forked from MagicBane/Server
abs is up the chain a step
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@@ -28,15 +28,14 @@ public class Terrain {
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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 minor_blend;
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public Vector2f major_blend;
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public Vector2f minor_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 zones to use the same
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@@ -73,7 +72,6 @@ public class Terrain {
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this.minor_blend.y = 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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@@ -99,17 +97,15 @@ public class Terrain {
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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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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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terrainZone = getNextZoneWithTerrain(currentZone);
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Zone terrainZone = getNextZoneWithTerrain(zone);
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// Transform world loc into zone space coordinate system
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Vector2f terrainLoc = ZoneManager.worldToTerrainSpace(worldLoc, terrainZone);
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Vector2f terrainLoc = ZoneManager.worldToTerrainSpace(world_loc, terrainZone);
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// Interpolate height for this position in terrain
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@@ -119,20 +115,20 @@ public class Terrain {
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return interpolatedChildHeight;
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}
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public static float getWorldHeight(Vector3fImmutable worldLoc) {
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public static float getWorldHeight(Vector3fImmutable world_loc) {
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Zone currentZone = ZoneManager.findSmallestZone(worldLoc);
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Zone currentZone = ZoneManager.findSmallestZone(world_loc);
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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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return getWorldHeight(currentZone, world_loc);
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}
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public Vector2f getTerrainCell(Vector2f terrainLoc) {
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public Vector2f getTerrainCell(Vector2f terrain_loc) {
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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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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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@@ -142,53 +138,48 @@ public class Terrain {
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return terrain_cell;
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}
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public float getInterpolatedTerrainHeight(Vector2f terrainLoc) {
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public float getInterpolatedTerrainHeight(Vector2f terrain_loc) {
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try {
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float interpolatedHeight;
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float interpolatedHeight;
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Vector2f terrain_cell = getTerrainCell(terrainLoc);
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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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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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Vector2f pixel_offset = new Vector2f(terrain_cell.x % 1, terrain_cell.y % 1);
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//get 4 surrounding vertices from the pixel array.
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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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float top_left_pixel;
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float top_right_pixel;
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float bottom_left_pixel;
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float bottom_right_pixel;
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topLeftHeight = terrain_pixel_data[pixel_x][pixel_y];
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topRightHeight = terrain_pixel_data[pixel_x + 1][pixel_y];
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bottomLeftHeight = terrain_pixel_data[pixel_x][pixel_y + 1];
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bottomRightHeight = terrain_pixel_data[pixel_x + 1][pixel_y + 1];
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top_left_pixel = terrain_pixel_data[pixel_x][pixel_y];
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top_right_pixel = terrain_pixel_data[pixel_x + 1][pixel_y];
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bottom_left_pixel = terrain_pixel_data[pixel_x][pixel_y + 1];
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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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// Interpolate between the 4 vertices
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interpolatedHeight = topLeftHeight * (1 - pixel_offset.x) * (1 - pixel_offset.y);
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interpolatedHeight += topRightHeight * (1 - pixel_offset.y) * (pixel_offset.x);
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interpolatedHeight += (bottomLeftHeight * (1 - pixel_offset.x) * pixel_offset.y);
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interpolatedHeight += (bottomRightHeight * pixel_offset.y * pixel_offset.x);
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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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interpolatedHeight *= this.terrain_scale; // Scale height
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return interpolatedHeight;
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return interpolatedHeight;
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} catch (Exception e) {
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Logger.error(this.zone.zoneName + ":" + this.zone.getObjectUUID() + e);
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return 0;
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}
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}
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public float terrainBlend(Vector2f zoneOffset) {
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public float terrainBlend(Vector2f zone_offset) {
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// Normalize terrain loc
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// Normalize terrain offset
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Vector2f normalizedLoc = new Vector2f(Math.abs(zoneOffset.x / this.terrain_size.x),
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Math.abs(zoneOffset.y / terrain_size.y));
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Vector2f normalizedLoc = new Vector2f(zone_offset.x / this.terrain_size.x,
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zone_offset.y / terrain_size.y);
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float xval;
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