Beispiel #1
0
    private void GenerateVolume()
    {
        var left = -Right;

        var v1 = (left * Sphere.Radius) + (Front * Sphere.Radius) + (Up * Sphere.Radius);   //left far
        var v2 = (left * -Sphere.Radius) + (Front * Sphere.Radius) + (Up * Sphere.Radius);  //right far
        var v3 = (left * -Sphere.Radius) + (Front * -Sphere.Radius) + (Up * Sphere.Radius); //right near
        var v4 = (left * Sphere.Radius) + (Front * -Sphere.Radius) + (Up * Sphere.Radius);  //left near

        var uv1 = new Vector3(0, 0, 0);
        var uv2 = new Vector3(1, 0, 0);
        var uv3 = new Vector3(1, 1, 0);
        var uv4 = new Vector3(0, 1, 0);

        Volume = new PatchAABB();

        Volume.Vertices.Add(v1);
        Volume.Vertices.Add(v2);
        Volume.Vertices.Add(v3);
        Volume.Vertices.Add(v4);


        Volume.UVs.Add(uv1);
        Volume.UVs.Add(uv2);
        Volume.UVs.Add(uv3);
        Volume.UVs.Add(uv4);

        var v5 = v1;
        var v6 = v2;
        var v7 = v3;
        var v8 = v4;

        v5 = v5.NormalizeToRadius(Sphere.Radius);
        v6 = v6.NormalizeToRadius(Sphere.Radius);
        v7 = v7.NormalizeToRadius(Sphere.Radius);
        v8 = v8.NormalizeToRadius(Sphere.Radius);

        VolumeProjected = new PatchAABB();

        VolumeProjected.Vertices.Add(v5);
        VolumeProjected.Vertices.Add(v6);
        VolumeProjected.Vertices.Add(v7);
        VolumeProjected.Vertices.Add(v8);

        Normal = Up;

        Middle          = (v1 + v2 + v3 + v4) / 4;
        MiddleProjected = Middle;
        MiddleProjected = MiddleProjected.NormalizeToRadius(Sphere.Radius);
    }
Beispiel #2
0
    private void Split()
    {
        //discard parent's resources
        if (Parent != null)
        {
            Parent.DestroyNode();
        }

        //force too coarse neighbors to split as well
        for (byte i = 0; i < 4; i++)
        {
            if (SplitLevel > Neighbors[i].Node.SplitLevel && !Neighbors[i].Node.HasChildren)
            {
                Neighbors[i].Node.Split();

                return;
            }
        }

        #region TOP LEFT

        var volume1 = new PatchAABB();

        volume1.Vertices.Add(Volume.Vertices[0]);
        volume1.Vertices.Add(Vector3.Lerp(Volume.Vertices[0], Volume.Vertices[1], 0.5f));
        volume1.Vertices.Add(Middle);
        volume1.Vertices.Add(Vector3.Lerp(Volume.Vertices[3], Volume.Vertices[0], 0.5f));

        var uv1a = Volume.UVs[0];
        var uv1b = Vector3.Lerp(Volume.UVs[0], Volume.UVs[1], 0.5f);
        var uv1d = Vector3.Lerp(Volume.UVs[3], Volume.UVs[0], 0.5f);
        var uv1c = new Vector3(uv1b.x, uv1d.y, 0);

        volume1.UVs.Add(uv1a);
        volume1.UVs.Add(uv1b);
        volume1.UVs.Add(uv1c);
        volume1.UVs.Add(uv1d);

        #endregion

        #region TOP RIGHT

        //second child - top right
        var volume2 = new PatchAABB();
        volume2.Vertices.Add(Vector3.Lerp(Volume.Vertices[0], Volume.Vertices[1], 0.5f));
        volume2.Vertices.Add(Volume.Vertices[1]);
        volume2.Vertices.Add(Vector3.Lerp(Volume.Vertices[1], Volume.Vertices[2], 0.5f));
        volume2.Vertices.Add(Middle);

        var uv2a = Vector3.Lerp(Volume.UVs[0], Volume.UVs[1], 0.5f);
        var uv2b = Volume.UVs[1];
        var uv2c = Vector3.Lerp(Volume.UVs[1], Volume.UVs[2], 0.5f);
        var uv2d = new Vector3(uv2a.x, uv2c.y, 0);

        volume2.UVs.Add(uv2a);
        volume2.UVs.Add(uv2b);
        volume2.UVs.Add(uv2c);
        volume2.UVs.Add(uv2d);

        #endregion

        #region BOTTOM RIGHT

        //third child - bottom right
        var volume3 = new PatchAABB();

        volume3.Vertices.Add(Middle);
        volume3.Vertices.Add(Vector3.Lerp(Volume.Vertices[1], Volume.Vertices[2], 0.5f));
        volume3.Vertices.Add(Volume.Vertices[2]);
        volume3.Vertices.Add(Vector3.Lerp(Volume.Vertices[3], Volume.Vertices[2], 0.5f));

        var uv3b = Vector3.Lerp(Volume.UVs[1], Volume.UVs[2], 0.5f);
        var uv3c = Volume.UVs[2];
        var uv3d = Vector3.Lerp(Volume.UVs[3], Volume.UVs[2], 0.5f);
        var uv3a = new Vector3(uv3d.x, uv3b.y, 0);

        volume3.UVs.Add(uv3a);
        volume3.UVs.Add(uv3b);
        volume3.UVs.Add(uv3c);
        volume3.UVs.Add(uv3d);

        #endregion

        #region BOTTOM LEFT

        //fourth child - bottom left
        var volume4 = new PatchAABB();

        volume4.Vertices.Add(Vector3.Lerp(Volume.Vertices[3], Volume.Vertices[0], 0.5f));
        volume4.Vertices.Add(Middle);
        volume4.Vertices.Add(Vector3.Lerp(Volume.Vertices[3], Volume.Vertices[2], 0.5f));
        volume4.Vertices.Add(Volume.Vertices[3]);

        var uv4a = Vector3.Lerp(Volume.UVs[3], Volume.UVs[0], 0.5f);
        var uv4c = Vector3.Lerp(Volume.UVs[3], Volume.UVs[2], 0.5f);
        var uv4d = Volume.UVs[3];
        var uv4b = new Vector3(uv4c.x, uv4a.y, 0);

        volume4.UVs.Add(uv4a);
        volume4.UVs.Add(uv4b);
        volume4.UVs.Add(uv4c);
        volume4.UVs.Add(uv4d);

        #endregion

        var q1 = new PatchTree(this, volume1);
        var q2 = new PatchTree(this, volume2);
        var q3 = new PatchTree(this, volume3);
        var q4 = new PatchTree(this, volume4);

        //set internal neighbors
        q1.SetNeighbor(PatchNeighborDirection.Bottom, q4, PatchNeighborDirection.Top);
        q1.SetNeighbor(PatchNeighborDirection.Right, q2, PatchNeighborDirection.Left);

        //set internal neighbors
        q2.SetNeighbor(PatchNeighborDirection.Bottom, q3, PatchNeighborDirection.Top);
        q2.SetNeighbor(PatchNeighborDirection.Left, q1, PatchNeighborDirection.Right);

        //set internal neighbors
        q3.SetNeighbor(PatchNeighborDirection.Top, q2, PatchNeighborDirection.Bottom);
        q3.SetNeighbor(PatchNeighborDirection.Left, q4, PatchNeighborDirection.Right);

        //set internal neighbors
        q4.SetNeighbor(PatchNeighborDirection.Top, q1, PatchNeighborDirection.Bottom);
        q4.SetNeighbor(PatchNeighborDirection.Right, q3, PatchNeighborDirection.Left);

        //store as children of the current node
        Children[0] = q1;
        Children[1] = q2;
        Children[2] = q3;
        Children[3] = q4;

        Sphere.Splitted = true;

        HasChildren = true;

        ReLink();
    }
Beispiel #3
0
    public PatchTree(PatchTree Parent, PatchAABB Volume)
    {
        this.Parent = Parent;
        this.Volume = Volume;
        this.Sphere = Parent.Sphere;

        SplitLevel = (ushort)(this.Parent.SplitLevel + 1);

        if (SplitLevel > Sphere.HighestSplitLevel)
        {
            Sphere.HighestSplitLevel = SplitLevel;
        }

        Size = this.Parent.Size / 2;

        var v1 = this.Volume.Vertices[0];
        var v2 = this.Volume.Vertices[1];
        var v3 = this.Volume.Vertices[2];
        var v4 = this.Volume.Vertices[3];

        var uv1 = this.Volume.UVs[0];
        var uv2 = this.Volume.UVs[1];
        var uv3 = this.Volume.UVs[2];
        var uv4 = this.Volume.UVs[3];

        VolumeProjected = new PatchAABB();

        VolumeProjected.Vertices.Add(v1.NormalizeToRadius(Sphere.Radius));
        VolumeProjected.Vertices.Add(v2.NormalizeToRadius(Sphere.Radius));
        VolumeProjected.Vertices.Add(v3.NormalizeToRadius(Sphere.Radius));
        VolumeProjected.Vertices.Add(v4.NormalizeToRadius(Sphere.Radius));

        VolumeProjected.UVs.Add(uv1);
        VolumeProjected.UVs.Add(uv2);
        VolumeProjected.UVs.Add(uv3);
        VolumeProjected.UVs.Add(uv4);

        Neighbors[0].Node    = Neighbors[1].Node = Neighbors[2].Node = Neighbors[3].Node = null;
        Neighbors[0].isFixed = Neighbors[1].isFixed = Neighbors[2].isFixed = Neighbors[3].isFixed = false;
        Children[0]          = Children[1] = Children[2] = Children[3] = null;

        NeedsRejoinCount = 0;
        HasChildren      = false;
        NeedsReedge      = true;
        NeedsTerrain     = true;
        GapFixMask       = 15;

        Normal = this.Parent.Normal;

        Middle          = (Volume.Vertices[0] + Volume.Vertices[1] + Volume.Vertices[2] + Volume.Vertices[3]) / 4;
        MiddleProjected = Middle;
        MiddleProjected = MiddleProjected.NormalizeToRadius(Sphere.Radius);

        UpProjected = MiddleProjected;
        UpProjected.Normalize();

        FrontProjected = Vector3.Lerp(VolumeProjected.Vertices[0], VolumeProjected.Vertices[1], 0.5f) - MiddleProjected;
        FrontProjected.Normalize();

        Plane = this.Parent.Plane;

        Front = this.Parent.Front;
        Up    = this.Parent.Up;
        Right = this.Parent.Right;
    }