getTerrainInfo: Difference between revisions
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* seaLevel: [[Number]] - sea level without waves. The value is {{hl|0}} if tides are disabled. | * seaLevel: [[Number]] - sea level without waves. The value is {{hl|0}} if tides are disabled. | ||
{{Feature| | {{Feature|informative| | ||
* The result of {{hl|landGridWidth * landGridSize}} and {{hl|terrainGridWidth * terrainGridSize}} is always equal to the [[worldSize]]. | * 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. | * "land grid" is used by the game for object placement (e.g. finding the [[nearestObject]]), dynamic simulation, etc. | ||
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onEachFrame { | onEachFrame { | ||
{ | { | ||
drawLine3D _x; | |||
} forEach gridLines; | } forEach gridLines; | ||
} | } |
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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