forked from MagicBane/Server
Debug code added
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@@ -136,38 +136,42 @@ public class Terrain {
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public float getInterpolatedTerrainHeight(Vector2f terrainLoc) {
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float interpolatedHeight;
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try {
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float interpolatedHeight;
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Vector2f terrain_cell = getTerrainCell(terrainLoc);
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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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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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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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//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 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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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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// 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 = 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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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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throw new RuntimeException(e);
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}
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}
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public float terrainBlend(Vector2f terrainLoc) {
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