Example #1
0
        public IEnumerable <MeshPrimitive> GetHeightPlanes()
        {
            float          size      = 0.5f;
            MeshPrimitive  mesh      = CreateEmptyTriangleMesh();
            float          y         = -size;
            List <Vector3> positions = new List <Vector3>
            {
                new Vector3(-size, y, -size)
                , new Vector3(-size, y, size)
                , new Vector3(size, y, size)
                , new Vector3(size, y, -size)
            };

            mesh.Positions = positions;
            mesh.Colors    = positions.Select(n => new Vector4(1, 0, 0, 0));
            mesh.Indices   = new int[] { 0, 1, 3, 1, 2, 3 };
            mesh.Normals   = _meshService.ComputeNormals(positions, mesh.Indices.ToList());
            yield return(mesh);

            //=====================
            mesh      = CreateEmptyTriangleMesh();
            y         = 0;
            positions = new List <Vector3>
            {
                new Vector3(-size, y, -size)
                , new Vector3(-size, y, size)
                , new Vector3(size, y, size)
                , new Vector3(size, y, -size)
            };
            mesh.Positions = positions;
            mesh.Colors    = positions.Select(n => new Vector4(0, 1, 0, 0));
            mesh.Indices   = new int[] { 0, 1, 3, 1, 2, 3 };
            mesh.Normals   = _meshService.ComputeNormals(positions, mesh.Indices.ToList());
            yield return(mesh);

            //=====================
            mesh      = CreateEmptyTriangleMesh();
            y         = size;
            positions = new List <Vector3>
            {
                new Vector3(-size, y, -size)
                , new Vector3(-size, y, size)
                , new Vector3(size, y, size)
                , new Vector3(size, y, -size)
            };
            mesh.Positions = positions;
            mesh.Colors    = positions.Select(n => new Vector4(0, 0, 1, 0));
            mesh.Indices   = new int[] { 0, 1, 3, 1, 2, 3 };
            mesh.Normals   = _meshService.ComputeNormals(positions, mesh.Indices.ToList());
            yield return(mesh);
        }
Example #2
0
        /// <summary>
        /// Generate normal texture from height map.
        /// Note : heightMap should be in projected coordinates (see ReprojectToCartesian())
        /// </summary>
        /// <param name="heightMap">heightMap in projected coordinates</param>
        /// <param name="outputDirectory"></param>
        /// <returns></returns>
        public TextureInfo GenerateNormalMap(HeightMap heightMap, string outputDirectory, string fileName = "normalmap.png")
        {
            List <Vector3> normals = _meshService.ComputeNormals(heightMap).ToList();

            using (Image <Bgra32> outputImage = new Image <Bgra32>(heightMap.Width, heightMap.Height))
            {
                for (int j = 0; j < heightMap.Height; j++)
                {
                    for (int i = 0; i < heightMap.Width; i++)
                    {
                        int     index = i + (j * heightMap.Width);
                        Vector3 norm  = normals[index];
                        Bgra32  color = FromVec3NormalToColor(norm);

                        outputImage[i, j] = color;
                    }
                }

                outputImage.Save(System.IO.Path.Combine(outputDirectory, fileName));
            }

            TextureInfo normal = new TextureInfo(System.IO.Path.Combine(outputDirectory, fileName), TextureImageFormat.image_jpeg,
                                                 heightMap.Width, heightMap.Height);

            return(normal);
        }
Example #3
0
        public ModelRoot CreateTerrainMesh(HeightMap heightMap, GenOptions options = GenOptions.None, Matrix4x4 vectorTransform = default)
        {
            Triangulation triangulation = default;

            if (options.HasFlag(GenOptions.BoxedBaseElevation0))
            {
                triangulation = _meshService.GenerateTriangleMesh_Boxed(heightMap, BoxBaseThickness.FixedElevation, 0);
            }
            else if (options.HasFlag(GenOptions.BoxedBaseElevationMin))
            {
                triangulation = _meshService.GenerateTriangleMesh_Boxed(heightMap, BoxBaseThickness.FromMinimumPoint, 5);
            }
            else
            {
                triangulation = _meshService.TriangulateHeightMap(heightMap);
            }


            // create a basic scene
            var model = CreateNewModel();
            var rnode = model.LogicalScenes.First()?.FindNode(n => n.Name == TERRAIN_NODE_NAME);
            var rmesh = rnode.Mesh = model.CreateMesh(TERRAIN_MESH_NAME);

            var material = model.CreateMaterial("Default")
                           .WithPBRMetallicRoughness()
                           .WithDoubleSide(true);

            var indexedTriangulation = new IndexedTriangulation(triangulation, vectorTransform);

            // create mesh primitive
            var primitive = rmesh.CreatePrimitive()
                            .WithVertexAccessor("POSITION", indexedTriangulation.Positions);

            if (options.HasFlag(GenOptions.Normals))
            {
                var normals = _meshService.ComputeNormals(indexedTriangulation.Positions, indexedTriangulation.Indices);
                primitive = primitive.WithVertexAccessor("NORMAL", normals.ToList());
            }

            primitive = primitive.WithIndicesAccessor(PrimitiveType.TRIANGLES, indexedTriangulation.Indices)
                        .WithMaterial(material);
            return(model);
        }
Example #4
0
        /// <summary>
        /// Generate normal texture from height map.
        /// Note : heightMap should be in projected coordinates (see ReprojectToCartesian())
        /// </summary>
        /// <param name="heightMap">heightMap in projected coordinates</param>
        /// <param name="outputDirectory"></param>
        /// <returns></returns>
        public TextureInfo GenerateNormalMap(HeightMap heightMap, string outputDirectory, string fileName = "normalmap.png")
        {
            List <Vector3> normals = _meshService.ComputeNormals(heightMap).ToList();

#if NETSTANDARD
            using (Image <Bgra32> outputImage = new Image <Bgra32>(heightMap.Width, heightMap.Height))
            {
                for (int j = 0; j < heightMap.Height; j++)
                {
                    for (int i = 0; i < heightMap.Width; i++)
                    {
                        int     index = i + (j * heightMap.Width);
                        Vector3 norm  = normals[index];
                        Bgra32  color = FromVec3NormalToColor(norm);

                        outputImage[i, j] = color;
                    }
                }

                outputImage.Save(System.IO.Path.Combine(outputDirectory, fileName));
            }
#elif NETFULL
            using (var dbm = new DirectBitmap(heightMap.Width, heightMap.Height))
            {
                for (int j = 0; j < heightMap.Height; j++)
                {
                    for (int i = 0; i < heightMap.Width; i++)
                    {
                        int     index = i + (j * heightMap.Width);
                        Vector3 norm  = normals[index];
                        Color   color = FromVec3NormalToColor(norm);
                        dbm.SetPixel(i, j, color);
                    }
                }

                dbm.Bitmap.Save(Path.Combine(outputDirectory, fileName), ImageFormat.Png);
            }
#endif


            TextureInfo normal = new TextureInfo(System.IO.Path.Combine(outputDirectory, fileName), TextureImageFormat.image_jpeg,
                                                 heightMap.Width, heightMap.Height);
            return(normal);
        }