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source: orxonox.OLD/trunk/src/lib/graphics/importer/height_map.cc @ 7498

Last change on this file since 7498 was 7498, checked in by patrick, 18 years ago

orxonox: finished first ruff cleanup. now its about the algorithms

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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 i1
38 */
39Tile::Tile(int i1, int j1, int i2, int j2, HeightMap* heightMapReference )
40{
41  PRINTF(4)("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(i1, j1, i2, j2, this->highResModel, 4);
50  // create low res model
51  this->load(i1, j1, 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 i1, int j1, 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 - ((i1 + i2) / 2)) * scaleX;
102  this->z = this->heightMapReference->offsetZ + ((j1 + j2 ) / 2 ) * scaleZ;
103  //NEW:
104  this->setAbsCoor(this->heightMapReference->offsetX + ( this->heightMapReference->heightMap->h - ((i1 + i2) / 2)) * scaleX,
105                   0,
106                   this->heightMapReference->offsetZ + ((j1 + j2 ) / 2 ) * scaleZ);
107
108
109  float height = 0;
110  int offset = 0;
111
112  float r = 0.0;
113  float g = 0.0;
114  float b = 0.0;
115
116
117  //if( this->heightMapReference->heightMap != NULL && this->heightMapReference->heightMap->format->BitsPerPixel == 8 )
118
119  SDL_LockSurface(this->heightMapReference->heightMap);
120  SDL_LockSurface(this->heightMapReference->colorMap);
121
122  for( int i = i1 ; i <= i2  ; i +=sampleRate)
123  {
124    int w = 0;
125
126    // adjust the colors acoring to the color map
127    if( this->heightMapReference->hasColourMap)
128    {
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];
132    }
133
134    w = j1;
135
136    // add a vertex to the list
137    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i)+ shiftX,shiftY,scaleZ*(w)+ shiftZ); // Top Right
138    model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].y,
139                     normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].z,
140                     normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].x);
141    model->addTexCoor((float)(j1-sampleRate) /(texRate), (float)(i %this->heightMapReference->heightMap->h)/(texRate));
142    model->addColor(r/255.0f, g/255.0f, b/255.0f);
143
144
145    for(int j = j1; j <= j2; j += sampleRate)
146    {
147      // adjust the colors acording to the color map
148      if( this->heightMapReference->hasColourMap)
149      {
150        r = colors[3 * j + 2 + 3 * i * this->heightMapReference->heightMap->w];
151        g = colors[3 * j + 1 + 3 * i * this->heightMapReference->heightMap->w];
152        b = colors[3 * j + 0 + 3 * i * this->heightMapReference->heightMap->w];
153      }
154      height =  (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * (this->heightMapReference->heightMap->w)];
155      height += (float)(unsigned char)this->heightMapReference->heights[j + 1 + sampleRate + (i + 1) *
156                                                                        this->heightMapReference->heightMap->w];
157      height += (float)(unsigned char)this->heightMapReference->heights[j - 1 + sampleRate + (i + 1) *
158                                                                        this->heightMapReference->heightMap->w];
159      height += (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + (i + 2) *
160                                                                        this->heightMapReference->heightMap->w];
161      height += (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * (this->heightMapReference->heightMap->w)];
162      height /= 5.0;
163
164      model->addVertex(scaleX * (this->heightMapReference->heightMap->h -i) + shiftX ,
165                       ((double)(height)*scaleY) + shiftY ,
166                       scaleZ*(j) + shiftZ); // Top Right
167      model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].y,
168                       normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].z,
169                       normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].x);
170      model->addTexCoor((float)(j) /(texRate), (float)(i %this->heightMapReference->heightMap->h)/(texRate));
171      model->addColor(r/255.0f, g/255.0f, b/255.0f);
172      //PRINTF(0)("TexCoord:  %f %f \n",(float)j / 100.0, (float)(i %this->heightMapReference->h)/100.0);
173
174      w = j;
175    }
176    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i)+ shiftX,shiftY,scaleZ*(w)+ shiftZ); // Top Right
177    model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].y,
178                     normalVectorField[i % this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].z,
179                     normalVectorField[i% this->heightMapReference->heightMap->h][w % this->heightMapReference->heightMap->w].x);
180    model->addTexCoor((float)(j2+sampleRate) /(texRate), (float)(i %this->heightMapReference->heightMap->h)/(texRate));
181    model->addColor(r/255.0f, g/255.0f, b/255.0f);
182  }
183
184  SDL_UnlockSurface(this->heightMapReference->heightMap);
185  int cnt = 0;
186
187  for( int i = i1; i < i2; i +=sampleRate)
188  {
189    for( int j = j1-sampleRate; j < j2  + 2 * sampleRate; j += sampleRate)
190    {
191      model->addIndice(cnt);
192      model->addIndice(cnt  + (j2 -j1 + 3* sampleRate  )/ sampleRate );
193      cnt++;
194    }
195    model->newStripe();
196  }
197  cnt += (j2 -j1 + 3* sampleRate)/ sampleRate;
198
199  for( int j = j1; j <= j2; j += sampleRate)
200  {
201    int i = i1;
202
203    // To be fixed
204    if(this->heightMapReference->hasColourMap)
205    {
206      r = (float)colors[3 * j + 2 + 3 * i * this->heightMapReference->heightMap->w];
207      g = (float)colors[3 * j + 1 + 3 * i * this->heightMapReference->heightMap->w];
208      b = (float)colors[3 * j + 0 + 3 * i * this->heightMapReference->heightMap->w];
209    }
210
211    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i) + shiftX ,
212                     shiftY ,
213                     scaleZ*(j) + shiftZ); // Top Right
214    model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].y,
215                     normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].z,
216                     normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].x);
217    model->addTexCoor((float)j /(texRate), (float)((i - sampleRate) %this->heightMapReference->heightMap->h)/(texRate));
218    model->addColor(r/255.0f, g/255.0f, b/255.0f);
219  }
220
221
222  for(int j = j1  ; j <= j2    ;  j += sampleRate)
223  {
224    int i = i1;
225    height =  (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * this->heightMapReference->heightMap->w];
226    height += (float)(unsigned char)this->heightMapReference->heights[j + 1 + sampleRate + (i + 1) *
227                                                                      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 + sampleRate + (i + 2) *
231                                                                      this->heightMapReference->heightMap->w];
232    height += (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * this->heightMapReference->heightMap->w];
233    height=height/5.0;
234
235    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i) + shiftX ,
236                     ((double)(height)*scaleY) +shiftY ,
237                     scaleZ*(j) + shiftZ); // Top Right
238    model->addNormal(normalVectorField[i % this->heightMapReference->heightMap->h][j % this->heightMapReference->heightMap->w].y,
239                     normalVectorField[i % this->heightMapReference->heightMap->h][j% this->heightMapReference->heightMap->w].z,
240                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].x);
241    model->addTexCoor((float)j /(texRate), (float)(i %this->heightMapReference->heightMap->h)/(texRate));
242    model->addColor(r/255.0f, g/255.0f, b/255.0f);
243  }
244
245
246  for(int j = j1; j <= j2; j += sampleRate)
247  {
248    int i = i2;
249    // To be fixed
250    if( this->heightMapReference->hasColourMap)
251    {
252      r = (float)colors[3 * j + 2 + 3 * i * this->heightMapReference->heightMap->w];
253      g = (float)colors[3 * j + 1 + 3 * i * this->heightMapReference->heightMap->w];
254      b = (float)colors[3 * j + 0 + 3 * i * this->heightMapReference->heightMap->w];
255    }
256
257    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i) + shiftX ,
258                     shiftY ,
259                     scaleZ*(j) + shiftZ); // Top Right
260    model->addNormal(normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].y,
261                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].z,
262                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].x);
263    model->addTexCoor((float)j /(texRate), (float)((i+ sampleRate) %this->heightMapReference->heightMap->h)/(texRate));
264    model->addColor(r/255.0f, g/255.0f, b/255.0f);
265  }
266
267
268  for(int j = j1; j <= j2; j += sampleRate)
269  {
270    int i = i2;
271    height =  (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * this->heightMapReference->heightMap->w];
272    height += (float)(unsigned char)this->heightMapReference->heights[j + 1 + sampleRate + (i + 1)
273                                                                      * this->heightMapReference->heightMap->w];
274    height += (float)(unsigned char)this->heightMapReference->heights[j - 1 + sampleRate + (i + 1) *
275                                                                      this->heightMapReference->heightMap->w];
276    height += (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + (i + 2) *
277                                                                      this->heightMapReference->heightMap->w];
278    height +=  (float)(unsigned char)this->heightMapReference->heights[j + sampleRate + i * this->heightMapReference->heightMap->w];
279    height /= 5.0;
280    model->addVertex(scaleX*(this->heightMapReference->heightMap->h -i) + shiftX ,
281                     ((double)(height)*scaleY) +shiftY ,
282                     scaleZ*(j) + shiftZ); // Top Right
283    model->addNormal(normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].y,
284                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].z,
285                     normalVectorField[i%this->heightMapReference->heightMap->h][j%this->heightMapReference->heightMap->w].x);
286    model->addTexCoor((float)j /(texRate), (float)(i %this->heightMapReference->heightMap->h)/(texRate));
287    model->addColor(r/255.0f, g/255.0f, b/255.0f);
288  }
289
290  // link Boarder Stripe
291  for(int j = j1 - sampleRate; j < j2; j += sampleRate)
292  {
293    model->addIndice(cnt);
294    model->addIndice(cnt + (j2 - j1 + sampleRate) / sampleRate );
295    cnt++;
296  }
297  cnt++;
298
299
300  model->newStripe();
301
302
303  cnt += (j2-j1)/ sampleRate;
304  // link 2nd BoarderStripe
305  for(int j = j1-sampleRate; j < j2;  j += sampleRate)
306  {
307    model->addIndice(cnt);
308    model->addIndice(cnt + (j2 - j1 + sampleRate) / sampleRate);
309    cnt++;
310  }
311
312  SDL_UnlockSurface(this->heightMapReference->colorMap);
313
314  model->finalize();
315
316// #undef heightMap
317        #undef colors
318        #undef scaleX
319        #undef scaleY
320        #undef scaleZ
321        #undef shiftX
322        #undef shiftY
323        #undef shiftZ
324        #undef normalVectorField
325}
326
327
328
329
330/**
331 * constructor
332 *  @param heightMapName file name of the height map
333 */
334HeightMap::HeightMap(const std::string& heightMapName)
335    : VertexArrayModel()
336{
337  this->init(heightMapName);
338
339  this->colorMap = NULL;
340}
341
342
343/**
344 * constructor
345 *  @param heightMapName file name of the height map
346 *  @param colorMapName file name of the color map
347 */
348HeightMap::HeightMap(const std::string& heightMapName, const std::string& colorMapName)
349    : VertexArrayModel()
350{
351  this->init(heightMapName);
352
353  this->colorMap = IMG_Load(colorMapName.c_str());
354  if( this->colorMap != NULL)
355  {
356    PRINTF(0)("loading Image %s\n", colorMapName.c_str());
357    PRINTF(0)("width : %i\n", this->colorMap->w);
358    PRINTF(0)("height : %i\n", this->colorMap->h);
359    PRINTF(0)("%i Byte(s) per Pixel \n", this->colorMap->format->BytesPerPixel);
360    PRINTF(0)("Rshift : %i\n", this->colorMap->format->Rshift);
361    PRINTF(0)("Bshift: %i\n", this->colorMap->format->Bshift);
362    PRINTF(0)("Gshift: %i\n", this->colorMap->format->Gshift);
363    PRINTF(0)("Rmask: %i\n", this->colorMap->format->Rmask);
364    PRINTF(0)("Gmask: %i\n", this->colorMap->format->Gmask);
365
366    this->colors = (unsigned char *) colorMap->pixels;
367    this->hasColourMap = true;
368  }
369  else
370  {
371    PRINTF(0)("oops! couldn't load colorMap for some reason.\n");
372    this->hasColourMap = false;
373  }
374}
375
376
377/**
378 * deconstructor
379 */
380HeightMap::~HeightMap()
381{
382  delete heightMap;
383  delete colorMap;
384
385  for(int i=0;i <    heightMap->h/tileSize ; i++)
386  {
387    for(int j = 0; j < heightMap->w/ tileSize; j++)
388    {
389      delete tiles [i][j];
390    }
391  }
392  for(int i=0;i <    heightMap->h/tileSize ; i++)
393    delete[] tiles[i];
394  delete[] tiles;
395
396  for(int i=0;i<heightMap->h;i++)
397    delete[] normalVectorField [i];
398  delete[] normalVectorField;
399}
400
401
402
403void HeightMap::init(const std::string& heightMapName)
404{
405  this->setClassID(CL_HEIGHT_MAP, "HeightMap");
406
407  this->shiftX = 0;
408  this->shiftY = 0;
409  this->shiftZ = 0;
410
411  heightMap =  IMG_Load(heightMapName.c_str());
412  if( heightMap != NULL)
413  {
414    /*
415    WHAT about following checks:
416    - image size (rectangular?)
417    - image file type (bw?)
418    */
419    PRINTF(1)("loading Image %s\n", heightMapName.c_str());
420    PRINTF(1)("width : %i\n", heightMap->w);
421    PRINTF(1)("height : %i\n", heightMap->h);
422    PRINTF(1)("%i Byte(s) per Pixel \n", heightMap->format->BytesPerPixel);
423    PRINTF(1)("Rshift : %i\n", heightMap->format->Rshift);
424    PRINTF(1)("Bshift: %i\n", heightMap->format->Bshift);
425    PRINTF(1)("Gshift: %i\n", heightMap->format->Gshift);
426    PRINTF(1)("Rmask: %i\n", heightMap->format->Rmask);
427    PRINTF(1)("Gmask: %i\n", heightMap->format->Gmask);
428  }
429  else
430    PRINTF(1)("oops! couldn't load %s for some reason.\n", heightMapName.c_str());
431
432  generateNormalVectorField();
433
434  this->heights = (unsigned char*)heightMap->pixels;
435}
436
437
438/**
439 * this function loads the heightmap by creatin tiles
440 */
441void HeightMap::load()
442{
443  //Create a Dynamicly sized 2D-Array for Tiles
444  tiles =  new Tile** [heightMap->h/tileSize];
445  for(int i=0;i <    heightMap->h/tileSize ; i++)
446    tiles [i]= new (Tile* [heightMap->w /tileSize ]);
447
448  //SetUp Arrays
449  for(int i = 0; i < (heightMap->)/ tileSize; i ++)
450  {
451    for(int j = 0; j < (heightMap->w )/ tileSize; j ++)
452    {
453
454      tiles[i][j] =    new Tile( i*tileSize ,  j*tileSize , (i+1)*tileSize, (j+1)*tileSize , this ) ;
455    }
456  }
457}
458
459
460/**
461 * this function draws the height map
462 */
463void HeightMap::draw() const
464{
465  const PNode* camera = State::getCameraNode();
466  Vector v = camera->getAbsCoor();
467
468  int i_min = 0;
469  int i_max = (heightMap->h )/ tileSize;
470  int j_min = 0;
471  int j_max= (heightMap->) / tileSize;
472
473
474
475  for(int i = 0; i <  i_max        ; i ++)
476  {
477    for(int j = 0; j < j_max ; j++)
478    {
479      tiles[i][j]->draw();
480    }
481  }
482}
483
484
485/**
486 * this function generates the normal vector field
487 */
488void HeightMap::generateNormalVectorField()
489{
490  int delta = 1;
491  heights  = (unsigned char*) heightMap->pixels;
492
493  //Create a Dynamicly sized 2D-Array to store our normals
494  normalVectorField =  new Vector* [heightMap->h];
495  for(int i=0;i<heightMap->h;i++)
496    normalVectorField [i]= new (Vector [heightMap->w]);
497
498  // Initialize
499  for(int i=0; i< heightMap->h; i++)
500  {
501    for(int j = 0; j> heightMap->w; j++)
502    {
503      Vector v = Vector(0.0, 1.0, 0.0);
504      normalVectorField[i][j] = v;
505    }
506  }
507
508  // !!! Does not yet calculate the normals of some border points!!!!!
509
510  if(heightMap != NULL && heightMap->format->BitsPerPixel == 8 )
511  {
512    SDL_LockSurface(heightMap);
513    for(int i = 0 ; i < heightMap->h - 1  ; i ++)
514    {
515      for(int j = 0; j < heightMap->- 1  ;  j ++)
516      {
517
518
519        delta = (int)heights[j + (i+1)*(heightMap->w )] -  (int) heights[j + i*(heightMap->w )];
520        Vector a =  Vector(-scaleX,(float)delta*scaleY  ,0.0f);
521
522        delta = (int)heights[j+1 + i*(heightMap->w )] - (int)heights[j + i*(heightMap->w )];
523        Vector b =  Vector(0.0f,(float) delta*scaleY ,scaleZ);
524
525
526        normalVectorField[i][j] = b.cross(a);
527        normalVectorField[i][j].normalize();
528
529      }
530    }
531    SDL_UnlockSurface(heightMap);
532
533  }
534}
535
536
537/**
538 * scales the height map about a vector
539 *  @param v scaling vector
540 */
541void HeightMap::scale(Vector v)
542{
543  scaleX = v.x;
544  scaleY = v.y;
545  scaleZ = v.z;
546  generateNormalVectorField();
547}
548
549
550/**
551 * sets the absolute coordinates of the height map
552 *  @param v the moving vector
553 */
554void HeightMap::setAbsCoor(Vector v)
555{
556  offsetX = v.x;
557  offsetY = v.y;
558  offsetZ = v.z;
559}
560
561
562/**
563 * returns the height at a given 2D coordinate
564 *  @param x x coordinate of the height map (world space)
565 *  @param y y coordinate of the height map (world space)
566 *  @return the height (z)
567 */
568float HeightMap::getHeight(float x, float y)
569{
570  x -= offsetX;
571  y -= offsetZ;
572
573  int xInt = (int)( x / scaleX);
574  x -= (float)((int)x);
575  xInt = heightMap->h - xInt;
576  int yInt = (int)( y / scaleZ);
577  y -= (float) ((int) y); /*yInt = heightMap->w - yInt;*/
578
579  //PRINTF(0)("xInt: %i, yInt: %i, x: %f, y: %f\n", xInt, yInt, x, y);
580
581  if(xInt <= 0 || xInt >= heightMap->h || yInt <= 0 || yInt >= heightMap->)
582    return 0;
583  if( y >= 0.5*x)
584  {
585    // Check for ...
586  }
587
588  float height = heights[yInt + (xInt)*heightMap->w]*scaleY;
589
590  float a = normalVectorField[(xInt)][yInt].x;
591  float b = normalVectorField [(xInt)][yInt].z;
592  float c = normalVectorField [(xInt)][yInt].y;
593
594  PRINTF(0)("a: %f \n" ,a);
595  PRINTF(0)("b: %f \n" ,b);
596  PRINTF(0)("c: %f \n" ,c);
597
598  height -= ( (a/c)*(x) + (b/c)*(y));
599
600  PRINTF(0)("height: %f \n" ,height );
601  return (height + offsetZ);
602}
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