# terrain_chunks.ludic - the height field a chunk at a time, for whatever is built per chunk (the # ground's physics, plan 23.5 of maroon-lake): the texels the renderer read back, as they are. # the ground's height at texel (tx, tz) as the renderer draws it - the cubic B-spline, which at a # texel's centre is the separable (1 4 1) / 6 filter of its neighbours, clamped at the map's edge: # the same numbers ludic.physics' jph_shape_heightfield_bspline makes of the whole map function ter_spline_at(render3d_st: mut Render3dState, tx: int, tz: int) -> float { var sum = 0.0 for d in -1 .. 2 { let z = min(max(tz + d, 0), TERRAIN_RES - 1) let row = (ter_h(render3d_st, max(tx - 1, 0), z) + 4.0 * ter_h(render3d_st, tx, z) + ter_h(render3d_st, min(tx + 1, TERRAIN_RES - 1), z)) / 6.0 if d == 0 { sum = sum + 4.0 * row } else { sum = sum + row } } return sum / 6.0 } # The heights of chunk (i, j) of a size_m grid laid from the terrain's corner (ter_ox - TERRAIN_HALF, # ter_oz - TERRAIN_HALF): n x n samples, row-major (z rows, x across), sample (a, b) at corner + # (i * size_m + a * size_m / (n - 1), j * size_m + b * size_m / (n - 1)), each the ground's # B-spline height at the texel under it (ter_spline_at: what the physics ground is built from). # Neighbours share their edge row and column, so seams agree to the bit. Into `out` (n * n floats, # the caller's, reused), nothing allocated. The read-back lives from terrain_generate to # terrain_unload - the whole of a map - so a chunk can be read any time between; false when there # is none (a plate, or before the map is made). function terrain_chunk_heights(render3d_st: mut Render3dState, i: int, j: int, size_m: float, n: int, out: floats) -> bool { if not ter_present(render3d_st) or n < 2 or len(out) < n * n { return false } let texel = 2.0 * float(render3d_st.TERRAIN_HALF) / float(TERRAIN_RES) let step = size_m / float(n - 1) let x0 = float(i) * size_m let z0 = float(j) * size_m for b in 0 .. n { let tz = min(max(int((z0 + float(b) * step) / texel + 0.5), 0), TERRAIN_RES - 1) for a in 0 .. n { let tx = min(max(int((x0 + float(a) * step) / texel + 0.5), 0), TERRAIN_RES - 1) out[b * n + a] = ter_spline_at(render3d_st, tx, tz) } } return true }