DirectX游戏编程的源代码,这段是真的不懂,求大神看看!!!!
											 程序代码:
程序代码:float Terrain::getHeight(float x, float z)
{
    // Translate on xz-plane by the transformation that takes
    // the terrain START point to the origin.
    x = ((float)_width / 2.0f) + x;
    z = ((float)_depth / 2.0f) - z;
    // Scale down by the transformation that makes the
    // cellspacing equal to one.  This is given by
    // 1 / cellspacing since; cellspacing * 1 / cellspacing = 1.
    x /= (float)_cellSpacing;
    z /= (float)_cellSpacing;
    // From now on, we will interpret our positive z-axis as
    // going in the 'down' direction, rather than the 'up' direction.
    // This allows to extract the row and column simply by 'flooring'
    // x and z:
    float col = ::floorf(x);
    float row = ::floorf(z);
    // get the heights of the quad we're in:
    //
    //  A   B
    //  *---*
    //  | / |
    //  *---* 
    //  C   D
    float A = getHeightmapEntry(row,   col);
    float B = getHeightmapEntry(row,   col+1);
    float C = getHeightmapEntry(row+1, col);
    float D = getHeightmapEntry(row+1, col+1);
    //
    // Find the triangle we are in:
    //
    // Translate by the transformation that takes the upper-left
    // corner of the cell we are in to the origin.  Recall that our
    // cellspacing was nomalized to 1.  Thus we have a unit square
    // at the origin of our +x -> 'right' and +z -> 'down' system.
    float dx = x - col;
    float dz = z - row;
    // Note the below compuations of u and v are unneccessary, we really
    // only need the height, but we compute the entire vector to emphasis
    // the books discussion.
    float height = 0.0f;
    if(dz < 1.0f - dx)  // upper triangle ABC
    {
        float uy = B - A; // A->B
        float vy = C - A; // A->C
        // Linearly interpolate on each vector.  The height is the vertex
        // height the vectors u and v originate from {A}, plus the heights
        // found by interpolating on each vector u and v.
        height = A + d3d::Lerp(0.0f, uy, dx) + d3d::Lerp(0.0f, vy, dz);
    }
    else // lower triangle DCB
    {
        float uy = C - D; // D->C
        float vy = B - D; // D->B
        // Linearly interpolate on each vector.  The height is the vertex
        // height the vectors u and v originate from {D}, plus the heights
        // found by interpolating on each vector u and v.
        height = D + d3d::Lerp(0.0f, uy, 1.0f - dx) + d3d::Lerp(0.0f, vy, 1.0f - dz);
    }
    return height;
}
这个函数看了很久还是不懂,开始的时候怎么x、z怎么回到原点的呢?难道除2就回到原点了吗?还有就是这么使它成为单位间距??谢谢帮我解答!!!!!!!!!!

 
											





 
	    


