#include "Contents/Ground/TerrainHeight.h" #include "Utility/Math/ScalarConversion.h" // OFFSET: 0x00748D80 // FUNCTION: fn_07838 float TerrainHeight::Height(float x, float z) const { const float size = static_cast(this->cellSize); const float gridX = (static_cast(this->width) * size) * 0.5f + x; const float gridZ = (static_cast(this->height) * size) * 0.5f + z; const int column = TruncateToInt(gridX / size); const int row = TruncateToInt(gridZ / size); if (column < 0 || column >= this->width || row < 0 || row >= this->height) { return 0.0f; } const TerrainHeightCell* cell = this->cells + column + row * this->width; if (!cell) { return 0.0f; } const float localZ = gridZ - static_cast(row) * size; const float first = ((cell->heights[2] - cell->heights[0]) * localZ) / size + cell->heights[0]; const float second = ((cell->heights[3] - cell->heights[1]) * localZ) / size + cell->heights[1]; const float localX = gridX - static_cast(column) * size; return (localX * (second - first)) / size + first; } // OFFSET: 0x00748D30 // FUNCTION: fn_07837 const TerrainHeightCell* TerrainHeight::CellAt(int column, int row) const { if (column < 0 || column >= this->width || row < 0 || row >= this->height) { return nullptr; } return this->cells + column + row * this->width; } // OFFSET: 0x007492A0 // FUNCTION: fn_07841 bool TerrainHeight::Walkable(int column, int row) const { const TerrainHeightCell* cell = this->CellAt(column, row); return cell && cell->type != 1 && cell->type != 5; }