示例#1
0
        private float HighPrecisionTerrainHeight(float meterx, float meterz, bool isLatlon)
        {
            double finalvalue = 0.0;

            Vector2 c;

            if (!isLatlon)
            {
                Geography proj = new Geography();
                c = proj.meterstoLatLonDouble(meterx, meterz);
            }
            else
            {
                c = new Vector2(meterx, meterz);
            }

            double ratioX = Math.Ceiling(scenebbox.top) - c.x;
            double ratioZ = c.y - Math.Floor(scenebbox.left);

            double Xindex = (1200.0 * ratioX);
            double Zindex = (1200.0 * ratioZ);

            //Upper Triangle
            if ((Xindex - Math.Floor(Xindex)) + (Zindex - Math.Floor(Zindex)) < 1.0f)
            {
                int    n = heightmap.heightmap[(int)Math.Floor(Xindex), (int)Math.Ceiling(Zindex)];
                int    m = heightmap.heightmap[(int)Math.Floor(Xindex), (int)Math.Floor(Zindex)];
                int    k = heightmap.heightmap[(int)Math.Ceiling(Xindex), (int)Math.Floor(Zindex)];
                double interpolationUp         = m + (n - m) * (Zindex - Math.Floor(Zindex));
                double interpolationHypothenus = k + (n - k) * (Zindex - Math.Floor(Zindex));

                double a      = Xindex - Math.Floor(Xindex);
                double aplusb = Math.Ceiling(Zindex) - Zindex;
                finalvalue = interpolationUp + (interpolationHypothenus - interpolationUp) * (a / aplusb);
            }

            //Lower Triangle
            else if ((Xindex - Math.Floor(Xindex)) + (Zindex - Math.Floor(Zindex)) >= 1.0f)
            {
                int    n = heightmap.heightmap[(int)Math.Ceiling(Xindex), (int)Math.Ceiling(Zindex)];
                int    m = heightmap.heightmap[(int)Math.Ceiling(Xindex), (int)Math.Floor(Zindex)];
                int    k = heightmap.heightmap[(int)Math.Floor(Xindex), (int)Math.Ceiling(Zindex)];
                double interpolationDown       = m + (n - m) * (Zindex - Math.Floor(Zindex));
                double interpolationHypothenus = m + (k - m) * (Zindex - Math.Floor(Zindex));

                double a      = Math.Ceiling(Xindex) - Xindex;
                double aplusb = Zindex - Math.Floor(Zindex);
                finalvalue = interpolationDown + (interpolationHypothenus - interpolationDown) * (a / aplusb);

                if ((Xindex - Math.Floor(Xindex)) + (Zindex - Math.Floor(Zindex)) > 0.99 && (Xindex - Math.Floor(Xindex)) + (Zindex - Math.Floor(Zindex)) < 1.01)
                {
                    return((float)interpolationHypothenus);
                }
            }


            return((float)finalvalue);
        }