private void resetHeight(Terrain terrain, List<Vector2f> undoLocs, List<Float> undoHeights) {
    List<Float> neg = new ArrayList<Float>();
    for (Float f : undoHeights) neg.add(f * -1f);

    terrain.adjustHeight(undoLocs, neg);
    ((Node) terrain).updateModelBound();
  }
Beispiel #2
0
 public static BufferedImage terrainGetTexture(
     Terrain terrain, int width, int height, String map) {
   MatParam matParam = terrain.getMaterial().getParam(map);
   if (matParam == null) {
     return null;
   }
   Texture tex = (Texture) matParam.getValue();
   if (tex == null) {
     return null;
   }
   Image i = tex.getImage();
   if (i == null) {
     return null;
   }
   return scaleImage(ImageToAwt.convert(i, true, true, 0), width, height);
 }
  private void modifyHeight(
      Terrain terrain, Vector3f worldLoc, float radius, float height, Meshes mesh) {

    int radiusStepsX = (int) (radius / ((Node) terrain).getLocalScale().x);
    int radiusStepsZ = (int) (radius / ((Node) terrain).getLocalScale().z);

    float xStepAmount = ((Node) terrain).getLocalScale().x;
    float zStepAmount = ((Node) terrain).getLocalScale().z;

    List<Vector2f> locs = new ArrayList<Vector2f>();
    List<Float> heights = new ArrayList<Float>();

    for (int z = -radiusStepsZ; z < radiusStepsZ; z++) {
      for (int x = -radiusStepsX; x < radiusStepsX; x++) {

        float locX = worldLoc.x + (x * xStepAmount);
        float locZ = worldLoc.z + (z * zStepAmount);

        // see if it is in the radius of the tool
        if (ToolUtils.isInMesh(locX - worldLoc.x, locZ - worldLoc.z, radius, mesh)) {

          Vector2f terrainLoc = new Vector2f(locX, locZ);
          // adjust height based on radius of the tool
          float center = terrain.getHeightmapHeight(terrainLoc);
          float left = terrain.getHeightmapHeight(new Vector2f(terrainLoc.x - 1, terrainLoc.y));
          float right = terrain.getHeightmapHeight(new Vector2f(terrainLoc.x + 1, terrainLoc.y));
          float up = terrain.getHeightmapHeight(new Vector2f(terrainLoc.x, terrainLoc.y + 1));
          float down = terrain.getHeightmapHeight(new Vector2f(terrainLoc.x, terrainLoc.y - 1));
          int count = 1;
          float amount = center;
          if (!isNaN(left)) {
            amount += left;
            count++;
          }
          if (!isNaN(right)) {
            amount += right;
            count++;
          }
          if (!isNaN(up)) {
            amount += up;
            count++;
          }
          if (!isNaN(down)) {
            amount += down;
            count++;
          }

          amount /= count; // take average

          // weigh it
          float diff = amount - center;
          diff *= height;

          locs.add(terrainLoc);
          heights.add(diff);
        }
      }
    }

    undoLocs = locs;
    undoHeights = heights;

    // do the actual height adjustment
    terrain.adjustHeight(locs, heights);

    ((Node) terrain).updateModelBound(); // or else we won't collide with it where we just edited
  }