#include "heightmap.h" grbl::heightmap grbl::heightmap::from_params(float from_x, float from_y, float to_x, float to_y, float resolution) { heightmap result{}; result.from_x = from_x; result.from_y = from_y; result.to_x = to_x; result.to_y = to_y; result.resolution = resolution; result.x_segments = static_cast(ceilf((to_x - from_x) / resolution)); result.y_segments = static_cast(ceilf((to_y - from_y) / resolution)); float y_pos = from_y; for (int y = 0; y < (result.y_segments + 1); y++) { float x_pos = from_x; for (int x = 0; x < (result.x_segments + 1); x++) { // add a bit of random wobble to make it visible [-10, +10] // float z = ((rand() / (float) RAND_MAX) - 0.5f) * 2.0f * 1.0f; float z = 0.0f; result.vertices.emplace_back(x_pos, y_pos, z); x_pos += resolution; } y_pos += resolution; } return result; } size_t grbl::heightmap::index_from_coords(float x, float y) const { size_t result = 0; for (auto &v: vertices) { if (float_equal(v.x, x) && float_equal(v.y, y)) { return result; } result++; } return 0; } // bi-linear interpolation float grbl::heightmap::get_z_at(float x, float y) const { // TODO: make faster by precalculating indices double x1 = x - fmod(x - from_x, resolution); double x2 = x1 + resolution; double y1 = y - fmod(y - from_y, resolution); double y2 = y1 + resolution; double z11 = vertices[index_from_coords(x1, y1)].z; double z12 = vertices[index_from_coords(x1, y2)].z; double z21 = vertices[index_from_coords(x2, y1)].z; double z22 = vertices[index_from_coords(x2, y2)].z; double alpha_x = (x - x1) / (double) resolution; double a = z11 + (z21 - z11) * alpha_x; double b = z12 + (z22 - z12) * alpha_x; double alpha_y = (y - y1) / (double) resolution; double c = a + (b - a) * alpha_y; return (float) c; } bool grbl::float_equal(float a, float b) { return fabs(a - b) < 0.0001; }