org.lwjglb.engine.items.Terrain.interpolateHeight()方法的使用及代码示例

x33g5p2x  于2022-01-30 转载在 其他  
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本文整理了Java中org.lwjglb.engine.items.Terrain.interpolateHeight()方法的一些代码示例,展示了Terrain.interpolateHeight()的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Terrain.interpolateHeight()方法的具体详情如下:
包路径:org.lwjglb.engine.items.Terrain
类名称:Terrain
方法名:interpolateHeight

Terrain.interpolateHeight介绍

暂无

代码示例

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public float getHeight(Vector3f position) {
  float result = Float.MIN_VALUE;
  // For each terrain block we get the bounding box, translate it to view coodinates
  // and check if the position is contained in that bounding box
  Box2D boundingBox = null;
  boolean found = false;
  GameItem terrainBlock = null;
  for (int row = 0; row < terrainSize && !found; row++) {
    for (int col = 0; col < terrainSize && !found; col++) {
      terrainBlock = gameItems[row * terrainSize + col];
      boundingBox = boundingBoxes[row][col];
      found = boundingBox.contains(position.x, position.z);
    }
  }
  // If we have found a terrain block that contains the position we need
  // to calculate the height of the terrain on that position
  if (found) {
    Vector3f[] triangle = getTriangle(position, boundingBox, terrainBlock);
    result = interpolateHeight(triangle[0], triangle[1], triangle[2], position.x, position.z);
  }
  return result;
}

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