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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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// Class variables
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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 float min_blend;
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public float max_blend;
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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
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if (this.zone.terrain_type.equals("PLANAR"))
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this.heightmap = 1006300;
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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.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: " + zone.getObjectUUID() + ":" + zone.zoneName);
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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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this.max_blend = this.zone.max_blend / this.zone.major_radius;
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this.min_blend = this.zone.min_blend / this.zone.minor_radius;
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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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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 currentZone, Vector3fImmutable worldLoc) {
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Zone terrainZone;
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Zone parentZone;
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// Retrieve the next zone with a heightmap attached.
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// Zones without a heightmap use the next zone up the
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// tree to calculate heights from.
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terrainZone = getNextZoneWithTerrain(currentZone);
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parentZone = getNextZoneWithTerrain(currentZone.parent);
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// Transform world loc into zone space coordinate system
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Vector2f terrainLoc = ZoneManager.worldToZoneSpace(worldLoc, terrainZone);
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Vector2f parentLoc = ZoneManager.worldToZoneSpace(worldLoc, parentZone);
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// Interpolate height for this position in terrain
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float interpolatedChildHeight = terrainZone.terrain.getInterpolatedTerrainHeight(terrainLoc);
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interpolatedChildHeight += terrainZone.worldAltitude;
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// Interpolate height for this position in parent
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float interpolatedParentTerrainHeight = parentZone.terrain.getInterpolatedTerrainHeight(parentLoc);
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interpolatedParentTerrainHeight += parentZone.worldAltitude;
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// Blend between heights
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return interpolatedChildHeight + interpolatedParentTerrainHeight * (1 - terrainZone.terrain.terrainBlend(terrainLoc));
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}
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public static float getWorldHeight(Vector3fImmutable worldLoc) {
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Zone currentZone = ZoneManager.findSmallestZone(worldLoc);
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if (currentZone == null)
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return 0;
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return getWorldHeight(currentZone, worldLoc);
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}
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public Vector2f getTerrainCell(Vector2f terrainLoc) {
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Vector2f terrain_cell = new Vector2f(terrainLoc.x / this.cell_size.x, terrainLoc.y / this.cell_size.y);
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// Clamp values when standing directly on max pole
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if (terrain_cell.x >= this.cell_count.x)
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terrain_cell.x = terrain_cell.x - 1;
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if (terrain_cell.x >= this.cell_count.y)
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terrain_cell.y = terrain_cell.y - 1;
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return terrain_cell;
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}
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public float getInterpolatedTerrainHeight(Vector2f terrainLoc) {
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float interpolatedHeight;
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Vector2f terrain_cell = getTerrainCell(terrainLoc);
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int gridX = (int) Math.floor(terrain_cell.x);
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int gridY = (int) Math.floor(terrain_cell.y);
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float offsetX = terrain_cell.x % 1;
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float offsetY = terrain_cell.y % 1;
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//get 4 surrounding vertices from the pixel array.
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float topLeftHeight;
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float topRightHeight;
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float bottomLeftHeight;
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float bottomRightHeight;
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topLeftHeight = terrain_pixel_data[gridX][gridY];
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topRightHeight = terrain_pixel_data[gridX + 1][gridY];
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bottomLeftHeight = terrain_pixel_data[gridX][gridY + 1];
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bottomRightHeight = terrain_pixel_data[gridX + 1][gridY + 1];
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// Interpolate between the 4 vertices
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interpolatedHeight = topLeftHeight * (1 - offsetX) * (1 - offsetY);
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interpolatedHeight += topRightHeight * (1 - offsetY) * (offsetX);
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interpolatedHeight += (bottomLeftHeight * (1 - offsetX) * offsetY);
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interpolatedHeight += (bottomRightHeight * offsetY * offsetX);
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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 terrainBlend(Vector2f terrainLoc) {
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// Normalize terrain loc
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Vector2f normalizedLoc = new Vector2f(terrainLoc.x / this.terrain_size.x,
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terrainLoc.y / terrain_size.y);
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float minp = this.zone.min_blend / this.zone.major_radius;
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float maxp = this.zone.max_blend / this.zone.major_radius;
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float minpy = this.zone.min_blend / this.zone.minor_radius;
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float maxpy = this.zone.max_blend / this.zone.minor_radius;
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float xval;
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if (minp > 0.4f)
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xval = minp;
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else
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xval = Math.min(maxp, 0.4f);
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float yval;
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if (minpy > 0.4f)
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yval = minpy;
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else
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yval = Math.min(maxpy, 0.4f);
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float value;
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if (normalizedLoc.x <= 1 - xval || normalizedLoc.y <= 1 - yval) {
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if (normalizedLoc.x < 1 - xval)
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return 1;
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value = (normalizedLoc.y - (1 - yval)) / yval;
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} else
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value = (normalizedLoc.x - (1 - xval)) / xval;
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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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