在球体C#上展开的高度图上查找高度

问题描述 投票:1回答:1

我正在寻找一些数学帮助。我有一个游戏是生成2D高度图,然后使用长度/方向公式在球体上拉伸。现在我需要知道如何计算高度图上2点之间的高度。

我知道的:

  • 包含高度图的数组
  • 与我的物体成弧度的角度
  • 高度图上有多少个点

我的问题看起来有点像:

image

more images

红色和蓝色线是2个高度图点,浅蓝色是我想要计算高度的地方。

这是我目前的代码,但它不能很好地工作。

public double getheight(double angle)
{
    //find out angle between 2 heightmap point
    double offset = MathHelper.TwoPi / (heightmap.Length - 1);
    //total brainfart attempt
    double lowerAngle = offset * angle;
    double upperAngle = offset * angle + offset;
    //find heights
    double height1 = heightmap[(int)lowerAngle];
    double height2 = heightmap[(int)upperAngle];
    //find offset angle
    double u = angle - lowerAngle / (upperAngle - lowerAngle);
    //return the height
    return height1 + (height1 - height2) * u;
}

根据我的植被代码,这似乎工作正常,但是粗略地用于单位等,因为它们在移动时上下移动,因为它仅使用1个高度图点。

double[] hMap = planet.getHeightMap();
double i = hMap.Length / (Math.PI * 2);
this.height = hMap[(int)(angle * i)];
c# math angle heightmap
1个回答
1
投票

编辑:结尾的示例基于其他问题信息

对我来说就像一个线性插值 - 如果你从二维视角看它,你有两点:

(x1, y1) = point one on heightmap
(x2, y2) = point two on heightmap

以及在未知高度的(x1,x2)之间的某一点:

pu = (xu, yu)

LERP的通用公式是:

pu = p0 + (p1 - p0) * u

哪里:

  • p0 =第一个值
  • p1 =第二个值
  • u =%你的未知点位于(p0,p1)之间

在这里,我们会说p0 == y2p1 == y1。现在我们需要确定x1x2之间未知点的“距离” - 如果你知道两个高度图点的角度,这很容易:

u = ang(xu) - ang(x1) / (ang(x2) - ang(x1))

或者,您可以将角度投射到Max(y1,y2)并以此方式获得“未知x pos”,然后计算上述内容。

那么,让我们尝试一个人为的例子:

p1 = point one in map = (1,2) therefore ang(p1) ~ 57 degrees
p2 = point two in map = (2,4) therefore ang(p2) ~ 114 degrees

注意,这里,“x轴”沿着球体的表面,“y轴”是距离中心的距离。

pu = object location = py @angle 100 degrees ~ 1.74 radians

px = (1.74 rad - 1 rad ) / (2 rad - 1 rad) = 0.74 / 1.0 = 0.74 => 74%

py = y0 + (y1 - y0) * u
   = 2 + (4 - 2) * 0.74
   = 2.96

希望我没有在某处丢弃或错放标志...... :)

好的,你的示例代码 - 我已经调整了一下,这就是我想出的:

首先,让我们定义一些自己的帮手:

public static class MathHelper
{
    public const double TwoPi = Math.PI * 2.0;
    public static double DegToRad(double deg)
    {
        return (TwoPi / 360.0) * deg;
    }
    public static double RadToDeg(double rad)
    {
        return (360.0 / TwoPi) * rad;
    }

    // given an upper/lower bounds, "clamp" the value into that
    // range, wrapping over to lower if higher than upper, and
    // vice versa    
    public static int WrapClamp(int value, int lower, int upper)
    {
        return value > upper ? value - upper - 1
            : value < lower ? upper - value - 1
            : value;
    }
}

我们的测试设置:

void Main()
{
    var random = new Random();

    // "sea level"
    var baseDiameter = 10;

    // very chaotic heightmap
    heightmap = Enumerable
        .Range(0, 360)
        .Select(_ => random.NextDouble() * baseDiameter)
        .ToArray();

    // let's walk by half degrees, since that's roughly how many points we have
    for(double i=0;i<360;i+=0.5)
    {
        var angleInDegrees = i;
        var angleInRads = MathHelper.DegToRad(i);
        Console.WriteLine("Height at angle {0}°({1} rad):{2} (using getheight:{3})",
            angleInDegrees,
            angleInRads,
            heightmap[(int)angleInDegrees],
            getheight(angleInRads));
    }
}

double[] heightmap;

而我们的“getheight”方法:

// assume: input angle is in radians
public double getheight(double angle)
{
    //find out angle between 2 heightmap point
    double dTheta = MathHelper.TwoPi / (heightmap.Length);

    // our "offset" will be how many dThetas we are
    double offset = angle / dTheta;

    // Figure out two reference points in heightmap
    // THESE MAY BE THE SAME POINT, if angle ends up
    // landing on a heightmap index!
    int lowerAngle = (int)offset;
    int upperAngle = (int)Math.Round(
        offset, 
        0, 
        MidpointRounding.AwayFromZero);

    // find closest heightmap points to angle, wrapping
    // around if we go under 0 or over max
    int closestPointIndex = MathHelper.WrapClamp(
        lowerAngle, 
        0, 
        heightmap.Length-1);
    int nextPointIndex = MathHelper.WrapClamp(
        upperAngle, 
        0, 
        heightmap.Length-1);

    //find heights
    double height1 = heightmap[closestPointIndex];
    double height2 = heightmap[nextPointIndex];

    // percent is (distance from angle to closest angle) / (angle "step" per heightmap point)
    double percent = (angle - (closestPointIndex * dTheta)) / dTheta;

    // find lerp height = firstvalue + (diff between values) * percent
    double lerp = Math.Abs(height1 + (height2 - height1) * percent);

    // Show what we're doing
    Console.WriteLine("Delta ang:{0:f3}, Offset={1:f3} => compare indices:[{2}, {3}]", 
        dTheta, 
        offset, 
        closestPointIndex, 
        nextPointIndex);
    Console.WriteLine("Lerping {0:p} between heights {1:f4} and {2:f4} - lerped height:{3:f4}", 
        percent,
        height1, 
        height2,
        lerp);

    return lerp;
}
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