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source: orxonox.OLD/branches/terrain/src/lib/graphics/importer/height_map.cc @ 8770

Last change on this file since 8770 was 8316, checked in by bensch, 19 years ago

trunk: fixed most -Wall warnings… but there are still many missing :/

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: bottac@ee.ethz.ch
13
14   review: patrick boenzli, patrick@orxonox.ethz.ch
15*/
16
17#include "height_map.h"
18#include "model.h"
19#include "texture.h"
20#include "vector.h"
21#include "material.h"
22#include "p_node.h"
23#include "state.h"
24#include "util/loading/resource_manager.h"
25#include "debug.h"
26
27// INCLUDING SDL_Image
28#ifdef HAVE_SDL_IMAGE_H
29#include <SDL_image.h>
30#else
31#include <SDL/SDL_image.h>
32#endif
33
34
35/**
36 * default constructor
37 *  @param xOffset
38 */
39Tile::Tile(int xOffset, int yOffset, int i2, int j2, HeightMap* heightMapReference )
40{
41  PRINTF(0)("Tile Constructor\n");
42
43  this->highResModel = new VertexArrayModel();
44  this->lowResModel  = new VertexArrayModel();
45
46  this->heightMapReference = heightMapReference;
47
48  // create high res model
49  this->load(xOffset, yOffset, i2, j2, this->highResModel, 4);
50  // create low res model
51  this->load(xOffset, yOffset, i2, j2, this->lowResModel, 8);
52}
53
54
55Tile::~Tile()
56{
57  if( highResModel)
58    delete highResModel;
59  if( lowResModel)
60    delete lowResModel;
61}
62
63
64/**
65 * this darws the tile in diefferent resolutions
66 */
67void Tile::draw()
68{
69  // draw the tile depending on the distance from the camera with different LOD (level of details)
70  float cameraDistance = fabs((State::getCameraNode()->getAbsCoor() - Vector(this->x, heightMapReference->offsetY , this->z) ).len());
71
72  if (cameraDistance < HM_LOD_HIGH_RES )
73  {
74    this->drawHighRes();
75  }
76  else if( cameraDistance < HM_LOD_LOW_RES)
77  {
78    this->drawLowRes();
79  }
80}
81
82
83/**
84 * loads a tile
85 */
86void Tile::load(int xOffset, int yOffset, int i2, int j2, VertexArrayModel* model, int sampleRate)
87{
88
89// #define heightMap this->heightMapReference->heightMap
90#define colors   this->heightMapReference->colors
91#define scaleX this->heightMapReference->scaleX
92#define scaleY this->heightMapReference->scaleY
93#define scaleZ this->heightMapReference->scaleZ
94#define shiftX this->heightMapReference->shiftX
95#define shiftY this->heightMapReference->shiftY
96#define shiftZ this->heightMapReference->shiftZ
97#define normalVectorField this->heightMapReference->normalVectorField
98
99
100  //FIXME: OLD implementation
101  this->x = this->heightMapReference->offsetX + ( this->heightMapReference->heightMap->h - ((xOffset + i2) / 2)) * scaleX;
102  this->z = this->heightMapReference->offsetZ + ((yOffset + j2 ) / 2 ) * scaleZ;
103  //NEW:
104  this->setAbsCoor(this->heightMapReference->offsetX + ( this->heightMapReference->heightMap->h - ((xOffset + i2) / 2)) * scaleX,
105                   0,
106                   this->heightMapReference->offsetZ + ((yOffset + j2 ) / 2 ) * scaleZ);
107
108
109  float height = 0;
110
111  float r = 0.0;
112  float g = 0.0;
113  float b = 0.0;
114
115
116  //if( this->heightMapReference->heightMap != NULL && this->heightMapReference->heightMap->format->BitsPerPixel == 8 )
117
118  SDL_LockSurface(this->heightMapReference->heightMap);
119  SDL_LockSurface(this->heightMapReference->colorMap);
120
121  for( int i = xOffset ; i <= i2  ; i +=sampleRate)
122  {
123    int w = 0;
124
125    // adjust the colors acoring to the color map
126    if( this->heightMapReference->hasColourMap)
127    {
128      r = colors[3 * w + 2 + 3 * i * this->heightMapReference->heightMap->w];
129      g = colors[3 * w + 1 + 3 * i * this->heightMapReference->heightMap->w];
130      b = colors[3 * w + 0 + 3 * i * this->heightMapReference->heightMap->w];
131    }
132
133    w = yOffset;
134
135//    PRINTF(0)("Values: i = %i, w = %i\n", i, w);
136
137    // add a vertex to the list
138    model->addVertex(scaleX * (this->heightMapReference->heightMap->h - i) + shiftX, shiftY, scaleZ * w + shiftZ); // Top Right
139    model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].y,
140                     normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].z,
141                     normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].x);
142    model->addTexCoor((float)(yOffset-sampleRate) /(HM_TEX_RATE), (float)(i %this->heightMapReference->heightMap->h)/(HM_TEX_RATE));
143    model->addColor(r/255.0f, g/255.0f, b/255.0f);
144
145
146    for(int j = yOffset; j <= j2; j += sampleRate)
147    {
148      // adjust the colors acording to the color map
149      if( this->heightMapReference->hasColourMap)
150      {
151        r = colors[3 * j + 2 + 3 * i * this->heightMapReference->heightMap->w];
152        g = colors[3 * j + 1 + 3 * i * this->heightMapReference->heightMap->w];
153        b = colors[3 * j + 0 + 3 * i * this->heightMapReference->heightMap->w];
154      }
155      height =  (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * (this->heightMapReference->heightMap->w)];
156      height += (float)(unsigned char)this->heightMapReference->heights[j + 1 + sampleRate + (i + 1) *
157                                                                        this->heightMapReference->heightMap->w];
158      height += (float)(unsigned char)this->heightMapReference->heights[j - 1 + sampleRate + (i + 1) *
159                                                                        this->heightMapReference->heightMap->w];
160      height += (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + (i + 2) *
161                                                                        this->heightMapReference->heightMap->w];
162      height += (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * (this->heightMapReference->heightMap->w)];
163      height /= 5.0;
164
165      model->addVertex(scaleX * (this->heightMapReference->heightMap->h -i) + shiftX ,
166                       ((double)(height)*scaleY) + shiftY ,
167                       scaleZ*(j) + shiftZ); // Top Right
168      model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].y,
169                       normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].z,
170                       normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].x);
171      model->addTexCoor((float)(j) /(HM_TEX_RATE), (float)(i %this->heightMapReference->heightMap->h)/(HM_TEX_RATE));
172      model->addColor(r/255.0f, g/255.0f, b/255.0f);
173      //PRINTF(0)("TexCoord:  %f %f \n",(float)j / 100.0, (float)(i %this->heightMapReference->h)/100.0);
174
175      w = j;
176    }
177    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i)+ shiftX,shiftY,scaleZ*(w)+ shiftZ); // Top Right
178    model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].y,
179                     normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].z,
180                     normalVectorField[i% this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].x);
181    model->addTexCoor((float)(j2+sampleRate) /(HM_TEX_RATE), (float)(i %this->heightMapReference->heightMap->h)/(HM_TEX_RATE));
182    model->addColor(r/255.0f, g/255.0f, b/255.0f);
183  }
184
185  SDL_UnlockSurface(this->heightMapReference->heightMap);
186  int cnt = 0;
187
188  for( int i = xOffset; i < i2; i +=sampleRate)
189  {
190    for( int j = yOffset-sampleRate; j < j2  + 2 * sampleRate; j += sampleRate)
191    {
192      model->addIndice(cnt);
193      model->addIndice(cnt  + (j2 -yOffset + 3* sampleRate  )/ sampleRate );
194      cnt++;
195    }
196    model->newStripe();
197  }
198  cnt += (j2 -yOffset + 3* sampleRate)/ sampleRate;
199
200  for( int j = yOffset; j <= j2; j += sampleRate)
201  {
202    int i = xOffset;
203
204    // To be fixed
205    if(this->heightMapReference->hasColourMap)
206    {
207      r = (float)colors[3 * j + 2 + 3 * i * this->heightMapReference->heightMap->w];
208      g = (float)colors[3 * j + 1 + 3 * i * this->heightMapReference->heightMap->w];
209      b = (float)colors[3 * j + 0 + 3 * i * this->heightMapReference->heightMap->w];
210    }
211
212    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i) + shiftX ,
213                     shiftY ,
214                     scaleZ*(j) + shiftZ); // Top Right
215    model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].y,
216                     normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].z,
217                     normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].x);
218    model->addTexCoor((float)j /(HM_TEX_RATE), (float)((i - sampleRate) %this->heightMapReference->heightMap->h)/(HM_TEX_RATE));
219    model->addColor(r/255.0f, g/255.0f, b/255.0f);
220  }
221
222
223  for(int j = yOffset  ; j <= j2    ;  j += sampleRate)
224  {
225    int i = xOffset;
226    height =  (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * this->heightMapReference->heightMap->w];
227    height += (float)(unsigned char)this->heightMapReference->heights[j + 1 + sampleRate + (i + 1) *
228                                                                      this->heightMapReference->heightMap->w];
229    height += (float)(unsigned char)this->heightMapReference->heights[j - 1 + sampleRate + (i + 1) *
230                                                                      this->heightMapReference->heightMap->w];
231    height += (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + (i + 2) *
232                                                                      this->heightMapReference->heightMap->w];
233    height += (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * this->heightMapReference->heightMap->w];
234    height=height/5.0;
235
236    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i) + shiftX ,
237                     ((double)(height)*scaleY) +shiftY ,
238                     scaleZ*(j) + shiftZ); // Top Right
239    model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].y,
240                     normalVectorField[i % this->heightMapReference->heightMap->h][j% this->heightMapReference->heightMap->w].z,
241                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].x);
242    model->addTexCoor((float)j /(HM_TEX_RATE), (float)(i %this->heightMapReference->heightMap->h)/(HM_TEX_RATE));
243    model->addColor(r/255.0f, g/255.0f, b/255.0f);
244  }
245
246
247  for(int j = yOffset; j <= j2; j += sampleRate)
248  {
249    int i = i2;
250    // To be fixed
251    if( this->heightMapReference->hasColourMap)
252    {
253      r = (float)colors[3 * j + 2 + 3 * i * this->heightMapReference->heightMap->w];
254      g = (float)colors[3 * j + 1 + 3 * i * this->heightMapReference->heightMap->w];
255      b = (float)colors[3 * j + 0 + 3 * i * this->heightMapReference->heightMap->w];
256    }
257
258    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i) + shiftX ,
259                     shiftY ,
260                     scaleZ*(j) + shiftZ); // Top Right
261    model->addNormal(normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].y,
262                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].z,
263                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].x);
264    model->addTexCoor((float)j /(HM_TEX_RATE), (float)((i+ sampleRate) %this->heightMapReference->heightMap->h)/(HM_TEX_RATE));
265    model->addColor(r/255.0f, g/255.0f, b/255.0f);
266  }
267
268
269  for(int j = yOffset; j <= j2; j += sampleRate)
270  {
271    int i = i2;
272    height =  (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * this->heightMapReference->heightMap->w];
273    height += (float)(unsigned char)this->heightMapReference->heights[j + 1 + sampleRate + (i + 1)
274                                                                      * this->heightMapReference->heightMap->w];
275    height += (float)(unsigned char)this->heightMapReference->heights[j - 1 + sampleRate + (i + 1) *
276                                                                      this->heightMapReference->heightMap->w];
277    height += (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + (i + 2) *
278                                                                      this->heightMapReference->heightMap->w];
279    height +=  (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * this->heightMapReference->heightMap->w];
280    height /= 5.0;
281    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i) + shiftX ,
282                     ((double)(height)*scaleY) +shiftY ,
283                     scaleZ*(j) + shiftZ); // Top Right
284    model->addNormal(normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].y,
285                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].z,
286                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].x);
287    model->addTexCoor((float)j /(HM_TEX_RATE), (float)(i %this->heightMapReference->heightMap->h)/(HM_TEX_RATE));
288    model->addColor(r/255.0f, g/255.0f, b/255.0f);
289  }
290
291  // link Boarder Stripe
292  for(int j = yOffset - sampleRate; j < j2; j += sampleRate)
293  {
294    model->addIndice(cnt);
295    model->addIndice(cnt + (j2 - yOffset + sampleRate) / sampleRate );
296    cnt++;
297  }
298  cnt++;
299
300
301  model->newStripe();
302
303
304  cnt += (j2-yOffset)/ sampleRate;
305  // link 2nd BoarderStripe
306  for(int j = yOffset-sampleRate; j < j2;  j += sampleRate)
307  {
308    model->addIndice(cnt);
309    model->addIndice(cnt + (j2 - yOffset + sampleRate) / sampleRate);
310    cnt++;
311  }
312
313  SDL_UnlockSurface(this->heightMapReference->colorMap);
314
315  model->finalize();
316
317// #undef heightMap
318        #undef colors
319        #undef scaleX
320        #undef scaleY
321        #undef scaleZ
322        #undef shiftX
323        #undef shiftY
324        #undef shiftZ
325        #undef normalVectorField
326}
327
328
329
330
331/**
332 * constructor
333 *  @param heightMapName file name of the height map
334 */
335HeightMap::HeightMap(const std::string& heightMapName)
336    : VertexArrayModel()
337{
338  this->init(heightMapName);
339
340  this->colorMap = NULL;
341}
342
343
344/**
345 * constructor
346 *  @param heightMapName file name of the height map
347 *  @param colorMapName file name of the color map
348 */
349HeightMap::HeightMap(const std::string& heightMapName, const std::string& colorMapName)
350    : VertexArrayModel()
351{
352  this->init(heightMapName);
353
354  this->colorMap = IMG_Load(colorMapName.c_str());
355  if( this->colorMap != NULL)
356  {
357    PRINTF(0)("loading Image %s\n", colorMapName.c_str());
358    PRINTF(0)("width : %i\n", this->colorMap->w);
359    PRINTF(0)("height : %i\n", this->colorMap->h);
360    PRINTF(0)("%i Byte(s) per Pixel \n", this->colorMap->format->BytesPerPixel);
361    PRINTF(0)("Rshift : %i\n", this->colorMap->format->Rshift);
362    PRINTF(0)("Bshift: %i\n", this->colorMap->format->Bshift);
363    PRINTF(0)("Gshift: %i\n", this->colorMap->format->Gshift);
364    PRINTF(0)("Rmask: %i\n", this->colorMap->format->Rmask);
365    PRINTF(0)("Gmask: %i\n", this->colorMap->format->Gmask);
366
367    this->colors = (unsigned char *) colorMap->pixels;
368    this->hasColourMap = true;
369  }
370  else
371  {
372    PRINTF(0)("oops! couldn't load colorMap for some reason.\n");
373    this->hasColourMap = false;
374  }
375}
376
377
378/**
379 * deconstructor
380 */
381HeightMap::~HeightMap()
382{
383  if( heightMap)
384    delete heightMap;
385  if( colorMap)
386    delete colorMap;
387
388  if( this->tiles)
389  {
390    for( int i = 0; i < heightMap->h / HM_TILE_SIZE; i++) {
391      for( int j = 0; j < heightMap->w / HM_TILE_SIZE; j++) {
392        delete tiles [i][j];
393      }
394    }
395
396    for( int i = 0; i < heightMap->h / HM_TILE_SIZE; i++)
397      delete[] tiles[i];
398    delete[] tiles;
399  }
400
401  if( this->normalVectorField)
402  {
403    for(int i = 0; i < heightMap->h; i++)
404      delete[] normalVectorField[i];
405    delete[] normalVectorField;
406  }
407}
408
409
410/**
411 * this is the init function with stuff shared between all constructors
412 */
413void HeightMap::init(const std::string& heightMapName)
414{
415  this->setClassID(CL_HEIGHT_MAP, "HeightMap");
416
417  this->shiftX = 0;
418  this->shiftY = 0;
419  this->shiftZ = 0;
420
421  heightMap =  IMG_Load(heightMapName.c_str());
422  if( heightMap != NULL)
423  {
424    /*
425    WHAT about following checks:
426    - image size (rectangular?)
427    - image file type (bw?)
428    */
429    PRINTF(1)("loading Image %s\n", heightMapName.c_str());
430    PRINTF(1)("width : %i\n", heightMap->w);
431    PRINTF(1)("height : %i\n", heightMap->h);
432    PRINTF(1)("%i Byte(s) per Pixel \n", heightMap->format->BytesPerPixel);
433    PRINTF(1)("Rshift : %i\n", heightMap->format->Rshift);
434    PRINTF(1)("Bshift: %i\n", heightMap->format->Bshift);
435    PRINTF(1)("Gshift: %i\n", heightMap->format->Gshift);
436    PRINTF(1)("Rmask: %i\n", heightMap->format->Rmask);
437    PRINTF(1)("Gmask: %i\n", heightMap->format->Gmask);
438  }
439  else
440    PRINTF(1)("oops! couldn't load %s for some reason.\n", heightMapName.c_str());
441
442  this->generateNormalVectorField();
443
444  this->heights = (unsigned char*)heightMap->pixels;
445}
446
447
448/**
449 * this function loads the heightmap by creatin tiles
450 */
451void HeightMap::load()
452{
453  // create a dynamicly sized 2D-array for tiles
454  this->tiles =  new Tile**[this->heightMap->h / HM_TILE_SIZE];
455
456  for( int i = 0;i < heightMap->h / HM_TILE_SIZE; i++)
457    this->tiles [i]= new Tile*[this->heightMap->w / HM_TILE_SIZE];
458
459  // setup arrays
460  for( int i = 0; i < this->heightMap->h / HM_TILE_SIZE; i++)  {
461    for( int j = 0; j < this->heightMap->w / HM_TILE_SIZE; j++) {
462      this->tiles[i][j] = new Tile( i * HM_TILE_SIZE ,  j * HM_TILE_SIZE , (i+1) * HM_TILE_SIZE, (j+1) * HM_TILE_SIZE , this);
463    }
464  }
465}
466
467
468/**
469 * this function draws the height map
470 */
471void HeightMap::draw() const
472{
473  Vector v = State::getCameraNode()->getAbsCoor();
474
475  int i_max = (heightMap->h )/ HM_TILE_SIZE;
476  int j_max= (heightMap->) / HM_TILE_SIZE;
477
478
479
480  /* process the draw command to the tiles, FIXME: think of something more efficient*/
481  for( int i = 0; i < i_max; i++)  {
482    for( int j = 0; j < j_max; j++)  {
483      tiles[i][j]->draw();
484    }
485  }
486}
487
488
489/**
490 * this function generates the normal vector field
491 */
492void HeightMap::generateNormalVectorField()
493{
494  int delta = 1;
495  heights  = (unsigned char*) heightMap->pixels;
496
497  //Create a Dynamicly sized 2D-Array to store our normals
498  normalVectorField =  new Vector* [heightMap->h];
499  for(int i=0;i<heightMap->h;i++)
500    normalVectorField [i]= new (Vector [heightMap->w]);
501
502  // Initialize
503  for(int i=0; i< heightMap->h; i++)
504  {
505    for(int j = 0; j> heightMap->w; j++)
506    {
507      Vector v = Vector(0.0, 1.0, 0.0);
508      normalVectorField[i][j] = v;
509    }
510  }
511
512  // !!! Does not yet calculate the normals of some border points!!!!!
513
514  if(heightMap != NULL && heightMap->format->BitsPerPixel == 8 )
515  {
516    SDL_LockSurface(heightMap);
517    for(int i = 0 ; i < heightMap->h - 1  ; i ++)
518    {
519      for(int j = 0; j < heightMap->- 1  ;  j ++)
520      {
521
522
523        delta = (int)heights[j + (i+1)*(heightMap->w )] -  (int) heights[j + i*(heightMap->w )];
524        Vector a =  Vector(-scaleX,(float)delta*scaleY  ,0.0f);
525
526        delta = (int)heights[j+1 + i*(heightMap->w )] - (int)heights[j + i*(heightMap->w )];
527        Vector b =  Vector(0.0f,(float) delta*scaleY ,scaleZ);
528
529
530        normalVectorField[i][j] = b.cross(a);
531        normalVectorField[i][j].normalize();
532
533      }
534    }
535    SDL_UnlockSurface(heightMap);
536
537  }
538}
539
540
541/**
542 * scales the height map about a vector
543 *  @param v scaling vector
544 */
545void HeightMap::scale(Vector v)
546{
547  scaleX = v.x;
548  scaleY = v.y;
549  scaleZ = v.z;
550  generateNormalVectorField();
551}
552
553
554/**
555 * sets the absolute coordinates of the height map
556 *  @param v the moving vector
557 */
558void HeightMap::setAbsCoor(Vector v)
559{
560  offsetX = v.x;
561  offsetY = v.y;
562  offsetZ = v.z;
563}
564
565
566/**
567 * returns the height at a given 2D coordinate
568 *  @param x x coordinate of the height map (world space)
569 *  @param y y coordinate of the height map (world space)
570 *  @return the height (z)
571 */
572float HeightMap::getHeight(float x, float y)
573{
574  x -= offsetX;
575  y -= offsetZ;
576
577  int xInt = (int)( x / scaleX);
578  x -= (float)((int)x);
579  xInt = heightMap->h - xInt;
580  int yInt = (int)( y / scaleZ);
581  y -= (float) ((int) y); /*yInt = heightMap->w - yInt;*/
582
583  //PRINTF(0)("xInt: %i, yInt: %i, x: %f, y: %f\n", xInt, yInt, x, y);
584
585  if(xInt <= 0 || xInt >= heightMap->h || yInt <= 0 || yInt >= heightMap->)
586    return 0;
587  if( y >= 0.5*x)
588  {
589    // Check for ...
590  }
591
592  float height = heights[yInt + (xInt)*heightMap->w]*scaleY;
593
594  float a = normalVectorField[(xInt)][yInt].x;
595  float b = normalVectorField [(xInt)][yInt].z;
596  float c = normalVectorField [(xInt)][yInt].y;
597
598//  PRINTF(0)("a: %f \n" ,a);
599//  PRINTF(0)("b: %f \n" ,b);
600//  PRINTF(0)("c: %f \n" ,c);
601
602
603  height -= ( (a/c)*(x) + (b/c)*(y));
604
605  // PRINTF(0)("height: %f \n" ,height );
606  return (height + offsetZ);
607
608}
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