Starnut coder

12-30-2001, 07:16 PM

I created a Terrain Engine which consists

of Traingles in the following fashion:

h2__dist___h3

| /|

| / |

dist| / |dist

| / |

|/________|

h1 dist h4

These Squares with the length 'dist' are

put next to eachother. The amount of

squares in x-Direction is 'xlength'.

The amount in z-Direction is 'zlength'.

Now the Terrain works perfectly so I

will not go into the creation code.

Here comes the Problem:

I made an Algorithm that calculates the

Height of the Terrain in any Point (x;z)

but it doesn't seem to work perfectly.

Heres the code maybe you can give me a

better solution or correct mine:

float GetHeightXZ(float x, float z)

{

int xx, zz;

float halfx = (dist*xlength)/2;

float halfz = (dist*zlength)/2;

xx = (int)(xlength/2)+(x/dist);

zz = (int)(zlength/2)+(z/dist);

float xxw = x-((xx*dist)-halfx);

float zzw = z-((zz*dist)-halfz);

float h11, h33;

if(zzw > xxw)

{

h11 = h1-h2;

h33 = h3-h2;

float prozent1 = h11/10000;

float prozent2 = h33/10000;

float prozent3 = dist/10000;

x = h2+((((dist-zzw)/prozent3) *prozent1)+((xxw/prozent3)*prozent2));

}

else

{

h11 = h1-h4;

h33 = h3-h4;

float prozent1 = h11/10000;

float prozent2 = h33/10000;

float prozent3 = dist/10000;

x = h4+(((zzw/prozent3)*prozent1)+(((dist-xxw)/prozent3)*prozent2));

}

return x;

}

Many thanks in advance.

-Starnut

[This message has been edited by Starnut coder (edited 12-30-2001).]

[This message has been edited by Starnut coder (edited 12-30-2001).]

[This message has been edited by Starnut coder (edited 12-30-2001).]

of Traingles in the following fashion:

h2__dist___h3

| /|

| / |

dist| / |dist

| / |

|/________|

h1 dist h4

These Squares with the length 'dist' are

put next to eachother. The amount of

squares in x-Direction is 'xlength'.

The amount in z-Direction is 'zlength'.

Now the Terrain works perfectly so I

will not go into the creation code.

Here comes the Problem:

I made an Algorithm that calculates the

Height of the Terrain in any Point (x;z)

but it doesn't seem to work perfectly.

Heres the code maybe you can give me a

better solution or correct mine:

float GetHeightXZ(float x, float z)

{

int xx, zz;

float halfx = (dist*xlength)/2;

float halfz = (dist*zlength)/2;

xx = (int)(xlength/2)+(x/dist);

zz = (int)(zlength/2)+(z/dist);

float xxw = x-((xx*dist)-halfx);

float zzw = z-((zz*dist)-halfz);

float h11, h33;

if(zzw > xxw)

{

h11 = h1-h2;

h33 = h3-h2;

float prozent1 = h11/10000;

float prozent2 = h33/10000;

float prozent3 = dist/10000;

x = h2+((((dist-zzw)/prozent3) *prozent1)+((xxw/prozent3)*prozent2));

}

else

{

h11 = h1-h4;

h33 = h3-h4;

float prozent1 = h11/10000;

float prozent2 = h33/10000;

float prozent3 = dist/10000;

x = h4+(((zzw/prozent3)*prozent1)+(((dist-xxw)/prozent3)*prozent2));

}

return x;

}

Many thanks in advance.

-Starnut

[This message has been edited by Starnut coder (edited 12-30-2001).]

[This message has been edited by Starnut coder (edited 12-30-2001).]

[This message has been edited by Starnut coder (edited 12-30-2001).]