forked from MagicBane/Server
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@@ -206,19 +206,19 @@ public class Terrain {
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Vector2f normalizedOffset = new Vector2f(Math.abs(zone_offset.x) / this.zone.major_radius,
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Vector2f normalizedOffset = new Vector2f(Math.abs(zone_offset.x) / this.zone.major_radius,
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Math.abs(zone_offset.y) / this.zone.minor_radius);
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Math.abs(zone_offset.y) / this.zone.minor_radius);
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float value;
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float blendCoefficient;
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if (normalizedOffset.x <= 1 - blend_ratio.x || normalizedOffset.x <= normalizedOffset.y) {
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if (normalizedOffset.x <= 1 - blend_ratio.x || normalizedOffset.x <= normalizedOffset.y) {
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if (normalizedOffset.y < 1 - blend_ratio.y)
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if (normalizedOffset.y < 1 - blend_ratio.y)
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return 1;
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return 1;
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value = (normalizedOffset.y - (1 - blend_ratio.y)) / blend_ratio.y;
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blendCoefficient = (normalizedOffset.y - (1 - blend_ratio.y)) / blend_ratio.y;
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} else
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} else
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value = (normalizedOffset.x - (1 - blend_ratio.x)) / blend_ratio.x;
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blendCoefficient = (normalizedOffset.x - (1 - blend_ratio.x)) / blend_ratio.x;
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value = (float) Math.atan((0.5f - value) * PI);
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blendCoefficient = (float) Math.atan((0.5f - blendCoefficient) * PI);
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return (value + 1) * 0.5f;
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return (blendCoefficient + 1) * 0.5f;
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}
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}
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}
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}
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