Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Heightfield class
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#ifndef HEIGHTFIELD_H
#define HEIGHTFIELD_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/MaterialSystemUtil.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CMeshBuilder;
//-----------------------------------------------------------------------------
// Definition of a heightfield
//-----------------------------------------------------------------------------
class CHeightField
{
public:
CHeightField( int nPowX, int nPowY, int nPowScale );
~CHeightField();
// Loads the heights from a file
bool LoadHeightFromFile( const char *pFileName );
// Returns the max range of x, y
int GetWidth();
int GetHeight();
// Returns the height of the field at a paticular (x,y)
float GetHeight( float x, float y );
float GetHeightAndSlope( float x, float y, float *dx, float *dy );
// Draws the heightfield
void Draw( );
private:
int m_nPowX;
int m_nPowY;
int m_nWidth;
int m_nHeight;
int m_nScale;
int m_nPowScale;
float m_flOOScale;
float *m_pHeightField;
CMaterialReference m_Material;
CTextureReference m_Texture;
};
//-----------------------------------------------------------------------------
// Returns the max range of x, y (for use in GetHeight)
//-----------------------------------------------------------------------------
inline int CHeightField::GetWidth()
{
return m_nWidth << m_nPowScale;
}
inline int CHeightField::GetHeight()
{
return m_nHeight << m_nPowScale;
}
#endif // HEIGHTFIELD_H