Ich versuche Terrain zu folgen, und ich bekomme eine negative Kameraposition in der XZ-Ebene. Jetzt bekomme ich eine Ausnahme außerhalb der Grenzen, weil die Zeile oder das Col negativ ist. Wie würde ich die Zelle des Gitters korrekt in den Ursprung transformieren und negative Kamerakoordinaten geben? HierNegative Zeile und Spalte im Gelände folgenden Algorithmus
sind die beiden Funktionen
int cGrid::getHeightmapEntry(int row, int col)
{
return m_heightmap[row * 300 + col];
}
float cGrid::getHeight(float x, float z, float _width, float _depth, int _cellSpacing)
{
// Translate on xz-plane by the transformation that takes
// the terrain START point to the origin.
x = ((float)_width/2.0f) + x;
z = ((float)_depth/2.0f) - z;
// Scale down by the transformation that makes the
// cellspacing equal to one. This is given by
// 1/cellspacing since; cellspacing * 1/cellspacing = 1.
x /= (float)_cellSpacing;
z /= (float)_cellSpacing;
// From now on, we will interpret our positive z-axis as
// going in the 'down' direction, rather than the 'up' direction.
// This allows to extract the row and column simply by 'flooring'
// x and z:
float col = ::floorf(x);
float row = ::floorf(z);
if (row < 0 || col<0)
{
row = 0;
}
// get the heights of the quad we're in:
//
// A B
// *---*
// |/|
// *---*
// C D
float A = getHeightmapEntry(row, col);
float B = getHeightmapEntry(row, col + 1);
float C = getHeightmapEntry(row + 1, col);
float D = getHeightmapEntry(row + 1, col + 1);
//
// Find the triangle we are in:
//
// Translate by the transformation that takes the upper-left
// corner of the cell we are in to the origin. Recall that our
// cellspacing was nomalized to 1. Thus we have a unit square
// at the origin of our +x -> 'right' and +z -> 'down' system.
float dx = x - col;
float dz = z - row;
// Note the below compuations of u and v are unneccessary, we really
// only need the height, but we compute the entire vector to emphasis
// the books discussion.
float height = 0.0f;
if (dz < 1.0f - dx) // upper triangle ABC
{
float uy = B - A; // A->B
float vy = C - A; // A->C
// Linearly interpolate on each vector. The height is the vertex
// height the vectors u and v originate from {A}, plus the heights
// found by interpolating on each vector u and v.
height = A + Lerp(0.0f, uy, dx) + Lerp(0.0f, vy, dz);
}
else // lower triangle DCB
{
float uy = C - D; // D->C
float vy = B - D; // D->B
// Linearly interpolate on each vector. The height is the vertex
// height the vectors u and v originate from {D}, plus the heights
// found by interpolating on each vector u and v.
height = D + Lerp(0.0f, uy, 1.0f - dx) + Lerp(0.0f, vy, 1.0f - dz);
}
return height;
}
float height = m_Grid.getHeight(position.x, position.y, 49 * 300, 49 * 300, 6.1224489795918367f);
if (height != 0)
{
position.y = height + 10.0f;
}
m_Camera.SetPosition(position.x, position.y, position.z);
bool cGrid::readRawFile(std::string fileName, int m, int n)
{
// A height for each vertex
std::vector<BYTE> in(m*n);
std::ifstream inFile(fileName.c_str(), std::ios_base::binary);
if (!inFile)
return false;
inFile.read(
(char*)&in[0], // buffer
in.size());// number of bytes to read into buffer
inFile.close();
// copy BYTE vector to int vector
m_heightmap.resize(n*m);
for (int i = 0; i < in.size(); i++)
m_heightmap[i] = (float)((in[i])/255)*50.0f;
return true;
}
m_Grid.readRawFile("castlehm257.raw", 50, 50);
Ich würde empfehlen, den DX11-Tag und das Hinzufügen des Grafik-Tages .. oder etwas anderes mehr Germane zu entfernen - Sie Ich muss für diese Frage ein breiteres Publikum treffen. Versuchen Sie auch, auf gamedev.stackexchange.com zu posten – xaxxon
danke haben Ihre Vorschläge –
oh, aus irgendeinem Grund dachte ich, Sie könnten nur 4 Tags haben. – xaxxon