/* Copyright (C) 2015 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * Describes ground via heightmap and array of CPatch. */ #include "precompiled.h" #include "lib/res/graphics/ogl_tex.h" #include "lib/sysdep/cpu.h" #include "renderer/Renderer.h" #include "TerrainProperties.h" #include "TerrainTextureEntry.h" #include "TerrainTextureManager.h" #include #include "Terrain.h" #include "Patch.h" #include "maths/FixedVector3D.h" #include "maths/MathUtil.h" #include "ps/CLogger.h" #include "simulation2/helpers/Pathfinding.h" /////////////////////////////////////////////////////////////////////////////// // CTerrain constructor CTerrain::CTerrain() : m_Heightmap(0), m_Patches(0), m_MapSize(0), m_MapSizePatches(0), m_BaseColor(255, 255, 255, 255) { } /////////////////////////////////////////////////////////////////////////////// // CTerrain constructor CTerrain::~CTerrain() { ReleaseData(); } /////////////////////////////////////////////////////////////////////////////// // ReleaseData: delete any data allocated by this terrain void CTerrain::ReleaseData() { m_HeightMipmap.ReleaseData(); delete[] m_Heightmap; delete[] m_Patches; } /////////////////////////////////////////////////////////////////////////////// // Initialise: initialise this terrain to the given size // using given heightmap to setup elevation data bool CTerrain::Initialize(ssize_t patchesPerSide, const u16* data) { // clean up any previous terrain ReleaseData(); // store terrain size m_MapSize = patchesPerSide*PATCH_SIZE+1; m_MapSizePatches = patchesPerSide; // allocate data for new terrain m_Heightmap = new u16[m_MapSize*m_MapSize]; m_Patches = new CPatch[m_MapSizePatches*m_MapSizePatches]; // given a heightmap? if (data) { // yes; keep a copy of it memcpy(m_Heightmap, data, m_MapSize*m_MapSize*sizeof(u16)); } else { // build a flat terrain memset(m_Heightmap, 0, m_MapSize*m_MapSize*sizeof(u16)); } // setup patch parents, indices etc InitialisePatches(); // initialise mipmap m_HeightMipmap.Initialize(m_MapSize, m_Heightmap); return true; } /////////////////////////////////////////////////////////////////////////////// CStr8 CTerrain::GetMovementClass(ssize_t i, ssize_t j) const { CMiniPatch* tile = GetTile(i, j); if (tile && tile->GetTextureEntry()) return tile->GetTextureEntry()->GetProperties().GetMovementClass(); return "default"; } /////////////////////////////////////////////////////////////////////////////// // CalcPosition: calculate the world space position of the vertex at (i,j) // If i,j is off the map, it acts as if the edges of the terrain are extended // outwards to infinity void CTerrain::CalcPosition(ssize_t i, ssize_t j, CVector3D& pos) const { ssize_t hi = clamp(i, (ssize_t)0, m_MapSize-1); ssize_t hj = clamp(j, (ssize_t)0, m_MapSize-1); u16 height = m_Heightmap[hj*m_MapSize + hi]; pos.X = float(i*TERRAIN_TILE_SIZE); pos.Y = float(height*HEIGHT_SCALE); pos.Z = float(j*TERRAIN_TILE_SIZE); } /////////////////////////////////////////////////////////////////////////////// // CalcPositionFixed: calculate the world space position of the vertex at (i,j) void CTerrain::CalcPositionFixed(ssize_t i, ssize_t j, CFixedVector3D& pos) const { ssize_t hi = clamp(i, (ssize_t)0, m_MapSize-1); ssize_t hj = clamp(j, (ssize_t)0, m_MapSize-1); u16 height = m_Heightmap[hj*m_MapSize + hi]; pos.X = fixed::FromInt(i) * (int)TERRAIN_TILE_SIZE; // fixed max value is 32767, but height is a u16, so divide by two to avoid overflow pos.Y = fixed::FromInt(height/ 2 ) / ((int)HEIGHT_UNITS_PER_METRE / 2); pos.Z = fixed::FromInt(j) * (int)TERRAIN_TILE_SIZE; } /////////////////////////////////////////////////////////////////////////////// // CalcNormal: calculate the world space normal of the vertex at (i,j) void CTerrain::CalcNormal(ssize_t i, ssize_t j, CVector3D& normal) const { CVector3D left, right, up, down; // Calculate normals of the four half-tile triangles surrounding this vertex: // get position of vertex where normal is being evaluated CVector3D basepos; CalcPosition(i, j, basepos); if (i > 0) { CalcPosition(i-1, j, left); left -= basepos; left.Normalize(); } if (i < m_MapSize-1) { CalcPosition(i+1, j, right); right -= basepos; right.Normalize(); } if (j > 0) { CalcPosition(i, j-1, up); up -= basepos; up.Normalize(); } if (j < m_MapSize-1) { CalcPosition(i, j+1, down); down -= basepos; down.Normalize(); } CVector3D n0 = up.Cross(left); CVector3D n1 = left.Cross(down); CVector3D n2 = down.Cross(right); CVector3D n3 = right.Cross(up); // Compute the mean of the normals normal = n0 + n1 + n2 + n3; float nlen=normal.Length(); if (nlen>0.00001f) normal*=1.0f/nlen; } /////////////////////////////////////////////////////////////////////////////// // CalcNormalFixed: calculate the world space normal of the vertex at (i,j) void CTerrain::CalcNormalFixed(ssize_t i, ssize_t j, CFixedVector3D& normal) const { CFixedVector3D left, right, up, down; // Calculate normals of the four half-tile triangles surrounding this vertex: // get position of vertex where normal is being evaluated CFixedVector3D basepos; CalcPositionFixed(i, j, basepos); if (i > 0) { CalcPositionFixed(i-1, j, left); left -= basepos; left.Normalize(); } if (i < m_MapSize-1) { CalcPositionFixed(i+1, j, right); right -= basepos; right.Normalize(); } if (j > 0) { CalcPositionFixed(i, j-1, up); up -= basepos; up.Normalize(); } if (j < m_MapSize-1) { CalcPositionFixed(i, j+1, down); down -= basepos; down.Normalize(); } CFixedVector3D n0 = up.Cross(left); CFixedVector3D n1 = left.Cross(down); CFixedVector3D n2 = down.Cross(right); CFixedVector3D n3 = right.Cross(up); // Compute the mean of the normals normal = n0 + n1 + n2 + n3; normal.Normalize(); } CVector3D CTerrain::CalcExactNormal(float x, float z) const { // Clamp to size-2 so we can use the tiles (xi,zi)-(xi+1,zi+1) const ssize_t xi = clamp((ssize_t)floor(x/TERRAIN_TILE_SIZE), (ssize_t)0, m_MapSize-2); const ssize_t zi = clamp((ssize_t)floor(z/TERRAIN_TILE_SIZE), (ssize_t)0, m_MapSize-2); const float xf = clamp(x/TERRAIN_TILE_SIZE-xi, 0.0f, 1.0f); const float zf = clamp(z/TERRAIN_TILE_SIZE-zi, 0.0f, 1.0f); float h00 = m_Heightmap[zi*m_MapSize + xi]; float h01 = m_Heightmap[(zi+1)*m_MapSize + xi]; float h10 = m_Heightmap[zi*m_MapSize + (xi+1)]; float h11 = m_Heightmap[(zi+1)*m_MapSize + (xi+1)]; // Determine which terrain triangle this point is on, // then compute the normal of that triangle's plane if (GetTriangulationDir(xi, zi)) { if (xf + zf <= 1.f) { // Lower-left triangle (don't use h11) return -CVector3D(TERRAIN_TILE_SIZE, (h10-h00)*HEIGHT_SCALE, 0).Cross(CVector3D(0, (h01-h00)*HEIGHT_SCALE, TERRAIN_TILE_SIZE)).Normalized(); } else { // Upper-right triangle (don't use h00) return -CVector3D(TERRAIN_TILE_SIZE, (h11-h01)*HEIGHT_SCALE, 0).Cross(CVector3D(0, (h11-h10)*HEIGHT_SCALE, TERRAIN_TILE_SIZE)).Normalized(); } } else { if (xf <= zf) { // Upper-left triangle (don't use h10) return -CVector3D(TERRAIN_TILE_SIZE, (h11-h01)*HEIGHT_SCALE, 0).Cross(CVector3D(0, (h01-h00)*HEIGHT_SCALE, TERRAIN_TILE_SIZE)).Normalized(); } else { // Lower-right triangle (don't use h01) return -CVector3D(TERRAIN_TILE_SIZE, (h10-h00)*HEIGHT_SCALE, 0).Cross(CVector3D(0, (h11-h10)*HEIGHT_SCALE, TERRAIN_TILE_SIZE)).Normalized(); } } } /////////////////////////////////////////////////////////////////////////////// // GetPatch: return the patch at (i,j) in patch space, or null if the patch is // out of bounds CPatch* CTerrain::GetPatch(ssize_t i, ssize_t j) const { // range check (invalid indices are passed in by the culling and // patch blend code because they iterate from 0..#patches and examine // neighbors without checking if they're already on the edge) if( (size_t)i >= (size_t)m_MapSizePatches || (size_t)j >= (size_t)m_MapSizePatches ) return 0; return &m_Patches[(j*m_MapSizePatches)+i]; } /////////////////////////////////////////////////////////////////////////////// // GetTile: return the tile at (i,j) in tile space, or null if the tile is out // of bounds CMiniPatch* CTerrain::GetTile(ssize_t i, ssize_t j) const { // see comment above if( (size_t)i >= (size_t)(m_MapSize-1) || (size_t)j >= (size_t)(m_MapSize-1) ) return 0; CPatch* patch=GetPatch(i/PATCH_SIZE, j/PATCH_SIZE); // can't fail (due to above check) return &patch->m_MiniPatches[j%PATCH_SIZE][i%PATCH_SIZE]; } float CTerrain::GetVertexGroundLevel(ssize_t i, ssize_t j) const { i = clamp(i, (ssize_t)0, m_MapSize-1); j = clamp(j, (ssize_t)0, m_MapSize-1); return HEIGHT_SCALE * m_Heightmap[j*m_MapSize + i]; } fixed CTerrain::GetVertexGroundLevelFixed(ssize_t i, ssize_t j) const { i = clamp(i, (ssize_t)0, m_MapSize-1); j = clamp(j, (ssize_t)0, m_MapSize-1); // Convert to fixed metres (being careful to avoid intermediate overflows) return fixed::FromInt(m_Heightmap[j*m_MapSize + i] / 2) / (int)(HEIGHT_UNITS_PER_METRE / 2); } fixed CTerrain::GetSlopeFixed(ssize_t i, ssize_t j) const { // Clamp to size-2 so we can use the tiles (i,j)-(i+1,j+1) i = clamp(i, (ssize_t)0, m_MapSize-2); j = clamp(j, (ssize_t)0, m_MapSize-2); u16 h00 = m_Heightmap[j*m_MapSize + i]; u16 h01 = m_Heightmap[(j+1)*m_MapSize + i]; u16 h10 = m_Heightmap[j*m_MapSize + (i+1)]; u16 h11 = m_Heightmap[(j+1)*m_MapSize + (i+1)]; // Difference of highest point from lowest point u16 delta = std::max(std::max(h00, h01), std::max(h10, h11)) - std::min(std::min(h00, h01), std::min(h10, h11)); // Compute fractional slope (being careful to avoid intermediate overflows) return fixed::FromInt(delta / TERRAIN_TILE_SIZE) / (int)HEIGHT_UNITS_PER_METRE; } fixed CTerrain::GetExactSlopeFixed(fixed x, fixed z) const { // Clamp to size-2 so we can use the tiles (xi,zi)-(xi+1,zi+1) const ssize_t xi = clamp((ssize_t)(x / (int)TERRAIN_TILE_SIZE).ToInt_RoundToZero(), (ssize_t)0, m_MapSize-2); const ssize_t zi = clamp((ssize_t)(z / (int)TERRAIN_TILE_SIZE).ToInt_RoundToZero(), (ssize_t)0, m_MapSize-2); const fixed one = fixed::FromInt(1); const fixed xf = clamp((x / (int)TERRAIN_TILE_SIZE) - fixed::FromInt(xi), fixed::Zero(), one); const fixed zf = clamp((z / (int)TERRAIN_TILE_SIZE) - fixed::FromInt(zi), fixed::Zero(), one); u16 h00 = m_Heightmap[zi*m_MapSize + xi]; u16 h01 = m_Heightmap[(zi+1)*m_MapSize + xi]; u16 h10 = m_Heightmap[zi*m_MapSize + (xi+1)]; u16 h11 = m_Heightmap[(zi+1)*m_MapSize + (xi+1)]; u16 delta; if (GetTriangulationDir(xi, zi)) { if (xf + zf <= one) { // Lower-left triangle (don't use h11) delta = std::max(std::max(h00, h01), h10) - std::min(std::min(h00, h01), h10); } else { // Upper-right triangle (don't use h00) delta = std::max(std::max(h01, h10), h11) - std::min(std::min(h01, h10), h11); } } else { if (xf <= zf) { // Upper-left triangle (don't use h10) delta = std::max(std::max(h00, h01), h11) - std::min(std::min(h00, h01), h11); } else { // Lower-right triangle (don't use h01) delta = std::max(std::max(h00, h10), h11) - std::min(std::min(h00, h10), h11); } } // Compute fractional slope (being careful to avoid intermediate overflows) return fixed::FromInt(delta / TERRAIN_TILE_SIZE) / (int)HEIGHT_UNITS_PER_METRE; } float CTerrain::GetFilteredGroundLevel(float x, float z, float radius) const { // convert to [0,1] interval float nx = x / (TERRAIN_TILE_SIZE*m_MapSize); float nz = z / (TERRAIN_TILE_SIZE*m_MapSize); float nr = radius / (TERRAIN_TILE_SIZE*m_MapSize); // get trilinear filtered mipmap height return HEIGHT_SCALE * m_HeightMipmap.GetTrilinearGroundLevel(nx, nz, nr); } float CTerrain::GetExactGroundLevel(float x, float z) const { // Clamp to size-2 so we can use the tiles (xi,zi)-(xi+1,zi+1) const ssize_t xi = clamp((ssize_t)floor(x/TERRAIN_TILE_SIZE), (ssize_t)0, m_MapSize-2); const ssize_t zi = clamp((ssize_t)floor(z/TERRAIN_TILE_SIZE), (ssize_t)0, m_MapSize-2); const float xf = clamp(x/TERRAIN_TILE_SIZE-xi, 0.0f, 1.0f); const float zf = clamp(z/TERRAIN_TILE_SIZE-zi, 0.0f, 1.0f); float h00 = m_Heightmap[zi*m_MapSize + xi]; float h01 = m_Heightmap[(zi+1)*m_MapSize + xi]; float h10 = m_Heightmap[zi*m_MapSize + (xi+1)]; float h11 = m_Heightmap[(zi+1)*m_MapSize + (xi+1)]; // Determine which terrain triangle this point is on, // then compute the linearly-interpolated height on that triangle's plane if (GetTriangulationDir(xi, zi)) { if (xf + zf <= 1.f) { // Lower-left triangle (don't use h11) return HEIGHT_SCALE * (h00 + (h10-h00)*xf + (h01-h00)*zf); } else { // Upper-right triangle (don't use h00) return HEIGHT_SCALE * (h11 + (h01-h11)*(1-xf) + (h10-h11)*(1-zf)); } } else { if (xf <= zf) { // Upper-left triangle (don't use h10) return HEIGHT_SCALE * (h00 + (h11-h01)*xf + (h01-h00)*zf); } else { // Lower-right triangle (don't use h01) return HEIGHT_SCALE * (h00 + (h10-h00)*xf + (h11-h10)*zf); } } } fixed CTerrain::GetExactGroundLevelFixed(fixed x, fixed z) const { // Clamp to size-2 so we can use the tiles (xi,zi)-(xi+1,zi+1) const ssize_t xi = clamp((ssize_t)(x / (int)TERRAIN_TILE_SIZE).ToInt_RoundToZero(), (ssize_t)0, m_MapSize-2); const ssize_t zi = clamp((ssize_t)(z / (int)TERRAIN_TILE_SIZE).ToInt_RoundToZero(), (ssize_t)0, m_MapSize-2); const fixed one = fixed::FromInt(1); const fixed xf = clamp((x / (int)TERRAIN_TILE_SIZE) - fixed::FromInt(xi), fixed::Zero(), one); const fixed zf = clamp((z / (int)TERRAIN_TILE_SIZE) - fixed::FromInt(zi), fixed::Zero(), one); u16 h00 = m_Heightmap[zi*m_MapSize + xi]; u16 h01 = m_Heightmap[(zi+1)*m_MapSize + xi]; u16 h10 = m_Heightmap[zi*m_MapSize + (xi+1)]; u16 h11 = m_Heightmap[(zi+1)*m_MapSize + (xi+1)]; // Intermediate scaling of xf, so we don't overflow in the multiplications below // (h00 <= 65535, xf <= 1, max fixed is < 32768; divide by 2 here so xf1*h00 <= 32767.5) const fixed xf0 = xf / 2; const fixed xf1 = (one - xf) / 2; // Linearly interpolate return ((one - zf).Multiply(xf1 * h00 + xf0 * h10) + zf.Multiply(xf1 * h01 + xf0 * h11)) / (int)(HEIGHT_UNITS_PER_METRE / 2); // TODO: This should probably be more like GetExactGroundLevel() // in handling triangulation properly } bool CTerrain::GetTriangulationDir(ssize_t i, ssize_t j) const { // Clamp to size-2 so we can use the tiles (i,j)-(i+1,j+1) i = clamp(i, (ssize_t)0, m_MapSize-2); j = clamp(j, (ssize_t)0, m_MapSize-2); int h00 = m_Heightmap[j*m_MapSize + i]; int h01 = m_Heightmap[(j+1)*m_MapSize + i]; int h10 = m_Heightmap[j*m_MapSize + (i+1)]; int h11 = m_Heightmap[(j+1)*m_MapSize + (i+1)]; // Prefer triangulating in whichever direction means the midpoint of the diagonal // will be the highest. (In particular this means a diagonal edge will be straight // along the top, and jagged along the bottom, which makes sense for terrain.) int mid1 = h00+h11; int mid2 = h01+h10; return (mid1 < mid2); } /////////////////////////////////////////////////////////////////////////////// // Resize: resize this terrain to the given size (in patches per side) void CTerrain::Resize(ssize_t size) { if (size==m_MapSizePatches) { // inexplicable request to resize terrain to the same size .. ignore it return; } if (!m_Heightmap) { // not yet created a terrain; build a default terrain of the given size now Initialize(size,0); return; } // allocate data for new terrain ssize_t newMapSize=size*PATCH_SIZE+1; u16* newHeightmap=new u16[newMapSize*newMapSize]; CPatch* newPatches=new CPatch[size*size]; if (size>m_MapSizePatches) { // new map is bigger than old one - zero the heightmap so we don't get uninitialised // height data along the expanded edges memset(newHeightmap,0,newMapSize*newMapSize*sizeof(u16)); } // now copy over rows of data u16* src=m_Heightmap; u16* dst=newHeightmap; ssize_t copysize=std::min(newMapSize, m_MapSize); for (ssize_t j=0;jm_MapSize) { // extend the last height to the end of the row for (size_t i=0;im_MapSize) { // copy over heights of the last row to any remaining rows src=newHeightmap+((m_MapSize-1)*newMapSize); dst=src+newMapSize; for (ssize_t i=0;im_MapSizePatches) { // copy over the last tile from each column for (ssize_t n=0;nm_MapSizePatches) { // copy over the last tile from each column CPatch* srcpatch=&newPatches[(m_MapSizePatches-1)*size]; CPatch* dstpatch=srcpatch+size; for (ssize_t p=0;p<(ssize_t)size-m_MapSizePatches;p++) { for (ssize_t n=0;n<(ssize_t)size;n++) { for (ssize_t m=0;mm_MiniPatches[15][k]; CMiniPatch& dst=dstpatch->m_MiniPatches[m][k]; dst = src; } } srcpatch++; dstpatch++; } } } // release all the original data ReleaseData(); // store new data m_Heightmap=newHeightmap; m_Patches=newPatches; m_MapSize=(ssize_t)newMapSize; m_MapSizePatches=(ssize_t)size; // initialise all the new patches InitialisePatches(); // initialise mipmap m_HeightMipmap.Initialize(m_MapSize,m_Heightmap); } /////////////////////////////////////////////////////////////////////////////// // InitialisePatches: initialise patch data void CTerrain::InitialisePatches() { for (ssize_t j = 0; j < m_MapSizePatches; j++) { for (ssize_t i = 0; i < m_MapSizePatches; i++) { CPatch* patch = GetPatch(i, j); // can't fail patch->Initialize(this, i, j); } } } /////////////////////////////////////////////////////////////////////////////// // SetHeightMap: set up a new heightmap from 16-bit source data; // assumes heightmap matches current terrain size void CTerrain::SetHeightMap(u16* heightmap) { // keep a copy of the given heightmap memcpy(m_Heightmap, heightmap, m_MapSize*m_MapSize*sizeof(u16)); // recalculate patch bounds, invalidate vertices for (ssize_t j = 0; j < m_MapSizePatches; j++) { for (ssize_t i = 0; i < m_MapSizePatches; i++) { CPatch* patch = GetPatch(i, j); // can't fail patch->InvalidateBounds(); patch->SetDirty(RENDERDATA_UPDATE_VERTICES); } } // update mipmap m_HeightMipmap.Update(m_Heightmap); } /////////////////////////////////////////////////////////////////////////////// void CTerrain::MakeDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1, int dirtyFlags) { // Finds the inclusive limits of the patches that include the specified range of tiles ssize_t pi0 = clamp( i0 /PATCH_SIZE, (ssize_t)0, m_MapSizePatches-1); ssize_t pi1 = clamp((i1-1)/PATCH_SIZE, (ssize_t)0, m_MapSizePatches-1); ssize_t pj0 = clamp( j0 /PATCH_SIZE, (ssize_t)0, m_MapSizePatches-1); ssize_t pj1 = clamp((j1-1)/PATCH_SIZE, (ssize_t)0, m_MapSizePatches-1); for (ssize_t j = pj0; j <= pj1; j++) { for (ssize_t i = pi0; i <= pi1; i++) { CPatch* patch = GetPatch(i, j); // can't fail (i,j were clamped) if (dirtyFlags & RENDERDATA_UPDATE_VERTICES) patch->CalcBounds(); patch->SetDirty(dirtyFlags); } } if (m_Heightmap) { m_HeightMipmap.Update(m_Heightmap, clamp(i0, (ssize_t)0, m_MapSize-1), clamp(j0, (ssize_t)0, m_MapSize-1), clamp(i1, (ssize_t)1, m_MapSize), clamp(j1, (ssize_t)1, m_MapSize) ); } } void CTerrain::MakeDirty(int dirtyFlags) { for (ssize_t j = 0; j < m_MapSizePatches; j++) { for (ssize_t i = 0; i < m_MapSizePatches; i++) { CPatch* patch = GetPatch(i, j); // can't fail if (dirtyFlags & RENDERDATA_UPDATE_VERTICES) patch->CalcBounds(); patch->SetDirty(dirtyFlags); } } if (m_Heightmap) m_HeightMipmap.Update(m_Heightmap); } CBoundingBoxAligned CTerrain::GetVertexesBound(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1) { i0 = clamp(i0, (ssize_t)0, m_MapSize-1); j0 = clamp(j0, (ssize_t)0, m_MapSize-1); i1 = clamp(i1, (ssize_t)0, m_MapSize-1); j1 = clamp(j1, (ssize_t)0, m_MapSize-1); u16 minH = 65535; u16 maxH = 0; for (ssize_t j = j0; j <= j1; ++j) { for (ssize_t i = i0; i <= i1; ++i) { minH = std::min(minH, m_Heightmap[j*m_MapSize + i]); maxH = std::max(maxH, m_Heightmap[j*m_MapSize + i]); } } CBoundingBoxAligned bound; bound[0].X = (float)(i0*TERRAIN_TILE_SIZE); bound[0].Y = (float)(minH*HEIGHT_SCALE); bound[0].Z = (float)(j0*TERRAIN_TILE_SIZE); bound[1].X = (float)(i1*TERRAIN_TILE_SIZE); bound[1].Y = (float)(maxH*HEIGHT_SCALE); bound[1].Z = (float)(j1*TERRAIN_TILE_SIZE); return bound; }