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source: orxonox.OLD/trunk/src/lib/graphics/importer/height_map.cc @ 7544

Last change on this file since 7544 was 7526, checked in by patrick, 18 years ago

orxonox: work flush on hm

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[5942]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:
[6956]12   main-programmer: bottac@ee.ethz.ch
[7468]13
14   review: patrick boenzli, patrick@orxonox.ethz.ch
[5942]15*/
16
17#include "height_map.h"
18#include "model.h"
[5967]19#include "texture.h"
20#include "vector.h"
[6956]21#include "material.h"
22#include "p_node.h"
23#include "state.h"
[7193]24#include "util/loading/resource_manager.h"
[5967]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
[7467]34
[7468]35/**
36 * default constructor
[7499]37 *  @param xOffset
[7468]38 */
[7499]39Tile::Tile(int xOffset, int yOffset, int i2, int j2, HeightMap* heightMapReference )
[5942]40{
[7499]41  PRINTF(0)("Tile Constructor\n");
[7490]42
[7469]43  this->highResModel = new VertexArrayModel();
44  this->lowResModel  = new VertexArrayModel();
[6956]45
[7469]46  this->heightMapReference = heightMapReference;
47
48  // create high res model
[7499]49  this->load(xOffset, yOffset, i2, j2, this->highResModel, 4);
[7469]50  // create low res model
[7499]51  this->load(xOffset, yOffset, i2, j2, this->lowResModel, 8);
[6956]52}
53
[7468]54
[6956]55Tile::~Tile()
56{
[7468]57  if( highResModel)
58    delete highResModel;
59  if( lowResModel)
60    delete lowResModel;
[6956]61}
62
[7468]63
[7469]64/**
65 * this darws the tile in diefferent resolutions
66 */
[6956]67void Tile::draw()
68{
[7468]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 )
[7467]73  {
[7468]74    this->drawHighRes();
[7467]75  }
[7468]76  else if( cameraDistance < HM_LOD_LOW_RES)
[7467]77  {
78    this->drawLowRes();
79  }
[6956]80}
81
82
[7469]83/**
84 * loads a tile
85 */
[7499]86void Tile::load(int xOffset, int yOffset, int i2, int j2, VertexArrayModel* model, int sampleRate)
[6956]87{
88
[7469]89// #define heightMap this->heightMapReference->heightMap
[7490]90#define colors   this->heightMapReference->colors
[7469]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
[6956]98
[7482]99
[7490]100  //FIXME: OLD implementation
[7499]101  this->x = this->heightMapReference->offsetX + ( this->heightMapReference->heightMap->h - ((xOffset + i2) / 2)) * scaleX;
102  this->z = this->heightMapReference->offsetZ + ((yOffset + j2 ) / 2 ) * scaleZ;
[7490]103  //NEW:
[7499]104  this->setAbsCoor(this->heightMapReference->offsetX + ( this->heightMapReference->heightMap->h - ((xOffset + i2) / 2)) * scaleX,
[7490]105                   0,
[7499]106                   this->heightMapReference->offsetZ + ((yOffset + j2 ) / 2 ) * scaleZ);
[7014]107
[7490]108
[7467]109  float height = 0;
110  int offset = 0;
[7014]111
[7467]112  float r = 0.0;
113  float g = 0.0;
114  float b = 0.0;
[7014]115
116
[7490]117  //if( this->heightMapReference->heightMap != NULL && this->heightMapReference->heightMap->format->BitsPerPixel == 8 )
[7014]118
[7469]119  SDL_LockSurface(this->heightMapReference->heightMap);
[7490]120  SDL_LockSurface(this->heightMapReference->colorMap);
[6956]121
[7499]122  for( int i = xOffset ; i <= i2  ; i +=sampleRate)
[7467]123  {
124    int w = 0;
[6956]125
[7490]126    // adjust the colors acoring to the color map
127    if( this->heightMapReference->hasColourMap)
[7467]128    {
[7492]129      r = colors[3 * w + 2 + 3 * i * this->heightMapReference->heightMap->w];
130      g = colors[3 * w + 1 + 3 * i * this->heightMapReference->heightMap->w];
131      b = colors[3 * w + 0 + 3 * i * this->heightMapReference->heightMap->w];
[7467]132    }
[7014]133
[7499]134    w = yOffset;
[7491]135
[7499]136    PRINTF(0)("Values: i = %i, w = %i\n", i, w);
137
[7491]138    // add a vertex to the list
[7499]139    model->addVertex(scaleX * (this->heightMapReference->heightMap->h - i) + shiftX, shiftY, scaleZ * w + shiftZ); // Top Right
[7491]140    model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].y,
141                     normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].z,
142                     normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].x);
[7500]143    model->addTexCoor((float)(yOffset-sampleRate) /(HM_TEX_RATE), (float)(i %this->heightMapReference->heightMap->h)/(HM_TEX_RATE));
[7492]144    model->addColor(r/255.0f, g/255.0f, b/255.0f);
[7014]145
146
[7499]147    for(int j = yOffset; j <= j2; j += sampleRate)
[7467]148    {
[7491]149      // adjust the colors acording to the color map
150      if( this->heightMapReference->hasColourMap)
[7467]151      {
[7492]152        r = colors[3 * j + 2 + 3 * i * this->heightMapReference->heightMap->w];
153        g = colors[3 * j + 1 + 3 * i * this->heightMapReference->heightMap->w];
154        b = colors[3 * j + 0 + 3 * i * this->heightMapReference->heightMap->w];
[7467]155      }
[7491]156      height =  (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * (this->heightMapReference->heightMap->w)];
157      height += (float)(unsigned char)this->heightMapReference->heights[j + 1 + sampleRate + (i + 1) *
[7494]158                                                                        this->heightMapReference->heightMap->w];
[7491]159      height += (float)(unsigned char)this->heightMapReference->heights[j - 1 + sampleRate + (i + 1) *
[7494]160                                                                        this->heightMapReference->heightMap->w];
[7491]161      height += (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + (i + 2) *
[7494]162                                                                        this->heightMapReference->heightMap->w];
[7491]163      height += (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * (this->heightMapReference->heightMap->w)];
164      height /= 5.0;
[7014]165
[7492]166      model->addVertex(scaleX * (this->heightMapReference->heightMap->h -i) + shiftX ,
167                       ((double)(height)*scaleY) + shiftY ,
168                       scaleZ*(j) + shiftZ); // Top Right
169      model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].y,
170                       normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].z,
171                       normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].x);
[7500]172      model->addTexCoor((float)(j) /(HM_TEX_RATE), (float)(i %this->heightMapReference->heightMap->h)/(HM_TEX_RATE));
[7492]173      model->addColor(r/255.0f, g/255.0f, b/255.0f);
[7469]174      //PRINTF(0)("TexCoord:  %f %f \n",(float)j / 100.0, (float)(i %this->heightMapReference->h)/100.0);
[7014]175
[7467]176      w = j;
177    }
[7469]178    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i)+ shiftX,shiftY,scaleZ*(w)+ shiftZ); // Top Right
[7494]179    model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].y,
180                     normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].z,
181                     normalVectorField[i% this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].x);
[7500]182    model->addTexCoor((float)(j2+sampleRate) /(HM_TEX_RATE), (float)(i %this->heightMapReference->heightMap->h)/(HM_TEX_RATE));
[7494]183    model->addColor(r/255.0f, g/255.0f, b/255.0f);
[7467]184  }
[7014]185
[7469]186  SDL_UnlockSurface(this->heightMapReference->heightMap);
[7467]187  int cnt = 0;
[7492]188
[7499]189  for( int i = xOffset; i < i2; i +=sampleRate)
[7467]190  {
[7499]191    for( int j = yOffset-sampleRate; j < j2  + 2 * sampleRate; j += sampleRate)
[7467]192    {
193      model->addIndice(cnt);
[7499]194      model->addIndice(cnt  + (j2 -yOffset + 3* sampleRate  )/ sampleRate );
[7467]195      cnt++;
196    }
197    model->newStripe();
198  }
[7499]199  cnt += (j2 -yOffset + 3* sampleRate)/ sampleRate;
[7014]200
[7499]201  for( int j = yOffset; j <= j2; j += sampleRate)
[7467]202  {
[7499]203    int i = xOffset;
[7014]204
[7467]205    // To be fixed
[7469]206    if(this->heightMapReference->hasColourMap)
[7467]207    {
[7492]208      r = (float)colors[3 * j + 2 + 3 * i * this->heightMapReference->heightMap->w];
209      g = (float)colors[3 * j + 1 + 3 * i * this->heightMapReference->heightMap->w];
210      b = (float)colors[3 * j + 0 + 3 * i * this->heightMapReference->heightMap->w];
[7467]211    }
[7014]212
[7492]213    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i) + shiftX ,
214                     shiftY ,
215                     scaleZ*(j) + shiftZ); // Top Right
216    model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].y,
217                     normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].z,
218                     normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].x);
[7500]219    model->addTexCoor((float)j /(HM_TEX_RATE), (float)((i - sampleRate) %this->heightMapReference->heightMap->h)/(HM_TEX_RATE));
[7492]220    model->addColor(r/255.0f, g/255.0f, b/255.0f);
[7467]221  }
[7014]222
[7494]223
[7499]224  for(int j = yOffset  ; j <= j2    ;  j += sampleRate)
[7467]225  {
[7499]226    int i = xOffset;
[7494]227    height =  (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * this->heightMapReference->heightMap->w];
228    height += (float)(unsigned char)this->heightMapReference->heights[j + 1 + sampleRate + (i + 1) *
229                                                                      this->heightMapReference->heightMap->w];
230    height += (float)(unsigned char)this->heightMapReference->heights[j - 1 + sampleRate + (i + 1) *
231                                                                      this->heightMapReference->heightMap->w];
232    height += (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + (i + 2) *
233                                                                      this->heightMapReference->heightMap->w];
234    height += (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * this->heightMapReference->heightMap->w];
[7467]235    height=height/5.0;
[7014]236
[7494]237    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i) + shiftX ,
238                     ((double)(height)*scaleY) +shiftY ,
239                     scaleZ*(j) + shiftZ); // Top Right
240    model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].y,
241                     normalVectorField[i % this->heightMapReference->heightMap->h][j% this->heightMapReference->heightMap->w].z,
242                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].x);
[7500]243    model->addTexCoor((float)j /(HM_TEX_RATE), (float)(i %this->heightMapReference->heightMap->h)/(HM_TEX_RATE));
[7494]244    model->addColor(r/255.0f, g/255.0f, b/255.0f);
[7467]245  }
[7014]246
247
[7499]248  for(int j = yOffset; j <= j2; j += sampleRate)
[7467]249  {
250    int i = i2;
251    // To be fixed
[7494]252    if( this->heightMapReference->hasColourMap)
[7467]253    {
[7494]254      r = (float)colors[3 * j + 2 + 3 * i * this->heightMapReference->heightMap->w];
255      g = (float)colors[3 * j + 1 + 3 * i * this->heightMapReference->heightMap->w];
256      b = (float)colors[3 * j + 0 + 3 * i * this->heightMapReference->heightMap->w];
[7467]257    }
[7014]258
[7494]259    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i) + shiftX ,
260                     shiftY ,
261                     scaleZ*(j) + shiftZ); // Top Right
262    model->addNormal(normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].y,
263                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].z,
264                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].x);
[7500]265    model->addTexCoor((float)j /(HM_TEX_RATE), (float)((i+ sampleRate) %this->heightMapReference->heightMap->h)/(HM_TEX_RATE));
[7494]266    model->addColor(r/255.0f, g/255.0f, b/255.0f);
[7467]267  }
[7014]268
269
[7499]270  for(int j = yOffset; j <= j2; j += sampleRate)
[7467]271  {
272    int i = i2;
[7494]273    height =  (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * this->heightMapReference->heightMap->w];
274    height += (float)(unsigned char)this->heightMapReference->heights[j + 1 + sampleRate + (i + 1)
275                                                                      * this->heightMapReference->heightMap->w];
[7496]276    height += (float)(unsigned char)this->heightMapReference->heights[j - 1 + sampleRate + (i + 1) *
277                                                                      this->heightMapReference->heightMap->w];
278    height += (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + (i + 2) *
279                                                                      this->heightMapReference->heightMap->w];
280    height +=  (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * this->heightMapReference->heightMap->w];
281    height /= 5.0;
282    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i) + shiftX ,
283                     ((double)(height)*scaleY) +shiftY ,
284                     scaleZ*(j) + shiftZ); // Top Right
285    model->addNormal(normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].y,
286                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].z,
287                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].x);
[7500]288    model->addTexCoor((float)j /(HM_TEX_RATE), (float)(i %this->heightMapReference->heightMap->h)/(HM_TEX_RATE));
[7496]289    model->addColor(r/255.0f, g/255.0f, b/255.0f);
[7467]290  }
[7014]291
[7467]292  // link Boarder Stripe
[7499]293  for(int j = yOffset - sampleRate; j < j2; j += sampleRate)
[7467]294  {
295    model->addIndice(cnt);
[7499]296    model->addIndice(cnt + (j2 - yOffset + sampleRate) / sampleRate );
[7467]297    cnt++;
298  }
299  cnt++;
[7014]300
[7496]301
[7467]302  model->newStripe();
[7014]303
304
[7499]305  cnt += (j2-yOffset)/ sampleRate;
[7467]306  // link 2nd BoarderStripe
[7499]307  for(int j = yOffset-sampleRate; j < j2;  j += sampleRate)
[7467]308  {
309    model->addIndice(cnt);
[7499]310    model->addIndice(cnt + (j2 - yOffset + sampleRate) / sampleRate);
[7467]311    cnt++;
312  }
[7014]313
[7490]314  SDL_UnlockSurface(this->heightMapReference->colorMap);
[7014]315
[7467]316  model->finalize();
[7014]317
[7469]318// #undef heightMap
[7490]319        #undef colors
[7014]320        #undef scaleX
321        #undef scaleY
322        #undef scaleZ
323        #undef shiftX
324        #undef shiftY
325        #undef shiftZ
326        #undef normalVectorField
[5942]327}
328
[7469]329
[6956]330
[7469]331
[7498]332/**
333 * constructor
334 *  @param heightMapName file name of the height map
335 */
[7497]336HeightMap::HeightMap(const std::string& heightMapName)
[7467]337    : VertexArrayModel()
[6956]338{
[7497]339  this->init(heightMapName);
[6956]340
[7497]341  this->colorMap = NULL;
[6956]342}
343
[7498]344
345/**
346 * constructor
347 *  @param heightMapName file name of the height map
348 *  @param colorMapName file name of the color map
349 */
[7497]350HeightMap::HeightMap(const std::string& heightMapName, const std::string& colorMapName)
[7467]351    : VertexArrayModel()
[6956]352{
[7497]353  this->init(heightMapName);
[6956]354
[7497]355  this->colorMap = IMG_Load(colorMapName.c_str());
356  if( this->colorMap != NULL)
[6956]357  {
[7497]358    PRINTF(0)("loading Image %s\n", colorMapName.c_str());
359    PRINTF(0)("width : %i\n", this->colorMap->w);
360    PRINTF(0)("height : %i\n", this->colorMap->h);
361    PRINTF(0)("%i Byte(s) per Pixel \n", this->colorMap->format->BytesPerPixel);
362    PRINTF(0)("Rshift : %i\n", this->colorMap->format->Rshift);
363    PRINTF(0)("Bshift: %i\n", this->colorMap->format->Bshift);
364    PRINTF(0)("Gshift: %i\n", this->colorMap->format->Gshift);
365    PRINTF(0)("Rmask: %i\n", this->colorMap->format->Rmask);
366    PRINTF(0)("Gmask: %i\n", this->colorMap->format->Gmask);
[7498]367
368    this->colors = (unsigned char *) colorMap->pixels;
369    this->hasColourMap = true;
[6956]370  }
[7467]371  else
[7498]372  {
[7467]373    PRINTF(0)("oops! couldn't load colorMap for some reason.\n");
[7498]374    this->hasColourMap = false;
[6956]375  }
[5967]376}
377
378
[7498]379/**
380 * deconstructor
381 */
[5967]382HeightMap::~HeightMap()
383{
[7526]384  if( heightMap)
385    delete heightMap;
386  if( colorMap)
387    delete colorMap;
[6956]388
[7526]389  if( this->tiles)
[7467]390  {
[7526]391    for( int i = 0; i < heightMap->h / HM_TILE_SIZE; i++) {
392      for( int j = 0; j < heightMap->w / HM_TILE_SIZE; j++) {
393        delete tiles [i][j];
394      }
[7467]395    }
[7526]396
397    for( int i = 0; i < heightMap->h / HM_TILE_SIZE; i++)
398      delete[] tiles[i];
399    delete[] tiles;
[7467]400  }
[6956]401
[7526]402  if( this->normalVectorField)
403  {
404    for(int i = 0; i < heightMap->h; i++)
405      delete[] normalVectorField[i];
406    delete[] normalVectorField;
407  }
[7497]408}
[6956]409
410
[7526]411/**
412 * this is the init function with stuff shared between all constructors
413 */
[7497]414void HeightMap::init(const std::string& heightMapName)
415{
416  this->setClassID(CL_HEIGHT_MAP, "HeightMap");
[6956]417
[7497]418  this->shiftX = 0;
419  this->shiftY = 0;
420  this->shiftZ = 0;
[7014]421
[7497]422  heightMap =  IMG_Load(heightMapName.c_str());
423  if( heightMap != NULL)
424  {
425    /*
426    WHAT about following checks:
427    - image size (rectangular?)
428    - image file type (bw?)
429    */
430    PRINTF(1)("loading Image %s\n", heightMapName.c_str());
431    PRINTF(1)("width : %i\n", heightMap->w);
432    PRINTF(1)("height : %i\n", heightMap->h);
433    PRINTF(1)("%i Byte(s) per Pixel \n", heightMap->format->BytesPerPixel);
434    PRINTF(1)("Rshift : %i\n", heightMap->format->Rshift);
435    PRINTF(1)("Bshift: %i\n", heightMap->format->Bshift);
436    PRINTF(1)("Gshift: %i\n", heightMap->format->Gshift);
437    PRINTF(1)("Rmask: %i\n", heightMap->format->Rmask);
438    PRINTF(1)("Gmask: %i\n", heightMap->format->Gmask);
439  }
440  else
441    PRINTF(1)("oops! couldn't load %s for some reason.\n", heightMapName.c_str());
[7014]442
[7526]443  this->generateNormalVectorField();
[7498]444
445  this->heights = (unsigned char*)heightMap->pixels;
[5967]446}
447
[7497]448
[7498]449/**
450 * this function loads the heightmap by creatin tiles
451 */
[5942]452void HeightMap::load()
453{
[7499]454  // create a dynamicly sized 2D-array for tiles
[7500]455  this->tiles =  new Tile**[this->heightMap->h / HM_TILE_SIZE];
[5967]456
[7500]457  for( int i = 0;i < heightMap->h / HM_TILE_SIZE; i++)
458    this->tiles [i]= new Tile*[this->heightMap->w / HM_TILE_SIZE];
[7014]459
[7499]460  // setup arrays
[7500]461  for( int i = 0; i < this->heightMap->h / HM_TILE_SIZE; i++)  {
462    for( int j = 0; j < this->heightMap->w / HM_TILE_SIZE; j++) {
463      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);
[7467]464    }
465  }
[6956]466}
[5993]467
468
[7498]469/**
470 * this function draws the height map
471 */
472void HeightMap::draw() const
[6956]473{
[7526]474  Vector v = State::getCameraNode()->getAbsCoor();
[6956]475
[7467]476  int i_min = 0;
[7500]477  int i_max = (heightMap->h )/ HM_TILE_SIZE;
[7467]478  int j_min = 0;
[7500]479  int j_max= (heightMap->) / HM_TILE_SIZE;
[6956]480
481
482
[7526]483  /* process the draw command to the tiles, FIXME: think of something more efficient*/
484  for( int i = 0; i < i_max; i++)  {
485    for( int j = 0; j < j_max; j++)  {
[7467]486      tiles[i][j]->draw();
487    }
488  }
[7498]489}
[5980]490
[7498]491
492/**
493 * this function generates the normal vector field
494 */
[6956]495void HeightMap::generateNormalVectorField()
496{
[7467]497  int delta = 1;
498  heights  = (unsigned char*) heightMap->pixels;
[6956]499
[7467]500  //Create a Dynamicly sized 2D-Array to store our normals
501  normalVectorField =  new Vector* [heightMap->h];
502  for(int i=0;i<heightMap->h;i++)
503    normalVectorField [i]= new (Vector [heightMap->w]);
[6956]504
[7467]505  // Initialize
506  for(int i=0; i< heightMap->h; i++)
507  {
508    for(int j = 0; j> heightMap->w; j++)
509    {
510      Vector v = Vector(0.0, 1.0, 0.0);
511      normalVectorField[i][j] = v;
512    }
513  }
[5967]514
[7467]515  // !!! Does not yet calculate the normals of some border points!!!!!
[5990]516
[7467]517  if(heightMap != NULL && heightMap->format->BitsPerPixel == 8 )
518  {
519    SDL_LockSurface(heightMap);
520    for(int i = 0 ; i < heightMap->h - 1  ; i ++)
521    {
522      for(int j = 0; j < heightMap->- 1  ;  j ++)
523      {
[5942]524
525
[7467]526        delta = (int)heights[j + (i+1)*(heightMap->w )] -  (int) heights[j + i*(heightMap->w )];
527        Vector a =  Vector(-scaleX,(float)delta*scaleY  ,0.0f);
[5942]528
[7467]529        delta = (int)heights[j+1 + i*(heightMap->w )] - (int)heights[j + i*(heightMap->w )];
530        Vector b =  Vector(0.0f,(float) delta*scaleY ,scaleZ);
[5942]531
[6956]532
[7467]533        normalVectorField[i][j] = b.cross(a);
534        normalVectorField[i][j].normalize();
[5942]535
[7467]536      }
537    }
538    SDL_UnlockSurface(heightMap);
[7014]539
[7467]540  }
[5942]541}
[6956]542
543
[7498]544/**
545 * scales the height map about a vector
546 *  @param v scaling vector
547 */
[6956]548void HeightMap::scale(Vector v)
549{
[7467]550  scaleX = v.x;
551  scaleY = v.y;
552  scaleZ = v.z;
553  generateNormalVectorField();
[6956]554}
555
[7498]556
557/**
558 * sets the absolute coordinates of the height map
559 *  @param v the moving vector
560 */
[6956]561void HeightMap::setAbsCoor(Vector v)
562{
[7467]563  offsetX = v.x;
564  offsetY = v.y;
[7498]565  offsetZ = v.z;
[6956]566}
567
568
[7498]569/**
570 * returns the height at a given 2D coordinate
571 *  @param x x coordinate of the height map (world space)
572 *  @param y y coordinate of the height map (world space)
573 *  @return the height (z)
574 */
[7014]575float HeightMap::getHeight(float x, float y)
[6956]576{
[7467]577  x -= offsetX;
578  y -= offsetZ;
[7014]579
[7497]580  int xInt = (int)( x / scaleX);
[7467]581  x -= (float)((int)x);
582  xInt = heightMap->h - xInt;
[7497]583  int yInt = (int)( y / scaleZ);
[7467]584  y -= (float) ((int) y); /*yInt = heightMap->w - yInt;*/
[7014]585
[7467]586  //PRINTF(0)("xInt: %i, yInt: %i, x: %f, y: %f\n", xInt, yInt, x, y);
[7014]587
[7467]588  if(xInt <= 0 || xInt >= heightMap->h || yInt <= 0 || yInt >= heightMap->)
589    return 0;
590  if( y >= 0.5*x)
591  {
592    // Check for ...
593  }
[6956]594
[7467]595  float height = heights[yInt + (xInt)*heightMap->w]*scaleY;
[7014]596
[7467]597  float a = normalVectorField[(xInt)][yInt].x;
598  float b = normalVectorField [(xInt)][yInt].z;
599  float c = normalVectorField [(xInt)][yInt].y;
[7014]600
[7467]601  PRINTF(0)("a: %f \n" ,a);
[6956]602  PRINTF(0)("b: %f \n" ,b);
[7467]603  PRINTF(0)("c: %f \n" ,c);
[7014]604
[7467]605  height -= ( (a/c)*(x) + (b/c)*(y));
[7014]606
[7467]607  PRINTF(0)("height: %f \n" ,height );
608  return (height + offsetZ);
[6956]609}
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