getTerrainInfo: Difference between revisions
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|r1= [[Array]] - In format {{hl|[landGridWidth, landGridSize, terrainGridWidth, terrainGridSize, seaLevel]}}: | |r1= [[Array]] - In format {{hl|[landGridWidth, landGridSize, terrainGridWidth, terrainGridSize, seaLevel]}}: | ||
* landGridWidth: [[Number]] - width of each land grid | * landGridWidth: [[Number]] - width of each land grid, in meters | ||
* landGridSize: [[Number]] - number of land grid pixels | * landGridSize: [[Number]] - number of land grid pixels | ||
* terrainGridWidth: [[Number]] width of each terrain grid (also known as "cell size") | * 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") | * 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. | * seaLevel: [[Number]] - sea level without waves. The value is {{hl|0}} if tides are disabled. | ||
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|x2= [[File:Terrain grid on Stratis.jpg|thumb|Terrain grid on Stratis]] | |x2= [[File:Terrain grid on Stratis.jpg|thumb|Terrain grid on Stratis]] | ||
<sqf> // Draws a 10x10 terrain grid when clicking on the map | <sqf> // Draws a 10x10 terrain grid when clicking on the map | ||
// Each triangle that forms the terrain is a diagonal that starts from the upper-left corner of the cell and ends and the | // Each triangle that forms the terrain is a diagonal that starts from the upper-left corner of the cell and ends and the bottom-right corner. | ||
onMapSingleClick { | onMapSingleClick { | ||
getTerrainInfo params ["", "", "_cellsize", "_resolution"]; | getTerrainInfo params ["", "", "_cellsize", "_resolution"]; | ||
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for "_x" from ((_x0 - 10) max 0) to ((_x0 + 10) min _resolution) do { | 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 { | for "_y" from ((_y0 - 10) max 0) to ((_y0 + 10) min _resolution) do { | ||
private _p1 = [_x, _y] vectorMultiply _cellsize; | private _p1 = [_x, _y] vectorMultiply _cellsize; //bottom-left corner | ||
private _p2 = [_x, _y + 1] vectorMultiply _cellsize; | private _p2 = [_x, _y + 1] vectorMultiply _cellsize; //top-left corner | ||
private _p3 = [_x + 1, _y] vectorMultiply _cellsize; | 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]; | _p1 set [2, 0.1]; | ||
_p2 set [2, 0.1]; | _p2 set [2, 0.1]; | ||
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} forEach gridLines; | } forEach gridLines; | ||
} | } | ||
}; | }; | ||
</sqf> | </sqf> | ||
|seealso= [[getTerrainHeight]] [[setTerrainHeight]] | |seealso= [[getTerrainHeight]] [[setTerrainHeight]] | ||
}} | }} |
Revision as of 07:04, 23 June 2022
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 10x10 terrain grid when clicking on the map // Each triangle that forms the terrain is a diagonal that starts from the upper-left corner of the cell and ends and the bottom-right corner. 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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