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Some terrain fixes
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0545622f5a
commit
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4 changed files with 9 additions and 9 deletions
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@ -1003,7 +1003,8 @@ void RenderingManager::resetCamera()
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float RenderingManager::getTerrainHeightAt(Ogre::Vector3 worldPos)
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{
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assert(mTerrain);
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if (!mTerrain || !mTerrain->getVisible())
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return -std::numeric_limits<float>::max();
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return mTerrain->getHeightAt(worldPos);
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}
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@ -1027,13 +1027,10 @@ namespace MWWorld
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return;
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}
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if (ptr.getCell()->isExterior())
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{
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float terrainHeight = mRendering->getTerrainHeightAt(pos);
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float terrainHeight = mRendering->getTerrainHeightAt(pos);
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if (pos.z < terrainHeight)
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pos.z = terrainHeight;
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}
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if (pos.z < terrainHeight)
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pos.z = terrainHeight;
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ptr.getRefData().getPosition().pos[2] = pos.z + 20; // place slightly above. will snap down to ground with code below
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@ -46,12 +46,12 @@ namespace
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// Algorithm described by Hanan Samet - 'Neighbour Finding in Quadtrees'
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// http://www.cs.umd.edu/~hjs/pubs/SametPRIP81.pdf
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Terrain::QuadTreeNode* searchNeighbourRecursive (Terrain::QuadTreeNode* currentNode, Terrain::Direction dir)
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QuadTreeNode* searchNeighbourRecursive (QuadTreeNode* currentNode, Direction dir)
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{
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if (!currentNode->getParent())
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return NULL; // Arrived at root node, the root node does not have neighbours
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Terrain::QuadTreeNode* nextNode;
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QuadTreeNode* nextNode;
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if (adjacent(currentNode->getDirection(), dir))
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nextNode = searchNeighbourRecursive(currentNode->getParent(), dir);
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else
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@ -14,6 +14,8 @@ namespace Terrain
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/// We keep storage of terrain data abstract here since we need different implementations for game and editor
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class Storage
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{
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public:
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virtual ~Storage() {}
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private:
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virtual ESM::Land* getLand (int cellX, int cellY) = 0;
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virtual const ESM::LandTexture* getLandTexture(int index, short plugin) = 0;
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