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game/server/internal/net/world.go

89 lines
3.0 KiB
Go

package net
import "math"
// WorldConfig holds world configuration based on heightmap
type WorldConfig struct {
SamplesPerSide int // Number of heightmap samples per side
UnitsPerSample float32 // World units (meters) per sample
WorldWidth float32 // Total world width in units
WorldHeight float32 // Total world height (depth) in units
MinBounds Vec3 // Minimum world bounds
MaxBounds Vec3 // Maximum world bounds
MaxTerrainHeight float32 // Maximum terrain height
}
// NewWorldConfig creates world configuration from heightmap
func NewWorldConfig(heightmap [][]float32, unitsPerSample float32) *WorldConfig {
samplesPerSide := len(heightmap)
worldSize := float32(samplesPerSide-1) * unitsPerSample
halfSize := worldSize * 0.5
// Find max terrain height
maxHeight := float32(0)
for y := range heightmap {
for x := range heightmap[y] {
if heightmap[y][x] > maxHeight {
maxHeight = heightmap[y][x]
}
}
}
return &WorldConfig{
SamplesPerSide: samplesPerSide,
UnitsPerSample: unitsPerSample,
WorldWidth: worldSize,
WorldHeight: worldSize,
MinBounds: Vec3{X: -halfSize, Y: 0, Z: -halfSize},
MaxBounds: Vec3{X: halfSize, Y: maxHeight + 10, Z: halfSize},
MaxTerrainHeight: maxHeight,
}
}
// ClampPosition clamps a position to world bounds
func (w *WorldConfig) ClampPosition(pos Vec3) Vec3 {
return Vec3{
X: float32(math.Max(float64(w.MinBounds.X), math.Min(float64(w.MaxBounds.X), float64(pos.X)))),
Y: float32(math.Max(float64(w.MinBounds.Y), math.Min(float64(w.MaxBounds.Y), float64(pos.Y)))),
Z: float32(math.Max(float64(w.MinBounds.Z), math.Min(float64(w.MaxBounds.Z), float64(pos.Z)))),
}
}
// IsInBounds checks if a position is within world bounds
func (w *WorldConfig) IsInBounds(pos Vec3) bool {
return pos.X >= w.MinBounds.X && pos.X <= w.MaxBounds.X &&
pos.Y >= w.MinBounds.Y && pos.Y <= w.MaxBounds.Y &&
pos.Z >= w.MinBounds.Z && pos.Z <= w.MaxBounds.Z
}
// GetHeightAt gets interpolated height at world position
func (w *WorldConfig) GetHeightAt(heightmap [][]float32, worldX, worldZ float32) float32 {
// Convert world coordinates to sample coordinates
sampleX := (worldX + w.WorldWidth*0.5) / w.UnitsPerSample
sampleZ := (worldZ + w.WorldHeight*0.5) / w.UnitsPerSample
// Clamp to valid range
sampleX = float32(math.Max(0, math.Min(float64(w.SamplesPerSide-1), float64(sampleX))))
sampleZ = float32(math.Max(0, math.Min(float64(w.SamplesPerSide-1), float64(sampleZ))))
// Get integer sample indices
x0 := int(math.Floor(float64(sampleX)))
z0 := int(math.Floor(float64(sampleZ)))
x1 := int(math.Min(float64(x0+1), float64(w.SamplesPerSide-1)))
z1 := int(math.Min(float64(z0+1), float64(w.SamplesPerSide-1)))
// Get fractional parts for interpolation
fx := sampleX - float32(x0)
fz := sampleZ - float32(z0)
// Get heights at four corners
h00 := heightmap[z0][x0]
h10 := heightmap[z0][x1]
h01 := heightmap[z1][x0]
h11 := heightmap[z1][x1]
// Bilinear interpolation
h0 := h00*(1-fx) + h10*fx
h1 := h01*(1-fx) + h11*fx
return h0*(1-fz) + h1*fz
}