[7291] Better map height calculation by use client data format.

Need re extract map files by use new ad.exe
Signed-off-by: DiSlord <dislord@nomail.com>
This commit is contained in:
DiSlord 2009-02-17 21:06:09 +03:00
parent 12e27aecee
commit 946e4fb036
7 changed files with 80 additions and 108 deletions

View file

@ -43,7 +43,7 @@
#define MAX_GRID_LOAD_TIME 50
// magic *.map header
const char MAP_MAGIC[] = "MAP_2.01";
const char MAP_MAGIC[] = "MAP_3.00";
GridState* si_GridStates[MAX_GRID_STATE];
@ -1002,24 +1002,74 @@ float Map::GetHeight(float x, float y, float z, bool pUseVmaps) const
{
int lx_int = (int)lx;
int ly_int = (int)ly;
lx -= lx_int;
ly -= ly_int;
float zi[4];
// Probe 4 nearest points (except border cases)
zi[0] = gmap->Z[lx_int][ly_int];
zi[1] = lx < MAP_RESOLUTION-1 ? gmap->Z[lx_int+1][ly_int] : zi[0];
zi[2] = ly < MAP_RESOLUTION-1 ? gmap->Z[lx_int][ly_int+1] : zi[0];
zi[3] = lx < MAP_RESOLUTION-1 && ly < MAP_RESOLUTION-1 ? gmap->Z[lx_int+1][ly_int+1] : zi[0];
// Recalculate them like if their x,y positions were in the range 0,1
float b[4];
b[0] = zi[0];
b[1] = zi[1]-zi[0];
b[2] = zi[2]-zi[0];
b[3] = zi[0]-zi[1]-zi[2]+zi[3];
// Normalize the dx and dy to be in range 0..1
float fact_x = lx - lx_int;
float fact_y = ly - ly_int;
// Use the simplified bilinear equation, as described in [url="http://en.wikipedia.org/wiki/Bilinear_interpolation"]http://en.wikipedia.org/wiki/Bilinear_interpolation[/url]
float _mapheight = b[0] + (b[1]*fact_x) + (b[2]*fact_y) + (b[3]*fact_x*fact_y);
// Height stored as: h5 - its v8 grid, h1-h4 - its v9 grid
// +--------------> X
// | h1-------h2 Coordinates is:
// | | \ 1 / | h1 0,0
// | | \ / | h2 0,1
// | | 2 h5 3 | h3 1,0
// | | / \ | h4 1,1
// | | / 4 \ | h5 1/2,1/2
// | h3-------h4
// V Y
// For find height need
// 1 - detect triangle
// 2 - solve linear equation from triangle points
// Calculate coefficients for solve h = a*x + b*y + c
float a,b,c;
// Select triangle:
if (lx+ly < 1)
{
if (lx > ly)
{
// 1 triangle (h1, h2, h5 points)
float h1 = gmap->v9[lx_int][ly_int];
float h2 = gmap->v9[lx_int+1][ly_int];
float h5 = 2 * gmap->v8[lx_int][ly_int];
a = h2-h1;
b = h5-h1-h2;
c = h1;
}
else
{
// 2 triangle (h1, h3, h5 points)
float h1 = gmap->v9[lx_int][ly_int];
float h3 = gmap->v9[lx_int][ly_int+1];
float h5 = 2 * gmap->v8[lx_int][ly_int];
a = h5 - h1 - h3;
b = h3 - h1;
c = h1;
}
}
else
{
if (lx > ly)
{
// 3 triangle (h2, h4, h5 points)
float h2 = gmap->v9[lx_int+1][ly_int];
float h4 = gmap->v9[lx_int+1][ly_int+1];
float h5 = 2 * gmap->v8[lx_int][ly_int];
a = h2 + h4 - h5;
b = h4 - h2;
c = h5 - h4;
}
else
{
// 4 triangle (h3, h4, h5 points)
float h3 = gmap->v9[lx_int][ly_int+1];
float h4 = gmap->v9[lx_int+1][ly_int+1];
float h5 = 2 * gmap->v8[lx_int][ly_int];
a = h4 - h3;
b = h3 + h4 - h5;
c = h5 - h4;
}
}
// Calculate height
float _mapheight = a * lx + b * ly + c;
// look from a bit higher pos to find the floor, ignore under surface case
if(z + 2.0f > _mapheight)