Ejemplo n.º 1
0
Vec3D CSceneData::getVertexNormal(int x, int y)const
{
	float a = getVertexHeight(x,	y);
	float b = getVertexHeight(x,	y+1);
	float c = getVertexHeight(x+1,	y);
	Vec3D vVector0(0,(b-a),1);
	Vec3D vVector1(1,(c-a),0);
	Vec3D vN = vVector0.cross(vVector1);
	return vN.normalize();
}
Ejemplo n.º 2
0
Vec3D CTerrainData::getVertexNormal(int nCellX, int nCellY)const
{
	float a = getVertexHeight(nCellX,	nCellY);
	float b = getVertexHeight(nCellX,	nCellY+1);
	float c = getVertexHeight(nCellX+1,	nCellY);
	Vec3D vVector0(0,(b-a),1);
	Vec3D vVector1(1,(c-a),0);
	Vec3D vN = vVector0.cross(vVector1);
	return vN.normalize();
}
Ejemplo n.º 3
0
float CSceneData::getHeight(float fX, float fY)const
{
	int nCellX = fX;
	int nCellY = fY;
	float u = fX - nCellX;
	float v = fY - nCellY;
	float a = getVertexHeight(nCellX,	nCellY);
	float b = getVertexHeight(nCellX+1,	nCellY);
	float c = getVertexHeight(nCellX,	nCellY+1);
	float d = getVertexHeight(nCellX+1,	nCellY+1);
	return bilinearInterpolation(a,b,c,d,u,v);
}
Ejemplo n.º 4
0
//---------------------------------------------------------------------------
float Terrain::getLowestVertex(  long& tileR, long& tileC )
{
	float lowest = 9999999.; // an absurdly big number
	for ( int i = 0; i < realVerticesMapSide * realVerticesMapSide; ++i )
	{
		float tmp = getVertexHeight( i );
		if ( tmp < lowest )
		{
			lowest = tmp;
			tileR = i/realVerticesMapSide;
			tileC = i % realVerticesMapSide;
		}
	}

	return lowest;
}
Ejemplo n.º 5
0
//---------------------------------------------------------------------------
float Terrain::getHighestVertex( long& tileR, long& tileC )
{
	float highest = -9999999.; // an absurdly small number
	for ( int i = 0; i < realVerticesMapSide * realVerticesMapSide; ++i )
	{
		float tmp = getVertexHeight( i );
		if ( tmp > highest )
		{
			highest = tmp;
			tileR = i/realVerticesMapSide;
			tileC = i % realVerticesMapSide;
		}
	}

	return highest;
}
Ejemplo n.º 6
0
    float Storage::getHeightAt(const osg::Vec3f &worldPos)
    {
        int cellX = static_cast<int>(std::floor(worldPos.x() / 8192.f));
        int cellY = static_cast<int>(std::floor(worldPos.y() / 8192.f));

        ESM::Land* land = getLand(cellX, cellY);
        if (!land || !(land->mDataTypes&ESM::Land::DATA_VHGT))
            return -2048;

        // Mostly lifted from Ogre::Terrain::getHeightAtTerrainPosition

        // Normalized position in the cell
        float nX = (worldPos.x() - (cellX * 8192))/8192.f;
        float nY = (worldPos.y() - (cellY * 8192))/8192.f;

        // get left / bottom points (rounded down)
        float factor = ESM::Land::LAND_SIZE - 1.0f;
        float invFactor = 1.0f / factor;

        int startX = static_cast<int>(nX * factor);
        int startY = static_cast<int>(nY * factor);
        int endX = startX + 1;
        int endY = startY + 1;

        endX = std::min(endX, ESM::Land::LAND_SIZE-1);
        endY = std::min(endY, ESM::Land::LAND_SIZE-1);

        // now get points in terrain space (effectively rounding them to boundaries)
        float startXTS = startX * invFactor;
        float startYTS = startY * invFactor;
        float endXTS = endX * invFactor;
        float endYTS = endY * invFactor;

        // get parametric from start coord to next point
        float xParam = (nX - startXTS) * factor;
        float yParam = (nY - startYTS) * factor;

        /* For even / odd tri strip rows, triangles are this shape:
        even     odd
        3---2   3---2
        | / |   | \ |
        0---1   0---1
        */

        // Build all 4 positions in normalized cell space, using point-sampled height
        osg::Vec3f v0 (startXTS, startYTS, getVertexHeight(land, startX, startY) / 8192.f);
        osg::Vec3f v1 (endXTS, startYTS, getVertexHeight(land, endX, startY) / 8192.f);
        osg::Vec3f v2 (endXTS, endYTS, getVertexHeight(land, endX, endY) / 8192.f);
        osg::Vec3f v3 (startXTS, endYTS, getVertexHeight(land, startX, endY) / 8192.f);
        // define this plane in terrain space
        osg::Plane plane;
        // FIXME: deal with differing triangle alignment
        if (true)
        {
            // odd row
            bool secondTri = ((1.0 - yParam) > xParam);
            if (secondTri)
                plane = osg::Plane(v0, v1, v3);
            else
                plane = osg::Plane(v1, v2, v3);
        }
        /*
        else
        {
            // even row
            bool secondTri = (yParam > xParam);
            if (secondTri)
                plane.redefine(v0, v2, v3);
            else
                plane.redefine(v0, v1, v2);
        }
        */

        // Solve plane equation for z
        return (-plane.getNormal().x() * nX
                -plane.getNormal().y() * nY
                - plane[3]) / plane.getNormal().z() * 8192;

    }