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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.InterestManagement;
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import engine.gameManager.ZoneManager;
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import engine.math.Vector2f;
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import engine.math.Vector3fImmutable;
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import engine.objects.Zone;
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import org.pmw.tinylog.Logger;
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import java.util.HashMap;
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import static java.lang.Math.PI;
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public class Terrain {
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public static final HashMap<Integer, short[][]> _heightmap_pixel_cache = new HashMap<>();
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public short[][] terrain_pixel_data;
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public Vector2f terrain_size = new Vector2f();
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public Vector2f cell_size = new Vector2f();
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public Vector2f cell_count = new Vector2f();
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public float terrain_scale;
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public Vector2f blend_ratio = new Vector2f();
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public int heightmap;
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Zone zone;
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public Terrain(Zone zone) {
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this.zone = zone;
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this.heightmap = this.zone.terrain_image;
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// Configure PLANAR zones to use the same 16x16 pixel image
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// that all similar terrains share. (See JSON)
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if (this.zone.terrain_type.equals("PLANAR"))
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this.heightmap = 1006301; // all 255
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// Load pixel data for this terrain from cache
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this.terrain_pixel_data = Terrain._heightmap_pixel_cache.get(heightmap);
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if (terrain_pixel_data == null)
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Logger.error("Pixel map empty for zone: " + this.zone.getObjectUUID() + ":" + this.zone.zoneName);
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// Configure terrain based on zone properties
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this.terrain_size.x = this.zone.major_radius * 2;
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this.terrain_size.y = this.zone.minor_radius * 2;
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this.cell_count.x = this.terrain_pixel_data.length - 1;
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this.cell_count.y = this.terrain_pixel_data[0].length - 1;
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this.cell_size.x = terrain_size.x / this.cell_count.x;
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this.cell_size.y = terrain_size.y / this.cell_count.y;
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// Blending and height scaling configuration. These rations are used to
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// determine whether a location is within the blending area. Can also be
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// done with bounding boxes and subtracting two areas but this is the way
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// SB modeled things, and we are an SB emulator!
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Vector2f major_blend = new Vector2f(this.zone.max_blend / this.zone.major_radius,
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this.zone.min_blend / this.zone.major_radius);
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Vector2f minor_blend = new Vector2f(this.zone.max_blend / this.zone.minor_radius,
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this.zone.min_blend / this.zone.minor_radius);
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if (major_blend.y > 0.4f)
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blend_ratio.x = major_blend.y;
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else
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blend_ratio.x = Math.min(major_blend.x, 0.4f);
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if (minor_blend.y > 0.4f)
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blend_ratio.y = minor_blend.y;
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else
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blend_ratio.y = Math.min(minor_blend.x, 0.4f);
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this.terrain_scale = this.zone.terrain_max_y / 255f;
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}
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public static Zone getNextZoneWithTerrain(Zone zone) {
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// Not all zones have a terrain. Some are for display only
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// and heights returned are from the parent heightmap. This
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// is controlled in the JSON via the has_terrain_gen field.
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Zone terrain_zone = zone;
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if (zone == null)
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return ZoneManager.seaFloor;
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if (zone.terrain != null)
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return zone;
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if (zone.equals(ZoneManager.seaFloor))
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return zone;
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while (terrain_zone.terrain == null)
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terrain_zone = terrain_zone.parent;
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return terrain_zone;
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}
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public static float getWorldHeight(Zone zone, Vector3fImmutable world_loc) {
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// Retrieve the next zone with a terrain defined.
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Zone terrainZone = getNextZoneWithTerrain(zone);
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Zone parentZone = getNextZoneWithTerrain(zone.parent);
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// Transform world loc into zone space coordinate system
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Vector2f terrainLoc = ZoneManager.worldToTerrainSpace(world_loc, terrainZone);
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Vector2f parentLoc = ZoneManager.worldToTerrainSpace(world_loc, parentZone);
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// Offset from origin needed for blending function
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Vector2f terrainOffset = ZoneManager.worldToZoneOffset(world_loc, terrainZone);
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// Interpolate height for this position in both terrains
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float interpolatedChildHeight = terrainZone.terrain.getInterpolatedTerrainHeight(terrainLoc);
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interpolatedChildHeight += terrainZone.global_height;
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float interpolatedParentTerrainHeight = parentZone.terrain.getInterpolatedTerrainHeight(parentLoc);
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interpolatedParentTerrainHeight += parentZone.global_height;
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// Blend between terrains
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float blendCoefficient = terrainZone.terrain.getTerrainBlendCoefficient(terrainOffset);
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float terrainHeight = interpolatedChildHeight * blendCoefficient;
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terrainHeight += interpolatedParentTerrainHeight * (1 - blendCoefficient);
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return terrainHeight;
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}
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public static float getWorldHeight(Vector3fImmutable world_loc) {
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Zone currentZone = ZoneManager.findSmallestZone(world_loc);
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return getWorldHeight(currentZone, world_loc);
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}
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public Vector2f getTerrainCell(Vector2f terrain_loc) {
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// Calculate terrain cell with offset
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Vector2f terrain_cell = new Vector2f(terrain_loc.x / this.cell_size.x, terrain_loc.y / this.cell_size.y);
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// Clamp values when standing directly on pole
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terrain_cell.x = Math.max(0, Math.min(this.cell_count.x - 1, terrain_cell.x));
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terrain_cell.y = Math.max(0, Math.min(this.cell_count.y - 1, terrain_cell.y));
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return terrain_cell;
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}
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public float getInterpolatedTerrainHeight(Vector2f terrain_loc) {
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float interpolatedHeight;
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// Early exit for guild zones
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if (this.zone.guild_zone)
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return 5.0f;
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Vector2f terrain_cell = getTerrainCell(terrain_loc);
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int pixel_x = (int) Math.floor(terrain_cell.x);
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int pixel_y = (int) Math.floor(terrain_cell.y);
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Vector2f pixel_offset = new Vector2f(terrain_cell.x % 1, terrain_cell.y % 1);
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// 4 surrounding vertices from the pixel array.
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float top_left_pixel = terrain_pixel_data[pixel_x][pixel_y];
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float top_right_pixel = terrain_pixel_data[pixel_x + 1][pixel_y];
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float bottom_left_pixel = terrain_pixel_data[pixel_x][pixel_y + 1];
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float bottom_right_pixel = terrain_pixel_data[pixel_x + 1][pixel_y + 1];
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// Interpolate between the 4 vertices
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interpolatedHeight = top_left_pixel * (1 - pixel_offset.x) * (1 - pixel_offset.y);
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interpolatedHeight += top_right_pixel * (1 - pixel_offset.y) * (pixel_offset.x);
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interpolatedHeight += (bottom_left_pixel * (1 - pixel_offset.x) * pixel_offset.y);
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interpolatedHeight += (bottom_right_pixel * pixel_offset.y * pixel_offset.x);
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interpolatedHeight *= this.terrain_scale; // Scale height
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return interpolatedHeight;
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}
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public float getTerrainBlendCoefficient(Vector2f zone_offset) {
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// Normalize terrain offset
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Vector2f normalizedOffset = new Vector2f(Math.abs(zone_offset.x) / this.zone.major_radius,
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Math.abs(zone_offset.y) / this.zone.minor_radius);
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float value;
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if (normalizedOffset.x <= 1 - blend_ratio.x || normalizedOffset.x <= normalizedOffset.y) {
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if (normalizedOffset.y < 1 - blend_ratio.y)
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return 1;
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value = (normalizedOffset.y - (1 - blend_ratio.y)) / blend_ratio.y;
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} else
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value = (normalizedOffset.x - (1 - blend_ratio.x)) / blend_ratio.x;
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value = (float) Math.atan((0.5f - value) * PI);
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return (value + 1) * 0.5f;
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}
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}
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