Implemented getHeight
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@@ -21,7 +21,6 @@ Entity::~Entity()
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void Entity::draw()
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{
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rotation.y += 1;
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if (model)
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{
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glPushMatrix();
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+12
-2
@@ -90,7 +90,7 @@ void HeightMap::Draw()
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glDisableClientState(GL_NORMAL_ARRAY);
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}
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void HeightMap::GetHeigth(float x, float y)
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float HeightMap::GetHeigth(float x, float y)
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{
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x /= scale;
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y /= scale;
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@@ -102,8 +102,18 @@ void HeightMap::GetHeigth(float x, float y)
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Vertex& a = vertices[index];
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Vertex& b = vertices[index+1];
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Vertex& c = vertices[index+3];
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//http://stackoverflow.com/questions/36090269/finding-height-of-point-on-height-map-triangles
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float lowervalue = ((b.y - c.y)*(a.x - c.x) + (c.x - b.x)*(a.y - c.y));
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float labda1 = ((b.y - c.y)*(x - c.x) + (c.x - b.x)*(y - c.y))/ lowervalue;
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float labda2 = ((c.y - a.y)*(x - c.x) + (a.x - c.x)*(y - c.y)) / lowervalue;
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float labda3 = 1 - labda1 - labda2;
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Vec3f z = Vec3f(a.x, a.y, a.z) * labda1 + Vec3f(b.x, b.y, b.z) * labda2 + Vec3f(c.x, c.y, c.z) * labda3;
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return z.y;
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}
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void HeightMap::SetTexture(const std::string &file)
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+1
-1
@@ -18,7 +18,7 @@ public:
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~HeightMap();
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void Draw();
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void GetHeigth(float x, float z);
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float GetHeigth(float x, float y);
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void SetTexture(const std::string &file);
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std::vector<Vertex> vertices;
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@@ -80,6 +80,11 @@ bool Vec3f::operator!=(const Vec3f & other)
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return x != other.x & y != other.y & z != other.z;
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}
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Vec3f Vec3f::operator*(const float & other)
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{
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return Vec3f(x*other, y*other, z*other);
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}
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Vec3f Vec3f::cross(const Vec3f & other)
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{
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return Vec3f(
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@@ -23,6 +23,7 @@ public:
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Vec3f operator / (float value);
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bool operator ==(const Vec3f &other);
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bool operator !=(const Vec3f &other);
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Vec3f operator *(const float &other);
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Vec3f cross(const Vec3f &other);
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@@ -133,7 +133,7 @@ void World::update(float elapsedTime)
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{
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Vec3f difference = e->position - enemy->position; //zou misschien omgedraait moeten worden
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difference.Normalize();
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//difference = difference * (e->model->radius + 0.01f);
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difference = difference * (e->model->radius + 0.01f);
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enemy->position = e->position + difference;
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break;
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}
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