forked from MagicBane/Server
Grid flip testing
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@@ -15,7 +15,6 @@ import engine.gameManager.ZoneManager;
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import engine.math.Vector2f;
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import engine.math.Vector2f;
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import engine.math.Vector3fImmutable;
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import engine.math.Vector3fImmutable;
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import engine.objects.Zone;
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import engine.objects.Zone;
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import engine.util.MapLoader;
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import org.pmw.tinylog.Logger;
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import org.pmw.tinylog.Logger;
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import javax.imageio.ImageIO;
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import javax.imageio.ImageIO;
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@@ -92,7 +91,7 @@ public class HeightMap {
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// We needed to flip the image as OpenGL and Shadowbane both use the bottom left corner as origin.
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// We needed to flip the image as OpenGL and Shadowbane both use the bottom left corner as origin.
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this.heightmapImage = MapLoader.flipImage(this.heightmapImage);
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// this.heightmapImage = MapLoader.flipImage(this.heightmapImage);
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// Calculate the data we do not load from table
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// Calculate the data we do not load from table
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@@ -122,14 +121,11 @@ public class HeightMap {
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this.outsetX = 128;
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this.outsetX = 128;
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this.outsetZ = 128;
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this.outsetZ = 128;
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// Cache the full extents to avoid the calculation
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// Cache the full extents to avoid the calculation
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this.fullExtentsX = halfExtentsX * 2;
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this.fullExtentsX = halfExtentsX * 2;
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this.fullExtentsY = halfExtentsY * 2;
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this.fullExtentsY = halfExtentsY * 2;
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// We needed to flip the image as OpenGL and Shadowbane both use the bottom left corner as origin.
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this.heightmapImage = null;
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this.heightmapImage = null;
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// Calculate the data we do not load from table
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// Calculate the data we do not load from table
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@@ -163,8 +159,6 @@ public class HeightMap {
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this.fullExtentsX = halfExtentsX * 2;
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this.fullExtentsX = halfExtentsX * 2;
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this.fullExtentsY = halfExtentsY * 2;
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this.fullExtentsY = halfExtentsY * 2;
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// We needed to flip the image as OpenGL and Shadowbane both use the bottom left corner as origin.
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this.heightmapImage = null;
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this.heightmapImage = null;
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// Calculate the data we do not load from table
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// Calculate the data we do not load from table
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@@ -325,7 +319,6 @@ public class HeightMap {
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HeightMap.GeneratePlayerCityHeightMap();
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HeightMap.GeneratePlayerCityHeightMap();
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// Clear all heightmap image data as it's no longer needed.
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// Clear all heightmap image data as it's no longer needed.
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for (HeightMap heightMap : HeightMap.heightmapByLoadNum.values()) {
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for (HeightMap heightMap : HeightMap.heightmapByLoadNum.values()) {
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@@ -351,14 +344,18 @@ public class HeightMap {
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if (zoneLoc.x < 0)
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if (zoneLoc.x < 0)
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zoneLoc.setX(0);
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zoneLoc.setX(0);
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if (zoneLoc.x > this.fullExtentsX - 1)
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if (zoneLoc.x >= this.fullExtentsX)
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zoneLoc.setX((this.fullExtentsX - 1) + .9999999f);
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zoneLoc.setX(this.fullExtentsX);
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if (zoneLoc.y < 0)
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if (zoneLoc.y < 0)
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zoneLoc.setY(0);
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zoneLoc.setY(0);
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if (zoneLoc.y > this.fullExtentsY - 1)
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if (zoneLoc.y > this.fullExtentsY)
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zoneLoc.setY((this.fullExtentsY - 1) + .9999999f);
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zoneLoc.setY(this.fullExtentsY);
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// Flip Y coordinates
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zoneLoc.setY(this.fullExtentsY - zoneLoc.y);
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float xBucket = (zoneLoc.x / this.bucketWidthX);
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float xBucket = (zoneLoc.x / this.bucketWidthX);
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float yBucket = (zoneLoc.y / this.bucketWidthY);
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float yBucket = (zoneLoc.y / this.bucketWidthY);
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