* fixed bug with terrain collision and flat terrain having a zero-volume bounding box
* corrected terrain.getHeight() git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8135 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -77,6 +77,20 @@ import java.util.logging.Logger;
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*
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* The leaves of the terrain quad tree are Terrain Patches. These have the real geometry mesh.
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*
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*
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* Heightmap coordinates start from the bottom left of the world and work towards the
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* top right. This will seem upside down, but the texture coordinates compensate; and
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* it allows you to easily get the heightmap values at real world X,Z coordinates.
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*
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* +x
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* ^
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* | ......N = length of heightmap
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* | : :
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* | : :
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* | 0.....:
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* +---------> +z
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* (world coordinates)
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*
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* @author Brent Owens
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*/
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public class TerrainQuad extends Node implements Terrain {
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@ -152,16 +166,17 @@ public class TerrainQuad extends Node implements Terrain {
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LodCalculatorFactory lodCalculatorFactory)
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{
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super(name);
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if (heightMap == null)
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heightMap = generateDefaultHeightMap(size);
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if (!FastMath.isPowerOfTwo(size - 1)) {
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throw new RuntimeException("size given: " + size + " Terrain quad sizes may only be (2^N + 1)");
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}
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if (FastMath.sqrt(heightMap.length) > size) {
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Logger.getLogger(this.getClass().getName()).log(Level.WARNING, "Heightmap size is larger than the terrain size. Make sure your heightmap image is the same size as the terrain!");
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}
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if (heightMap == null)
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heightMap = generateDefaultHeightMap(size);
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this.offset = offset;
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this.offsetAmount = offsetAmount;
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this.totalSize = totalSize;
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@ -958,21 +973,29 @@ public class TerrainQuad extends Node implements Terrain {
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* @param y coordinate translated into actual (positive) terrain grid coordinates
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*/
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protected float getHeight(float x, float z, Vector2f xz) {
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float topLeft = getHeightmapHeight((int)FastMath.floor(x), (int)FastMath.ceil(z));
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float topRight = getHeightmapHeight((int)FastMath.ceil(x), (int)FastMath.ceil(z));
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float bottomLeft = getHeightmapHeight((int)FastMath.floor(x), (int)FastMath.floor(z));
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float bottomRight = getHeightmapHeight((int)FastMath.ceil(x), (int)FastMath.floor(z));
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// create a vertical, down-facing, ray and get the height from that
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float max = Math.max(Math.max(Math.max(topLeft, topRight), bottomRight),bottomLeft);
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max = max*getWorldScale().y;
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Ray ray = new Ray(new Vector3f(xz.x,max+10f,xz.y), new Vector3f(0,-1,0).normalizeLocal());
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CollisionResults cr = new CollisionResults();
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int num = this.collideWith(ray, cr);
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if (num > 0)
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return cr.getClosestCollision().getContactPoint().y;
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else
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return 0;
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x-=0.5f;
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z-=0.5f;
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float col = FastMath.floor(x);
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float row = FastMath.floor(z);
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boolean onX = false;
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if(1 - (x - col)-(z - row) < 0) // what triangle to interpolate on
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onX = true;
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// v1--v2 ^
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// | / | |
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// | / | |
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// v3--v4 | Z
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// |
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// <-------Y
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// X
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float v1 = getHeightmapHeight((int) FastMath.ceil(x), (int) FastMath.ceil(z));
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float v2 = getHeightmapHeight((int) FastMath.floor(x), (int) FastMath.ceil(z));
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float v3 = getHeightmapHeight((int) FastMath.ceil(x), (int) FastMath.floor(z));
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float v4 = getHeightmapHeight((int) FastMath.floor(x), (int) FastMath.floor(z));
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if (onX) {
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return ((x - col) + (z - row) - 1f)*v1 + (1f - (x - col))*v2 + (1f - (z - row))*v3;
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} else {
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return (1f - (x - col) - (z - row))*v4 + (z - row)*v2 + (x - col)*v3;
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}
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}
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public void setHeight(Vector2f xz, float height) {
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@ -1473,6 +1496,12 @@ public class TerrainQuad extends Node implements Terrain {
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for (int i = 0; i < getQuantity(); i++) {
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if (children.get(i) instanceof TerrainPatch) {
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TerrainPatch tp = (TerrainPatch) children.get(i);
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if (tp.getModelBound() instanceof BoundingBox) {
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if (((BoundingBox)tp.getModelBound()).getYExtent() == 0) {
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// a correction so the box always has a volume
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((BoundingBox)tp.getModelBound()).setYExtent(0.00001f);
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}
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}
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if (tp.getWorldBound().intersects(toTest)) {
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CollisionResults cr = new CollisionResults();
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toTest.collideWith(tp.getWorldBound(), cr);
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