getTerrainInfo: Difference between revisions
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|version1= 2.10 | |version1= 2.10 | ||
|gr1= Diagnostic | |gr1= Diagnostic | ||
|descr= | |descr= Returns the terrain heightmap information, as well as sea level offset (due to tides, if available). | ||
|s1= [[getTerrainInfo]] | |s1= [[getTerrainInfo]] | ||
|r1= [[Array]] - | |r1= [[Array]] in format {{hl|[landGridWidth, landGridSize, terrainGridWidth, terrainGridSize, seaLevel]}}: | ||
* landGridWidth: [[Number]] - width of each land grid, in meters | |||
* landGridSize: [[Number]] - number of land grid pixels | |||
* terrainGridWidth: [[Number]] width of each terrain grid, in meters (also known as "cell size") | |||
* terrainGridSize: [[Number]] - number of terrain grid pixels (also known as "heightmap resolution") | |||
* seaLevel: [[Number]] - sea level without waves. The value is {{hl|0}} if tides are disabled. | |||
| | {{Feature|informative| | ||
* The result of {{hl|landGridWidth * landGridSize}} and {{hl|terrainGridWidth * terrainGridSize}} is always equal to the [[worldSize]]. | |||
* "land grid" is used by the game for object placement (e.g. finding the [[nearestObject]]), dynamic simulation, etc. | |||
* "terrain grid" is the actual terrain, used to display the terrain, calculate [[getTerrainHeightASL|terrain height]], [[surfaceNormal|surface normal]], etc. | |||
}} | |||
|x1= <sqf>private _terrainInfo = getTerrainInfo; // Stratis: [32,256,4,2048,0]; Altis: [30,1024,7.5,4096,0] </sqf> | |||
|x2= [[File:Terrain grid on Stratis.jpg|thumb|Terrain grid on Stratis]] | |||
<sqf> | |||
// Draws a 20x20 terrain grid when clicking on the map | |||
// Each triangle of the terrain is formed by a diagonal | |||
// that starts from the top-left corner of the cell and ends at the bottom-right corner. | |||
// The green lines show the cell diagonals | |||
onMapSingleClick { | |||
getTerrainInfo params ["", "", "_cellsize", "_resolution"]; | |||
gridLines = []; | |||
_pos apply { floor (_x / _cellsize) } params ["_x0", "_y0"]; | |||
for "_x" from ((_x0 - 10) max 0) to ((_x0 + 10) min _resolution) do | |||
{ | |||
for "_y" from ((_y0 - 10) max 0) to ((_y0 + 10) min _resolution) do | |||
{ | |||
private _p1 = [_x, _y] vectorMultiply _cellsize; // bottom-left corner | |||
private _p2 = [_x, _y + 1] vectorMultiply _cellsize; // top-left corner | |||
private _p3 = [_x + 1, _y] vectorMultiply _cellsize; // bottom-right corner | |||
// Positions are AGL, and Z value of 0 is already at the terrain surface (except on water surface). | |||
// Just move them up a few centimeters so they're visible. | |||
_p1 set [2, 0.1]; | |||
_p2 set [2, 0.1]; | |||
_p3 set [2, 0.1]; | |||
gridLines pushBack [_p1, _p2, [1,0,0,1]]; | |||
gridLines pushBack [_p1, _p3, [1,0,0,1]]; | |||
gridLines pushBack [_p2, _p3, [0,1,0,1]]; | |||
}; | |||
}; | |||
onEachFrame { | |||
{ | |||
drawLine3D _x; | |||
} forEach gridLines; | |||
} | |||
}; | |||
</sqf> | |||
|seealso= [[getTerrainHeight]] [[setTerrainHeight]] | |seealso= [[getTerrainHeight]] [[setTerrainHeight]] | ||
}} | }} |
Latest revision as of 22:35, 4 May 2024
Description
- Description:
- Returns the terrain heightmap information, as well as sea level offset (due to tides, if available).
- Groups:
- Diagnostic
Syntax
- Syntax:
- getTerrainInfo
- Return Value:
- Array in format [landGridWidth, landGridSize, terrainGridWidth, terrainGridSize, seaLevel]:
- landGridWidth: Number - width of each land grid, in meters
- landGridSize: Number - number of land grid pixels
- terrainGridWidth: Number width of each terrain grid, in meters (also known as "cell size")
- terrainGridSize: Number - number of terrain grid pixels (also known as "heightmap resolution")
- seaLevel: Number - sea level without waves. The value is 0 if tides are disabled.
Examples
- Example 1:
- Example 2:
-
// Draws a 20x20 terrain grid when clicking on the map // Each triangle of the terrain is formed by a diagonal // that starts from the top-left corner of the cell and ends at the bottom-right corner. // The green lines show the cell diagonals onMapSingleClick { getTerrainInfo params ["", "", "_cellsize", "_resolution"]; gridLines = []; _pos apply { floor (_x / _cellsize) } params ["_x0", "_y0"]; for "_x" from ((_x0 - 10) max 0) to ((_x0 + 10) min _resolution) do { for "_y" from ((_y0 - 10) max 0) to ((_y0 + 10) min _resolution) do { private _p1 = [_x, _y] vectorMultiply _cellsize; // bottom-left corner private _p2 = [_x, _y + 1] vectorMultiply _cellsize; // top-left corner private _p3 = [_x + 1, _y] vectorMultiply _cellsize; // bottom-right corner // Positions are AGL, and Z value of 0 is already at the terrain surface (except on water surface). // Just move them up a few centimeters so they're visible. _p1 set [2, 0.1]; _p2 set [2, 0.1]; _p3 set [2, 0.1]; gridLines pushBack [_p1, _p2, [1,0,0,1]]; gridLines pushBack [_p1, _p3, [1,0,0,1]]; gridLines pushBack [_p2, _p3, [0,1,0,1]]; }; }; onEachFrame { { drawLine3D _x; } forEach gridLines; } };
Additional Information
- See also:
- getTerrainHeight setTerrainHeight
Notes
-
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