - 1;
this.cell_count.y = this.terrain_pixel_data[0].length - 1;
this.cell_size.x = terrain_size.x / this.cell_count.x;
this.cell_size.y = terrain_size.y / this.cell_count.y;
this.terrain_scale = zone.terrain_max_y / 255f;
}
public static Zone getNextZoneWithTerrain(Zone zone) {
Zone terrain_zone = zone;
if (zone.terrain != null)
return zone;
if (zone.equals(ZoneManager.getSeaFloor()))
return zone;
while (terrain_zone.terrain == null)
terrain_zone = terrain_zone.parent;
return terrain_zone;
}
public static float getWorldHeight(Zone currentZone, Vector3fImmutable worldLoc) {
Zone terrainZone;
// Seafloor is rather flat.
if (currentZone == ZoneManager.getSeaFloor())
return currentZone.worldAltitude;
// Retrieve the next zone with a heightmap attached.
// Zones without a heightmap use the next zone up the
// tree to calculate heights from.
terrainZone = getNextZoneWithTerrain(currentZone);
// Transform world loc into zone space coordinate system
Vector2f terrainLoc = ZoneManager.worldToZoneSpace(worldLoc, terrainZone);
// Interpolate height for this position using pixel array.
float interpolatedTerrainHeight = terrainZone.terrain.getInterpolatedTerrainHeight(terrainLoc);
interpolatedTerrainHeight += terrainZone.worldAltitude;
return interpolatedTerrainHeight;
}
public static float getWorldHeight(Vector3fImmutable worldLoc) {
Zone currentZone = ZoneManager.findSmallestZone(worldLoc);
if (currentZone == null)
return 0;
return getWorldHeight(currentZone, worldLoc);
}
public Vector2f getTerrainCell(Vector2f terrainLoc) {
Vector2f terrain_cell = new Vector2f(terrainLoc.x / this.cell_size.x, terrainLoc.y / this.cell_size.y);
// Clamp values when standing directly on max pole
if (terrain_cell.x >= this.cell_count.x)
terrain_cell.x = terrain_cell.x - 1;
if (terrain_cell.x >= this.cell_count.y)
terrain_cell.y = terrain_cell.y - 1;
return terrain_cell;
}
public float getInterpolatedTerrainHeight(Vector2f terrainLoc) {
float interpolatedHeight;
Vector2f terrain_cell = getTerrainCell(terrainLoc);
int gridX = (int) Math.floor(terrain_cell.x);
int gridY = (int) Math.floor(terrain_cell.y);
float offsetX = terrain_cell.x % 1;
float offsetY = terrain_cell.y % 1;
//get 4 surrounding vertices from the pixel array.
float topLeftHeight;
float topRightHeight;
float bottomLeftHeight;
float bottomRightHeight;
topLeftHeight = terrain_pixel_data[gridX][gridY];
topRightHeight = terrain_pixel_data[gridX + 1][gridY];
bottomLeftHeight = terrain_pixel_data[gridX][gridY + 1];
bottomRightHeight = terrain_pixel_data[gridX + 1][gridY + 1];
// Interpolate between the 4 vertices
interpolatedHeight = topRightHeight * (1 - offsetY) * (offsetX);
interpolatedHeight += (bottomRightHeight * offsetY * offsetX);
interpolatedHeight += (bottomLeftHeight * (1 - offsetX) * offsetY);
interpolatedHeight += (topLeftHeight * (1 - offsetX) * (1 - offsetY));
interpolatedHeight *= this.terrain_scale; // Scale height
return interpolatedHeight;
}
}