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 org.pmw.tinylog.Logger;
import java.util.HashMap;
import static java.lang.Math.PI;
public class Terrain {
// Class variables
public static final HashMap<Integer, short[][]> _heightmap_pixel_cache = new HashMap<>();
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 float min_blend;
public float max_blend;
public int heightmap;
Zone zone;
public Terrain(Zone zone) {
this.zone = zone;
this.heightmap = this.zone.terrain_image;
// Configure PLANAR
if (this.zone.terrain_type.equals("PLANAR"))
this.heightmap = 1006300;
this.terrain_size.x = this.zone.major_radius * 2;
this.terrain_size.y = this.zone.minor_radius * 2;
this.terrain_pixel_data = Terrain._heightmap_pixel_cache.get(heightmap);
if (terrain_pixel_data == null)
Logger.error("Pixel map empty for zone: " + zone.getObjectUUID() + ":" + zone.zoneName);
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.max_blend = this.zone.max_blend / this.zone.major_radius;
this.min_blend = this.zone.min_blend / this.zone.minor_radius;
this.terrain_scale = this.zone.terrain_max_y / 255f;
}
public static Zone getNextZoneWithTerrain(Zone zone) {
Zone terrain_zone = zone;
if (zone == null)
1 year ago
return ZoneManager.seaFloor;
if (zone.terrain != null)
return zone;
1 year ago
if (zone.equals(ZoneManager.seaFloor))
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;
Zone parentZone;
// 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);
parentZone = getNextZoneWithTerrain(currentZone.parent);
// Transform world loc into zone space coordinate system
Vector2f terrainLoc = ZoneManager.worldToZoneSpace(worldLoc, terrainZone);
Vector2f parentLoc = ZoneManager.worldToZoneSpace(worldLoc, parentZone);
// Interpolate height for this position in terrain
float interpolatedChildHeight = terrainZone.terrain.getInterpolatedTerrainHeight(terrainLoc);
interpolatedChildHeight += terrainZone.worldAltitude;
// Interpolate height for this position in parent
float interpolatedParentTerrainHeight = parentZone.terrain.getInterpolatedTerrainHeight(parentLoc);
interpolatedParentTerrainHeight += parentZone.worldAltitude;
// Blend between heights
return interpolatedChildHeight + interpolatedParentTerrainHeight * (1 - terrainZone.terrain.heightBlend(terrainLoc));
}
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 = topLeftHeight * (1 - offsetX) * (1 - offsetY);
interpolatedHeight += topRightHeight * (1 - offsetY) * (offsetX);
interpolatedHeight += (bottomLeftHeight * (1 - offsetX) * offsetY);
interpolatedHeight += (bottomRightHeight * offsetY * offsetX);
interpolatedHeight *= this.terrain_scale; // Scale height
return interpolatedHeight;
}
public float heightBlend(Vector2f terrainLoc) {
// Normalize terrain loc
Vector2f normalizedLoc = new Vector2f(terrainLoc.x / this.terrain_size.x,
terrainLoc.y / terrain_size.y);
float minp = this.zone.min_blend / this.zone.major_radius;
float maxp = this.zone.max_blend / this.zone.major_radius;
float xval;
if (minp > 0.4f)
xval = minp;
else
xval = Math.min(maxp, 0.4f);
float minpy = this.zone.min_blend / this.zone.minor_radius;
float maxpy = this.zone.max_blend / this.zone.minor_radius;
float yval;
if (minpy > 0.4f)
yval = minpy;
else
yval = Math.min(maxpy, 0.4f);
float value;
if (normalizedLoc.x <= 1 - xval || normalizedLoc.x <= normalizedLoc.y) {
if (normalizedLoc.x < 1 - yval)
return 1;
value = (normalizedLoc.y - (1 - yval)) / yval;
} else
value = (normalizedLoc.x - (1 - xval)) / xval;
value = (float) Math.atan((0.5f - value) * PI);
return (value + 1) * 0.5f;
}
}