Beispiel #1
0
        private double FaceVariance(short v1, short v2, short v3)
        {
            double MaxVar = 0;

            if (Math.Abs(v1 - v2) == 1 || Math.Abs(v3 - v2) == 1)
            {
                MaxVar = 0;                 // minimal face, no variance
            }
            else
            {
                // find vertice in middle of hypothenuse
                short mid_hyp_indice = MidHypVerticeIndice(v1, v3);
                // find real elevation in middle of hypothenuse
                CustomVertex.PositionTextured vh = this._elevatedVertices[mid_hyp_indice];
                Vector3 v    = MathEngine.CartesianToSpherical(vh.X, vh.Y, vh.Z);
                double  real = v.X - this._layerRadius;
                // find extrapolated elevation in middle hyp.
                float xe = (this._elevatedVertices[v1].X + this._elevatedVertices[v3].X) / 2;
                float ye = (this._elevatedVertices[v1].Y + this._elevatedVertices[v3].Y) / 2;
                float ze = (this._elevatedVertices[v1].Z + this._elevatedVertices[v3].Z) / 2;
                v = MathEngine.CartesianToSpherical(xe, ye, ze);
                double extrapolated = v.X - this._layerRadius;
                // variance Note: could be done w/out MathEngine by computing raw cartesian distance
                MaxVar = real - extrapolated;
                // recurse for potential childs until unit face
                MaxVar = Math.Max(MaxVar, FaceVariance(v2, mid_hyp_indice, v1));
                MaxVar = Math.Max(MaxVar, FaceVariance(v3, mid_hyp_indice, v2));
            }
            return(MaxVar);
        }
Beispiel #2
0
        private void CreateMesh(
            double north,
            double south,
            double west,
            double east,
            int samples,
            string displacementFile,
            ref CustomVertex.PositionTextured[] vertices,
            ref short[] indices)
        {
            int    upperBound  = samples - 1;
            float  scaleFactor = (float)1 / upperBound;
            double latrange    = Math.Abs(north - south);
            double lonrange;

            if (west < east)
            {
                lonrange = east - west;
            }
            else
            {
                lonrange = 360.0f + east - west;
            }

            System.Drawing.Bitmap heightMap = null;

            try
            {
                heightMap = (System.Drawing.Bitmap)System.Drawing.Image.FromFile(displacementFile);
            }
            catch
            {}

            vertices = new CustomVertex.PositionTextured[samples * samples];
            for (int i = 0; i < samples; i++)
            {
                for (int j = 0; j < samples; j++)
                {
                    double height = m_cloudBaseAltitude * World.Settings.VerticalExaggeration;
                    if (heightMap != null)
                    {
                        double percentX = (double)j / (double)upperBound;
                        double percentY = (double)i / (double)upperBound;

                        if (percentX > 1)
                        {
                            percentX = 1;
                        }
                        if (percentY > 1)
                        {
                            percentY = 1;
                        }

                        int x = (int)(percentX * (heightMap.Width - 1));
                        int y = (int)(percentY * (heightMap.Height - 1));
                        height += m_displacementMultiplier * heightMap.GetPixel(x, y).R;
                    }

                    Vector3 pos = MathEngine.SphericalToCartesian(
                        north - scaleFactor * latrange * i,
                        west + scaleFactor * lonrange * j,
                        this.World.EquatorialRadius + height);

                    vertices[i * samples + j].X = pos.X;
                    vertices[i * samples + j].Y = pos.Y;
                    vertices[i * samples + j].Z = pos.Z;

                    vertices[i * samples + j].Tu = j * scaleFactor;
                    vertices[i * samples + j].Tv = i * scaleFactor;
                }
            }

            indices = new short[2 * upperBound * upperBound * 3];
            for (int i = 0; i < upperBound; i++)
            {
                for (int j = 0; j < upperBound; j++)
                {
                    indices[(2 * 3 * i * upperBound) + 6 * j]     = (short)(i * samples + j);
                    indices[(2 * 3 * i * upperBound) + 6 * j + 1] = (short)((i + 1) * samples + j);
                    indices[(2 * 3 * i * upperBound) + 6 * j + 2] = (short)(i * samples + j + 1);

                    indices[(2 * 3 * i * upperBound) + 6 * j + 3] = (short)(i * samples + j + 1);
                    indices[(2 * 3 * i * upperBound) + 6 * j + 4] = (short)((i + 1) * samples + j);
                    indices[(2 * 3 * i * upperBound) + 6 * j + 5] = (short)((i + 1) * samples + j + 1);
                }
            }

            if (heightMap != null)
            {
                heightMap.Dispose();
            }
        }