etqw-sdk/source/game/decls/HeightMap.h

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2008-05-29 00:00:00 +00:00
// 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__