62 lines
2 KiB
C
62 lines
2 KiB
C
|
// Copyright (C) 2007 Id Software, Inc.
|
||
|
//
|
||
|
|
||
|
#ifndef __GAME_DECLS_HEIGHTMAP_H__
|
||
|
#define __GAME_DECLS_HEIGHTMAP_H__
|
||
|
|
||
|
class sdHeightMapScaleData {
|
||
|
public:
|
||
|
void Init( const idBounds& bounds ) {
|
||
|
mins = bounds.GetMins();
|
||
|
size = bounds.Size();
|
||
|
|
||
|
for ( int i = 0; i < 3; i++ ) {
|
||
|
invSize[ i ] = 1 / size[ i ];
|
||
|
}
|
||
|
|
||
|
heightScale = size[ 2 ] / 256.f;
|
||
|
heightOffset = mins[ 2 ];
|
||
|
}
|
||
|
|
||
|
idVec3 mins;
|
||
|
idVec3 size;
|
||
|
idVec3 invSize;
|
||
|
float heightScale;
|
||
|
float heightOffset;
|
||
|
};
|
||
|
|
||
|
class sdHeightMap {
|
||
|
public:
|
||
|
sdHeightMap( void );
|
||
|
~sdHeightMap( void );
|
||
|
|
||
|
void Clear( void );
|
||
|
void Init( int w, int h, byte height );
|
||
|
|
||
|
void Load( const char* filename );
|
||
|
|
||
|
float GetHeight( const idVec3& pos, const sdHeightMapScaleData& scale ) const {
|
||
|
int coords[ 2 ];
|
||
|
coords[ 0 ] = idMath::ClampFloat( 0.f, 1.f, ( pos[ 0 ] - scale.mins[ 0 ] ) * scale.invSize[ 0 ] ) * ( dimensions[ 0 ] - 1 );
|
||
|
coords[ 1 ] = idMath::ClampFloat( 0.f, 1.f, ( pos[ 1 ] - scale.mins[ 1 ] ) * scale.invSize[ 1 ] ) * ( dimensions[ 1 ] - 1 );
|
||
|
return ( data[ coords[ 0 ] + ( coords[ 1 ] * dimensions[ 0 ] ) ] * scale.heightScale ) + scale.heightOffset;
|
||
|
}
|
||
|
|
||
|
float GetInterpolatedHeight( const idVec3& pos, const sdHeightMapScaleData& scale ) const;
|
||
|
void GetHeight( const idBounds& pos, idVec2& out, const sdHeightMapScaleData& scale ) const;
|
||
|
float GetHeight( const idVec3& start, const idVec3& end, const sdHeightMapScaleData& scale ) const;
|
||
|
|
||
|
// this does a kind-of-trace through the heightmap for really rough approximation work
|
||
|
// where you don't want to do it in the full physics world
|
||
|
// heightOffset acts as if you're tracing through an offset world
|
||
|
float TracePoint( const idVec3& start, const idVec3& end, idVec3& result, float heightOffset, const sdHeightMapScaleData& scale ) const;
|
||
|
|
||
|
bool IsValid( void ) const { return !data.Empty(); }
|
||
|
|
||
|
private:
|
||
|
idList< byte > data;
|
||
|
int dimensions[ 2 ];
|
||
|
};
|
||
|
|
||
|
#endif // __GAME_DECLS_HEIGHTMAP_H__
|