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terrain height math
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@@ -5642,44 +5642,65 @@ Environment.Exit(1);
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// does a linear approximation of the height at this intermediate point.
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public float GetGroundHeight(float x, float y)
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{
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int ix;
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int iy;
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float dx;
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float dy;
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// make position fit into array
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if (x < 0)
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x = 0;
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if (x >= Heightmap.Width)
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x = Heightmap.Width - 1;
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{
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ix = 0;
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dx = 0;
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}
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else if (x < Heightmap.Width - 1)
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{
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ix = (int)x;
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dx = x - ix;
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}
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else // out world use external height
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{
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ix = Heightmap.Width - 2;
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dx = 0;
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}
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if (y < 0)
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y = 0;
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if (y >= Heightmap.Height)
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y = Heightmap.Height - 1;
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{
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iy = 0;
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dy = 0;
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}
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else if (y < Heightmap.Height - 1)
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{
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iy = (int)y;
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dy = y - iy;
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}
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else
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{
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iy = Heightmap.Height - 2;
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dy = 0;
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}
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Vector3 p0 = new Vector3(x, y, (float)Heightmap[(int)x, (int)y]);
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Vector3 p1 = p0;
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Vector3 p2 = p0;
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float h1;
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float h2;
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float h0 = Heightmap[ix, iy]; // 0,0 vertice
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p1.X += 1.0f;
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if (p1.X < Heightmap.Width)
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p1.Z = (float)Heightmap[(int)p1.X, (int)p1.Y];
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p2.Y += 1.0f;
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if (p2.Y < Heightmap.Height)
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p2.Z = (float)Heightmap[(int)p2.X, (int)p2.Y];
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Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
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Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z);
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v0.Normalize();
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v1.Normalize();
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Vector3 vsn = new Vector3(
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(v0.Y * v1.Z) - (v0.Z * v1.Y),
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(v0.Z * v1.X) - (v0.X * v1.Z),
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(v0.X * v1.Y) - (v0.Y * v1.X)
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);
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vsn.Normalize();
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float xdiff = x - (float)((int)x);
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float ydiff = y - (float)((int)y);
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return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
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if (dy > dx)
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{
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++iy;
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h2 = Heightmap[ix, iy]; // 0,1 vertice
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h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
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++ix;
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h2 = (Heightmap[ix, iy] - h2) * dx; // 1,1 vertice minus 0,1
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}
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else
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{
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++ix;
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h2 = Heightmap[ix, iy]; // vertice 1,0
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h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
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++iy;
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h2 = (Heightmap[ix, iy] - h2) * dy; // 1,1 vertice minus 1,0
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}
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return h0 + h1 + h2;
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}
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private void CheckHeartbeat()
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