public void AddFloor(Vector3 LL, int height, int textureID)
 {
     VertexPositionNormalTexture lowerLeft, lowerRight, upperLeft, upperRight;
     LL = LL + Vector3.UnitZ * height * Constants.TILE_SIZE;
     lowerLeft = new VertexPositionNormalTexture(LL , Vector3.UnitZ, TCLL);
     lowerRight = new VertexPositionNormalTexture(LL + Vector3.UnitX * Constants.TILE_SIZE, Vector3.UnitZ, TCLR);
     upperLeft = new VertexPositionNormalTexture(LL + Vector3.UnitY * Constants.TILE_SIZE, Vector3.UnitZ, TCUL);
     upperRight = new VertexPositionNormalTexture(LL + (Vector3.UnitY+ Vector3.UnitX) * Constants.TILE_SIZE
                                                  , Vector3.UnitZ, TCUR);
     if (height <= 1)
     {
         if (!FloorTextureGroups.ContainsKey(textureID))
         {
             VertexGroup gp = new VertexGroup(TileList.GetTile(textureID));
             gp.Technique = RendererAssetPool.UniversalEffect.Techniques.TexturedClamp;
             FloorTextureGroups.Add(textureID, gp);
         }
         FloorTextureGroups[textureID].Add(lowerLeft);
         FloorTextureGroups[textureID].Add(upperLeft);
         FloorTextureGroups[textureID].Add(lowerRight);
         FloorTextureGroups[textureID].Add(lowerRight);
         FloorTextureGroups[textureID].Add(upperLeft);
         FloorTextureGroups[textureID].Add(upperRight);
     }
     else
     {
         if (!WallTextureGroups.ContainsKey(textureID))
         {
             VertexGroup gp = new VertexGroup(TileList.GetTile(textureID));
             gp.TransparencyEnabled = true;
             gp.Technique = RendererAssetPool.UniversalEffect.Techniques.TexturedWrap;
             WallTextureGroups.Add(textureID, gp);
         }
         WallTextureGroups[textureID].Add(lowerLeft);
         WallTextureGroups[textureID].Add(upperLeft);
         WallTextureGroups[textureID].Add(lowerRight);
         WallTextureGroups[textureID].Add(lowerRight);
         WallTextureGroups[textureID].Add(upperLeft);
         WallTextureGroups[textureID].Add(upperRight);
     }
 }
Beispiel #2
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        /// <summary>
        /// Adds a new RendererVertexGroup entity to the scene
        /// </summary>
        /// <param name="_entity">The entity to add.</param>
        /// <param name="_layer">The layer to add it to, lower layers are drawn first.</param>
        /// <returns>The entity's unique ID.</returns>
        public int Add(VertexGroup _entity, int _layer)
        {
            int x = entityID.GetID();
            entityList.Add(x, _entity);
            AddLayers(_layer);
            layers[_layer].Add(x, _entity);

            return x;
        }
        public void AddWall(Vector3 LL, Vector3 normal, int tilesWide, int tilesHigh, int textureID)
        {
            VertexPositionNormalTexture lowerLeft, lowerRight, upperLeft, upperRight;
            Vector3 right = new Vector3( -normal.Y, normal.X, normal.Z);
            right.Normalize();
            lowerLeft = new VertexPositionNormalTexture(LL, normal, TCLL * tilesHigh);
            lowerRight = new VertexPositionNormalTexture(LL + right * (tilesWide * Constants.TILE_SIZE), normal,  TCLL * tilesHigh + TCUR * tilesWide);
            upperLeft = new VertexPositionNormalTexture(LL + Vector3.UnitZ * (tilesHigh * Constants.TILE_SIZE), normal, TCUL);
            upperRight = new VertexPositionNormalTexture(LL + Vector3.UnitZ * (tilesHigh * Constants.TILE_SIZE) + right * (tilesWide * Constants.TILE_SIZE),
                normal, TCUR * tilesWide);

            if (tilesHigh <= 1)
            {
                if (!NonTransWallTextureGroups.ContainsKey(textureID))
                {
                    VertexGroup gp = new VertexGroup(TileList.GetTile(textureID));
                    gp.Technique = RendererAssetPool.UniversalEffect.Techniques.TexturedWrap;
                    NonTransWallTextureGroups.Add(textureID, gp);
                }
                NonTransWallTextureGroups[textureID].Add(lowerLeft);
                NonTransWallTextureGroups[textureID].Add(upperLeft);
                NonTransWallTextureGroups[textureID].Add(lowerRight);
                NonTransWallTextureGroups[textureID].Add(lowerRight);
                NonTransWallTextureGroups[textureID].Add(upperLeft);
                NonTransWallTextureGroups[textureID].Add(upperRight);
            }

            else
            {
                if (!WallTextureGroups.ContainsKey(textureID))
                {
                    VertexGroup gp = new VertexGroup(TileList.GetTile(textureID));
                    gp.Technique = RendererAssetPool.UniversalEffect.Techniques.TexturedWrap;
                    gp.TransparencyEnabled = true;
                    WallTextureGroups.Add(textureID, gp);
                }
                WallTextureGroups[textureID].Add(lowerLeft);
                WallTextureGroups[textureID].Add(upperLeft);
                WallTextureGroups[textureID].Add(lowerRight);
                WallTextureGroups[textureID].Add(lowerRight);
                WallTextureGroups[textureID].Add(upperLeft);
                WallTextureGroups[textureID].Add(upperRight);
            }
        }
Beispiel #4
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 /// <summary>
 /// Adds a VertexGroup object to the layer.
 /// </summary>
 /// <param name="_entityID">The id to assign to the VertexGroup.</param>
 /// <param name="_entity">The VertexGroup object.</param>
 public void Add(int _entityID, VertexGroup _entity)
 {
     entityDictionaryVertex.Add(_entityID, _entity);
 }
Beispiel #5
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        private void FillTiles()
        {
            Random random = new Random();
            //Loads the tiles into the background array
            int height = 7, width = 7;
            int minHeight = -7, minWidth = -7;
            //string path = System.IO.Path.Combine(System.Reflection.Assembly.GetExecutingAssembly().Location, "../../../../Content/");
            Texture2D texture = Content.Load<Texture2D>("grid");

            int tileSize = 64;

            Vector3 posUL = new Vector3(minWidth * tileSize, height * tileSize, 0);
            Vector3 posLL = new Vector3(minWidth * tileSize, minHeight * tileSize, 0);
            Vector3 posLR = new Vector3(width * tileSize, minHeight * tileSize, 0);
            Vector3 posUR = new Vector3(width * tileSize, height * tileSize, 0);

            VertexPositionNormalTexture UL = new VertexPositionNormalTexture(posUL, Vector3.UnitZ, Vector2.Zero);
            VertexPositionNormalTexture LL = new VertexPositionNormalTexture(posLL, Vector3.UnitZ, Vector2.UnitY * (height-minHeight));
            VertexPositionNormalTexture UR = new VertexPositionNormalTexture(posUR, Vector3.UnitZ, Vector2.UnitX * (width-minWidth));
            VertexPositionNormalTexture LR = new VertexPositionNormalTexture(posLR, Vector3.UnitZ, new Vector2((height-minHeight), (width-minWidth)));

            List<VertexPositionNormalTexture> list = new List<VertexPositionNormalTexture>();
            list.Add(UL); list.Add(LR); list.Add(LL);
            list.Add(UR); list.Add(LR); list.Add(UL);
            VertexGroup group = new VertexGroup(texture, list);
            group.Technique = Renderer.RendererAssetPool.UniversalEffect.Techniques.TexturedWrap;
            group.Ready();
            renderer.ActiveScene.Add(group, 0);
        }
        /// <summary>
        /// Calculates parameters for tiles with height and creates DrawableTiles from them
        /// </summary>
        private void FillTiles()
        {
            Random random = new Random();
            Dictionary<uint, int> borderTileCounter = new Dictionary<uint, int>();
            for (uint y = 0; y < map.Height; y++)
            {
                if (borderTileCounter.ContainsKey(map.GetTile(0, y).ID) && map.GetTile(0, y).Height ==0)
                    borderTileCounter[map.GetTile(0, y).ID]++;
                else if( map.GetTile(0, y).Height ==0)
                    borderTileCounter.Add(map.GetTile(0, y).ID, 1);

                if (borderTileCounter.ContainsKey(map.GetTile(map.Width - 1, y).ID) && map.GetTile(map.Width - 1, y).Height == 0)
                    borderTileCounter[map.GetTile(map.Width-1, y).ID]++;
                else if (map.GetTile(map.Width - 1, y).Height == 0)
                    borderTileCounter.Add(map.GetTile(map.Width-1, y).ID, 1);
            }
            for (uint x = 0; x < map.Width-1; x++)
            {
                if (borderTileCounter.ContainsKey(map.GetTile(x, 0).ID) && map.GetTile(x, 0).Height ==0)
                    borderTileCounter[map.GetTile(x, 0).ID]++;
                else if (map.GetTile(x, 0).Height == 0)
                    borderTileCounter.Add(map.GetTile(x, 0).ID, 1);

                if (borderTileCounter.ContainsKey(map.GetTile(x, map.Height - 1).ID) && map.GetTile(x, map.Height - 1).Height == 0)
                    borderTileCounter[map.GetTile(x, map.Height - 1).ID]++;
                else if (map.GetTile(x, map.Height - 1).Height == 0)
                    borderTileCounter.Add(map.GetTile(x, map.Height - 1).ID, 1);
            }
            int maxValue = 0; uint maxValueTile = 0;
            foreach (KeyValuePair<uint, int> element in borderTileCounter)
            {
                if (element.Value > maxValue)
                {
                    maxValue = element.Value;
                    maxValueTile = element.Key;
                }
            }
            //Load floor
            float minX = -10000f; float maxX = 100000f;
            float minY = -100000f; float maxY = 10000f;
            float Xspread = (maxX - minX) / Constants.TILE_SIZE;
            float Yspread = (maxY - minY) / Constants.TILE_SIZE;
            List<VertexPositionNormalTexture> verts = new List<VertexPositionNormalTexture>();
            verts.Add(new VertexPositionNormalTexture(new Vector3(minX, minY, -0.75f), Vector3.UnitZ, Vector2.UnitY * Yspread));
            verts.Add(new VertexPositionNormalTexture(new Vector3(minX, maxY, -0.75f), Vector3.UnitZ, Vector2.Zero));
            verts.Add(new VertexPositionNormalTexture(new Vector3(maxX, minY, -0.75f), Vector3.UnitZ, new Vector2(Xspread, Yspread)));
            verts.Add(new VertexPositionNormalTexture(new Vector3(maxX, maxY, -0.75f), Vector3.UnitZ, Vector2.UnitX * Xspread));
            verts.Add(new VertexPositionNormalTexture(new Vector3(maxX, minY, -0.75f), Vector3.UnitZ, new Vector2(Xspread, Yspread)));
            verts.Add(new VertexPositionNormalTexture(new Vector3(minX, maxY, -0.75f), Vector3.UnitZ, Vector2.Zero));
            VertexGroup floor = new VertexGroup(TileList.GetTile((int)maxValueTile), verts);
            floor.Technique = RendererAssetPool.UniversalEffect.Techniques.TexturedWrap;
            floor.CastsShadow = false;
            floor.TransparencyEnabled = false;
            floor.Ready();
            renderer.ActiveScene.Add(floor, 0);
            //Loads the tiles into the background array
            for (uint y = 0; y < map.Height; y++)
            {
                for (uint x = 0; x < map.Width; x++)
                {
                    Tile tempTile = map.GetTile(x, y);
                    // Figure out the height of each tile in each direction relative to this one.

                    int positionNorth = (int)(y - 1);
                    int positionSouth = (int)(y + 1);
                    int positionWest = (int)(x - 1);
                    int positionEast = (int)(x + 1);
                    if (positionNorth >= 0)
                        tempTile.heightN = map.GetTile(x, y - 1).Height;
                    if (positionSouth < map.Height)
                        tempTile.heightS = map.GetTile(x, y + 1).Height;
                    if (positionWest >= 0)
                        tempTile.heightW = map.GetTile(x - 1, y).Height;
                    if (positionEast < map.Width)
                        tempTile.heightE = map.GetTile(x + 1, y).Height;
                    map.SetTile(x, y, tempTile);

                    Texture2D texture = TileList.GetTile((int)tempTile.ID);
                    DrawableTile tile = new DrawableTile(
                        texture, tempTile, (int)x, (int)y,
                        tempTile.heightN, tempTile.heightW, tempTile.heightE, tempTile.heightS);

                    Vector3 pos = new Vector3(
                        x * Constants.TILE_SIZE + (Constants.TILE_SIZE / 2),
                        -(y * Constants.TILE_SIZE + (Constants.TILE_SIZE / 2)),
                        0);
                    if (tempTile.ObjectID != 0)
                    {

                        Model objectModel = TileList.GetObject(tempTile.ObjectID);
                        Object3 newTileObj = new Object3(objectModel, pos + (Vector3.UnitZ * tempTile.Height * Constants.TILE_SIZE));
                        newTileObj.TransparencyEnabled = true;
                        Scene.Add(newTileObj, 1);
                    }

                    switch (tempTile.EventID)
                    {
                        case 4:
                        case 5:
                            GameSession.Alliance team = tempTile.EventID == 4 ?
                                GameSession.Alliance.RED : GameSession.Alliance.BLUE;
                            if (currentGameMode == VTankObject.GameMode.CAPTURETHEFLAG)
                            {
                                Flags.AddFlag(team, pos);
                            }
                            break;
                        case 8: case 9: case 10:
                            if (currentGameMode == VTankObject.GameMode.CAPTURETHEBASE)
                            {
                                Bases.AddBase(GameSession.Alliance.BLUE, tempTile.EventID, pos);
                            }
                            break;
                        case 11: case 12: case 13:
                            if (currentGameMode == VTankObject.GameMode.CAPTURETHEBASE)
                            {
                                Bases.AddBase(GameSession.Alliance.RED, tempTile.EventID, pos);
                            }
                            break;
                        default:
                            break;
                    }
                    visibleTiles[y * map.Width + x] = tile;
                }
            }

            #region Make Flat Tiles
            for (uint y = 0; y < map.Height; y++)
            {
                for (uint x = 0; x < map.Width; x++)
                {
                    Tile tempTile = map.GetTile(x, y);
                    Vector3 pos = new Vector3(x * Constants.TILE_SIZE, (-(y + 1) * Constants.TILE_SIZE), 0);
                    Tiles.AddFloor(pos, tempTile.Height, (int)tempTile.ID);
                }
            }
            #endregion

            #region Make North Walls
            int height = 0;
            int tileID = 0;
            int width = 0;
            int Hdir = 0;
            //Make north facing walls
            for (uint y = 0; y < map.Height; y++)
            {
                for (uint x = 0; x < map.Width; x++)
                {
                    Tile tempTile = map.GetTile(x, y);
                    if ((width == 0 || (tempTile.Height == height && tempTile.ID == tileID && Hdir == tempTile.heightN)) && (x + 1) < map.Width)
                    {
                        height = tempTile.Height;
                        tileID = (int)tempTile.ID;
                        Hdir = tempTile.heightN;
                        width++;
                    }
                    else
                    {
                        if (height > Hdir)
                        {
                            Vector3 pos = new Vector3(x * Constants.TILE_SIZE, (-y * Constants.TILE_SIZE), 0);
                            Tiles.AddWall(pos, Vector3.UnitY, width, height, tileID);
                        }
                        width = 1; height = tempTile.Height; tileID = (int)tempTile.ID; Hdir = tempTile.heightN;
                    }
                }
                width = 0;
            }
            #endregion

            #region Make South Walls
            height = 0;
            tileID = 0;
            width = 0;
            Hdir = 0;
            uint startX = 0;
            //Make south facing walls
            for (uint y = 0; y < map.Height; y++)
            {
                for (uint x = 0; x < map.Width; x++)
                {
                    Tile tempTile = map.GetTile(x, y);
                    if ((width == 0 || (tempTile.Height == height && tempTile.ID == tileID && Hdir == tempTile.heightS)) && (x + 1) < map.Width)
                    {
                        if (width == 0)
                        {
                            startX = x;
                        }
                        height = tempTile.Height;
                        tileID = (int)tempTile.ID;
                        Hdir = tempTile.heightS;
                        width++;
                    }
                    else
                    {
                        if (height > Hdir)
                        {
                            Vector3 pos = new Vector3(startX * Constants.TILE_SIZE, (-(y+1) * Constants.TILE_SIZE), 0);
                            Tiles.AddWall(pos, -Vector3.UnitY, width, height, tileID);
                        }
                        width = 1; height = tempTile.Height; tileID = (int)tempTile.ID; Hdir = tempTile.heightS;
                        startX = x;
                    }
                }
                width = 0;
            }

            #endregion

            #region Make East Walls
            height = 0;
            tileID = 0;
            width = 0;
            Hdir = 0;
            //Make east facing walls
            for (uint x = 0; x < map.Width; x++)
            {
                for (uint y = 0; y < map.Height; y++)
                {
                    Tile tempTile = map.GetTile(x, y);
                    if ((width == 0 || (tempTile.Height == height && tempTile.ID == tileID && Hdir == tempTile.heightE)) && (y + 1) < map.Height)
                    {
                        height = tempTile.Height;
                        tileID = (int)tempTile.ID;
                        Hdir = tempTile.heightE;
                        width++;
                    }
                    else
                    {
                        if (height > Hdir)
                        {
                            Vector3 pos = new Vector3((x+1) * Constants.TILE_SIZE, (-y * Constants.TILE_SIZE), 0);
                            Tiles.AddWall(pos, Vector3.UnitX, width, height, tileID);
                        }
                        width = 1; height = tempTile.Height; tileID = (int)tempTile.ID; Hdir = tempTile.heightE;
                    }
                }
                width = 0;
            }

            #endregion

            #region Make West Walls
            height = 0;
            tileID = 0;
            width = 0;
            Hdir = 0;
            uint startY = 0;
            //Make south facing walls
            for (uint x = 0; x < map.Width; x++)
            {
                for (uint y = 0; y < map.Height; y++)
                {
                    Tile tempTile = map.GetTile(x, y);
                    if ((width == 0 || (tempTile.Height == height && tempTile.ID == tileID && Hdir == tempTile.heightW)) && (y+1) < map.Height)
                    {
                        if (width == 0)
                        {
                            startY = y;
                        }
                        height = tempTile.Height;
                        tileID = (int)tempTile.ID;
                        Hdir = tempTile.heightW;
                        width++;
                    }
                    else
                    {
                        if (height > Hdir)
                        {
                            Vector3 pos = new Vector3(x * Constants.TILE_SIZE, (-startY * Constants.TILE_SIZE), 0);
                            Tiles.AddWall(pos, -Vector3.UnitX, width, height, tileID);
                        }
                        width = 1; height = tempTile.Height; tileID = (int)tempTile.ID; Hdir = tempTile.heightW;
                        startY = y;
                    }
                }
                width = 0;
            }

            #endregion

            Tiles.AllReady();
            ////////////////////////////////////////////
            ///TODO:::: FOR EACH TILE GOING LEFT TO RIGHT
            //
            //   IF height = height  and tileID = tileID
            //       if Hnorth = Hnorth
            //          NorthWidth ++;
            //       else
            //          TexturedTileGroupManager.AddWall(lowerLeftNorth, Vector3.UnitY, NorthWidth, height, tileID)
            //          NorthWidth = 0;
            //          height = -1
            //

            //       if Hsouth = Hsouth
            //          SouthWidth ++;
            //       else
            //          TexturedTileGroupManager.AddWall(lowerLeftSouth, -Vector3.UnitY, SouthhWidth, height, tileID)
            //etc
        }