Ejemplo n.º 1
0
// returns the normalized direction from 2 points (p1, p2) 
// projected on the surface
// in direction from p1 -> p2
Vector3 Terrain::GetDirection(Vector3 p1, Vector3 p2) {
	Vector3 dir;

	GetTerrainPoint(&p1, p1.x, p1.z);
	GetTerrainPoint(&p2, p2.x, p2.z);

	dir = Subtract(p2, p1);
	dir.normalize();

	return dir;
}
Ejemplo n.º 2
0
void Terrain::ReInit(
   Vector3              *v0P,
   Vector3              *v1P,
   Vector3              *v2P,
   Vector3              *v3P
) {
   int i, j, k;

   v0 = *v0P;
   v1 = *v1P;
   v2 = *v2P;
   v3 = *v3P;
   dv = Subtract(v2, v0);
   dv.x /= float(widthVertices - 1);
   dv.y /= 1;
   dv.z /= float(heightVertices - 1);

   for (j=0, k=0; j<heightVertices; j++) {
      for (i=0; i<widthVertices; i++, k++) {
         GetTerrainPoint(&(vertices[k]), float(v0.x + i * dv.x), float(v0.z + j * dv.z));
         GetTerrainNormal(&(normals[k]), &(vertices[k]));
         //vertices[k].u = float(i);   
         //vertices[k].v = float(j);   
         //vertices[k].color = D3DCOLOR_ARGB(0,255,255,255);
      }
   }

}
Ejemplo n.º 3
0
void Terrain::GetTerrainNormal( Vector3   *n, Vector3   *pt) 
{
	Vector3 a, b;
	Vector3 temp;
	float dx, dz;

	// make deltas 1% of each cell
	dx = (v2.x - v0.x) / maxWidthVertices / 100;
	dz = (v2.z - v0.z) / maxHeightVertices / 100;

	GetTerrainPoint(&temp, pt->x,      pt->z);
	GetTerrainPoint(&a, pt->x + dx,      pt->z);
	a = Subtract(a, temp);
	GetTerrainPoint(&b,       pt->x,      pt->z + dz);
	b = Subtract(b, temp);

	*n = CrossProduct(a, b);

	n->normalize();
}
Ejemplo n.º 4
0
fix GetAvgTerrainLight (int i, int j)
{
	vmsVector	pp, p [6];
	fix			light, totalLight;
	int			n;

GetTerrainPoint (&pp, i, j);
GetTerrainPoint (p, i - 1, j);
GetTerrainPoint (p + 1, i, j - 1);
GetTerrainPoint (p + 2, i + 1, j - 1);
GetTerrainPoint (p + 3, i + 1, j);
GetTerrainPoint (p + 4, i, j + 1);
GetTerrainPoint (p + 5, i - 1, j + 1);
for (n = 0, totalLight = 0; n < 6; n++) {
	light = abs (GetTerrainFaceLight (&pp, p + n, p + (n + 1) % 6));
	if (light > 0)
		totalLight += light;
	}
return totalLight / 6;
}
Ejemplo n.º 5
0
fix GetAvgTerrainLight (int i, int j)
{
	vms_vector pp, p [6];
	fix sum, light;
	int f;

GetTerrainPoint (&pp, i, j);
GetTerrainPoint (p, i-1, j);
GetTerrainPoint (p + 1, i, j-1);
GetTerrainPoint (p + 2, i+1, j-1);
GetTerrainPoint (p + 3, i+1, j);
GetTerrainPoint (p + 4, i, j+1);
GetTerrainPoint (p + 5, i-1, j+1);
for (f = 0, sum = 0; f < 6; f++) {
	light = GetTerrainFaceLight (&pp, p + f, p + (f + 1) % 5);
	if (light < 0)
		sum -= light;
	else
		sum += light;
	}
return sum / 6;
}
Ejemplo n.º 6
0
// given a point, this method will return a translation vector
// that will move the point back inside the terrain boundary
// including vertical y direction (above the surface)
Vector3 Terrain::GetCorrection(Vector3 pt) 
{
	Vector3 result;
	Vector3 surfacePt;
	result.set(0, 0, 0);


	 // check all 4 sides of pool table: +x, -x, +z, -z
	 if (pt.x >= v2.x) 
	 {
		result.x = v2.x - pt.x;
	 }
	 if (pt.x <= v0.x)
	 {
		result.x = v0.x - pt.x;
	 }
	 if (pt.z >= v0.z) 
	 {
		result.z = v0.z - pt.z;
	 }
	 if (pt.z <= v2.z) 
	 {
		result.z = v2.z - pt.z;
	 }


	// check vertical y direction
	GetTerrainPoint(&surfacePt, pt.x, pt.z);
	if (pt.y < surfacePt.y) 
	{
		result.y = surfacePt.y - pt.y;
	}

	return result;

}
Ejemplo n.º 7
0
Terrain::Terrain(
   int                  maxWidthVerticesP,
   int                  maxHeightVerticesP,
   Vector3              *v0P,
   Vector3              *v1P,
   Vector3              *v2P,
   Vector3              *v3P
) {
   int i, j, k;

   maxWidthVertices = maxWidthVerticesP;
   maxHeightVertices = maxHeightVerticesP;
   widthVertices = maxWidthVertices;
   heightVertices = maxHeightVertices;

   numVertices = widthVertices * heightVertices;
   widthFaces = widthVertices - 1;
   heightFaces = heightVertices - 1;
   numFaces = widthFaces * heightFaces * 2; // 2 triangles in each Terrain cell
   v0 = *v0P;
   v1 = *v1P;
   v2 = *v2P;
   v3 = *v3P;
   dv = Subtract(v2, v0);
   dv.x /= float(widthVertices - 1);
   dv.y /= 1;
   dv.z /= float(heightVertices - 1);

   // set up the vertex and normal and texture data
   vertices = new Vector3[numVertices];
   normals = new Vector3[numVertices];

   for (j=0, k=0; j<heightVertices; j++) {
      for (i=0; i<widthVertices; i++, k++) {
         GetTerrainPoint(&(vertices[k]), float(v0.x + i * dv.x), float(v0.z + j * dv.z));
         GetTerrainNormal(&(normals[k]), &(vertices[k]));
         //vertices[k].u = float(i);   
         //vertices[k].v = float(j);   
         //vertices[k].color = D3DCOLOR_ARGB(0,255,255,255);
      }
   }

   // set up the index data
   faceData = new int[numFaces * 3];

   // note opengl uses a CCW winding order
   // vertices 0, 1, 2, 3 are now in the following configuration
   // 2        3
   //  
   //   
   // 0        1
   for (j=0, k=0; j < heightFaces; j++) {
      for (i=0; i < widthFaces; i++) {
         faceData[k++] = j*widthVertices + i;         // vertex 0
         faceData[k++] = j*widthVertices + i+1;       // vertex 1
         faceData[k++] = (j+1)*widthVertices + i+1;   // vertex 3
                    
         faceData[k++] = j*widthVertices + i;         // vertex 0
         faceData[k++] = (j+1)*widthVertices + i+1;   // vertex 3
         faceData[k++] = (j+1)*widthVertices + i;     // vertex 2
      }
   }
}