forked from MagicBane/Server
Unused methods removed
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@@ -12,8 +12,6 @@ import engine.Enum;
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import engine.gameManager.ConfigManager;
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import engine.gameManager.DbManager;
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import engine.gameManager.ZoneManager;
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import engine.math.Bounds;
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import engine.math.FastMath;
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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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@@ -32,8 +30,6 @@ import java.sql.SQLException;
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import java.util.HashMap;
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import java.util.stream.Stream;
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import static java.lang.Math.abs;
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public class HeightMap {
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// Class variables
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@@ -235,58 +231,11 @@ public class HeightMap {
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float interpolatedTerrainHeight = heightMapZone.getHeightMap().getInterpolatedTerrainHeight(zoneLoc);
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interpolatedTerrainHeight += heightMapZone.worldAltitude;
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// Heightmap blending is based on distance to edge of zone.
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// if (Bounds.collide(worldLoc, heightMapZone.blendBounds) == true)
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return interpolatedTerrainHeight;
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// We will need the parent height if we got this far into the method
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// return interpolatePLANAR(worldLoc, heightMapZone, zoneLoc, interpolatedTerrainHeight);
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}
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private static float interpolatePLANAR(Vector3fImmutable worldLoc, Zone heightMapZone, Vector2f zoneLoc, float interpolatedTerrainHeight) {
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// zones of type PLANAR
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Zone parentZone;
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float interpolatedParentTerrainHeight;
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parentZone = HeightMap.getNextZoneWithTerrain(heightMapZone.parent);
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interpolatedParentTerrainHeight = HeightMap.getWorldHeight(parentZone, worldLoc);
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interpolatedParentTerrainHeight += parentZone.worldAltitude;
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Bounds blendBounds = Bounds.borrow();
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zoneLoc.x = abs(zoneLoc.x);
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zoneLoc.y = abs(zoneLoc.x);
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blendBounds.setBounds(new Vector2f(heightMapZone.absX, heightMapZone.absZ), zoneLoc, 0.0f);
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float maxBlendArea = (heightMapZone.blendBounds.getHalfExtents().x) *
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(heightMapZone.blendBounds.getHalfExtents().y);
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float currentArea = (blendBounds.getHalfExtents().x) *
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(blendBounds.getHalfExtents().y);
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float zoneArea = (heightMapZone.bounds.getHalfExtents().x) *
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(heightMapZone.bounds.getHalfExtents().y);
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blendBounds.release();
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float blendDelta = zoneArea - maxBlendArea;
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float currentDelta = zoneArea - currentArea;
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float percentage;
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if (currentDelta != 0 && blendDelta != 0)
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percentage = currentDelta / blendDelta;
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else
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percentage = 0.0f;
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interpolatedTerrainHeight = FastMath.LERP(percentage, interpolatedTerrainHeight, interpolatedParentTerrainHeight);
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return interpolatedTerrainHeight;
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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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