Beispiel #1
0
        protected void ScanTriangleLine(Plane plane, int y, float x1, float x2, Candidate candidate)
        {
            var startX = (int)Math.Ceiling(Math.Min(x1, x2));
            var endX   = (int)Math.Floor(Math.Max(x1, x2));

            if (startX > endX)
            {
                return;
            }

            var z0 = plane[startX, y];
            var dz = plane.A;

            for (var x = startX; x <= endX; x++)
            {
                if (PointStates[x, y] != PointState.Used)
                {
                    var z    = HeightMap[x, y];
                    var diff = Math.Abs(z - z0);
                    candidate.Consider(x, y, diff);
                }

                z0 += dz;
            }
        }
Beispiel #2
0
        public void ScanTriangle(TrackedTriangle tri)
        {
            var zPlane = new Plane();

            ComputePlane(zPlane, tri, HeightMap);

            var vecArray = new[] { tri.Point1, tri.Point2, tri.Point3 };

            Array.Sort(vecArray, new Vector2TriangleComparer());

            var x1        = vecArray[0].X;
            var x2        = vecArray[0].X;
            var dx1       = (vecArray[1].X - vecArray[0].X) / (vecArray[1].Y - vecArray[0].Y);
            var dx2       = (vecArray[2].X - vecArray[0].X) / (vecArray[2].Y - vecArray[0].Y);
            var startY    = (int)vecArray[0].Y;
            var endY      = (int)vecArray[1].Y;
            var candidate = new Candidate();

            for (var y = startY; y < endY; y++)
            {
                ScanTriangleLine(zPlane, y, x1, x2, candidate);
                x1 += dx1;
                x2 += dx2;
            }

            dx1    = (vecArray[2].X - vecArray[1].X) / (vecArray[2].Y - vecArray[1].Y);
            x1     = vecArray[1].X;
            startY = (int)vecArray[1].Y;
            endY   = (int)vecArray[2].Y;

            for (var y = startY; y < endY; y++)
            {
                ScanTriangleLine(zPlane, y, x1, x2, candidate);
                x1 += dx1;
                x2 += dx2;
            }


            if (candidate.Importance < 1e-4f)
            {
                if (tri.Token != Heap.NOT_IN_HEAP)
                {
                    heap.Kill(tri.Token);
                }
                tri.SetCandidate(-69, -69, 0.0f);
                return;
            }

            Debug.Assert(PointStates[candidate.X, candidate.Y] == PointState.Unused);
            tri.SetCandidate(candidate.X, candidate.Y, candidate.Importance);
            if (tri.Token == Heap.NOT_IN_HEAP)
            {
                heap.Insert(tri, candidate.Importance);
            }
            else
            {
                heap.Update(tri, candidate.Importance);
            }
        }
Beispiel #3
0
        public float Eval(int x, int y)
        {
            var point = new Vector2(x, y);
            var tri = Locate(point).LFace;

            var zPlane = new Plane();
            ComputePlane(zPlane, tri, HeightMap);

            return zPlane[x, y];
        }
Beispiel #4
0
        public float Eval(int x, int y)
        {
            var point = new Vector2(x, y);
            var tri   = Locate(point).LFace;

            var zPlane = new Plane();

            ComputePlane(zPlane, tri, HeightMap);

            return(zPlane[x, y]);
        }
Beispiel #5
0
        protected void ComputePlane(Plane plane, Triangle tri, Map map)
        {
            var point1 = tri.Point1;
            var point2 = tri.Point2;
            var point3 = tri.Point3;

            var vec1 = new Vector3(point1, map[point1.X, point1.Y]);
            var vec2 = new Vector3(point2, map[point2.X, point2.Y]);
            var vec3 = new Vector3(point3, map[point3.X, point3.Y]);

            plane.Init(vec1, vec2, vec3);
        }
Beispiel #6
0
        protected void ScanTriangleLine(Plane plane, int y, float x1, float x2, Candidate candidate)
        {
            var startX = (int) Math.Ceiling(Math.Min(x1, x2));
            var endX = (int) Math.Floor(Math.Max(x1, x2));
            if (startX > endX) return;

            var z0 = plane[startX, y];
            var dz = plane.A;

            for (var x = startX; x <= endX; x++)
            {
                if (PointStates[x, y] != PointState.Used)
                {
                    var z = HeightMap[x, y];
                    var diff = Math.Abs(z - z0);
                    candidate.Consider(x, y, diff);
                }

                z0 += dz;
            }
        }
Beispiel #7
0
        protected void ComputePlane(Plane plane, LinkedListTriangle tri, Map map)
        {
            var point1 = tri.Point1;
            var point2 = tri.Point2;
            var point3 = tri.Point3;

            var vec1 = new Vector3(point1, map[point1.X, point1.Y]);
            var vec2 = new Vector3(point2, map[point2.X, point2.Y]);
            var vec3 = new Vector3(point3, map[point3.X, point3.Y]);

            plane.Init(vec1, vec2, vec3);
        }
Beispiel #8
0
        public void ScanTriangle(TrackedTriangle tri)
        {
            var zPlane = new Plane();
            ComputePlane(zPlane, tri, HeightMap);

            var vecArray = new[] {tri.Point1, tri.Point2, tri.Point3};
            Array.Sort(vecArray, new Vector2TriangleComparer());

            var x1 = vecArray[0].X;
            var x2 = vecArray[0].X;
            var dx1 = (vecArray[1].X - vecArray[0].X)/(vecArray[1].Y - vecArray[0].Y);
            var dx2 = (vecArray[2].X - vecArray[0].X)/(vecArray[2].Y - vecArray[0].Y);
            var startY = (int) vecArray[0].Y;
            var endY = (int) vecArray[1].Y;
            var candidate = new Candidate();

            for(var y = startY; y < endY; y++)
            {
                ScanTriangleLine(zPlane, y, x1, x2, candidate);
                x1 += dx1;
                x2 += dx2;
            }

            dx1 = (vecArray[2].X - vecArray[1].X)/(vecArray[2].Y - vecArray[1].Y);
            x1 = vecArray[1].X;
            startY = (int) vecArray[1].Y;
            endY = (int) vecArray[2].Y;

            for (var y = startY; y < endY; y++)
            {
                ScanTriangleLine(zPlane, y, x1, x2, candidate);
                x1 += dx1;
                x2 += dx2;
            }

            if (candidate.Importance < 1e-4f)
            {
                if (tri.Token != Heap.NOT_IN_HEAP)
                {
                    heap.Kill(tri.Token);
                }
                tri.SetCandidate(-69, -69, 0.0f);
                return;
            }

            Debug.Assert(PointStates[candidate.X, candidate.Y] == PointState.Unused);
            tri.SetCandidate(candidate.X, candidate.Y, candidate.Importance);
            if (tri.Token == Heap.NOT_IN_HEAP)
            {
                heap.Insert(tri, candidate.Importance);
            }
            else
            {
                heap.Update(tri, candidate.Importance);
            }
        }