As we know terrain might be rendered from heightmap (some raw data prepared with the aid of photoshop) and from mesh which You for example prepare in some 3D tool like Blender. I am actually using the second way of terrain. I have rendered terrain with the aid of mesh. And I have object located at (x,z) and now I have to calculate height of the object location - coordinate y. So I have to find triangle from my terrain mesh which consists (x,z). I have problem with "if" condition. Could You help me to fulfill all the possibilities of "if" condition?

vector< D3DXVECTOR > terrainVerts; //each entry has 3 floats (x,y,z) of vertex vector< vector<u32> > terrainFace; //each entry has 3 DWORD vertex indices void Object::updateHeightForObject(D3DXVECTOR3& entry); { float x = entry.x; //x coordinate of my object float y = entry.y; //y coordinate of my object which I need update float z = entry.z; //z coordinate of my object u32 numFaces = static_cast<u32>(terrainFace.size()); for(u32 i=0; i<numFaces; ++i) { float x1 = terrainVerts[ terrainFace[i][0] ].x; float x2 = terrainVerts[ terrainFace[i][1] ].x; float x3 = terrainVerts[ terrainFace[i][2] ].x; float y1 = terrainVerts[ terrainFace[i][0] ].y; float y2 = terrainVerts[ terrainFace[i][1] ].y; float y3 = terrainVerts[ terrainFace[i][2] ].y; float z1 = terrainVerts[ terrainFace[i][0] ].z; float z2 = terrainVerts[ terrainFace[i][1] ].z; float z3 = terrainVerts[ terrainFace[i][2] ].z; if(x > x1 && x < x2 ???? //there must be some complex if { //triangle found //when I find triangle then I have to use some algorithm which I have in my heightmap class in order to get calculate height offset value , however this is easy for me, because I have implementation} } }

**Edited by anders211, 30 June 2013 - 01:34 PM.**