Exemple #1
0
        //public List<Vector3> Trees;

        /*public Color[] GetImageData(Color[] colorData, int Value)
         * {
         *  Color[] color = new Color[1];
         *  color[0] = colorData[Value];
         *  return color;
         * }*/

        /* public void GetTrees(List<Vector3> trees, Vector2 MapPointer)
         * {
         *   Trees = new List<Vector3>();
         *   foreach(Vector3 tree in trees)
         *   {
         *       if(tree.X < size + (int)MapPointer.Y-2 &&
         *           tree.X > (int)MapPointer.Y)
         *       {
         *           if(tree.Z < (size + (int)MapPointer.X) &&
         *               tree.Z > (int)MapPointer.X)
         *           {
         *               float f = ((tree.Z - MapPointer.X) + (tree.X - MapPointer.Y) * size) - 1;
         *               float h = Vertices[(int)f].Position.Y;
         *               Trees.Add(new Vector3(tree.Z-MapPointer.X, h, -(tree.X-MapPointer.Y)));
         *
         *           }
         *       }
         *   }
         *
         *
         * }*/
        public void GetVertices(VertexPositionColorNormal[] map, Vector2 MapPointer)
        {
            Vertices          = new VertexPositionColorNormal[size * size];
            WaterVertices     = new VertexPositionColorNormal[size * size];
            WireFrameVertices = new VertexPositionColorNormal[size * size];

            for (int x = 0; x < size; x++)
            {
                for (int y = 0; y < size; y++)
                {
                    Vertices[x + y * size].Position      = new Vector3(x, 0, -y);
                    Vertices[x + y * size].Position.Y    = map[(x + (int)MapPointer.X) + (y + (int)MapPointer.Y) * 128].Position.Y;
                    WaterVertices[x + y * size].Position = new Vector3(x, 0.001f, -y);

                    WireFrameVertices[x + y * size].Position    = Vertices[x + y * size].Position;
                    WireFrameVertices[x + y * size].Position.Y += 0.01f;
                    WireFrameVertices[x + y * size].Color       = Color.Black;

                    Vertices[x + y * size].Color = Color.ForestGreen;
                    WaterSand(x + y * size);
                    SetNormal(x + y * size);
                }
            }
        }
Exemple #2
0
        private void SetUpVertices()
        {
            Vertices = new VertexPositionColorNormal[TerrainWidth * TerrainHeight];

            int numberOfTextures = 3;
            int divider          = 2;

            for (int y = 0; y < TerrainHeight; y++)
            {
                for (int x = 0; x < TerrainWidth; x++)
                {
                    //change the divider to heighData[x, y] to reduce hill sizes
                    Vertices[x + y * TerrainWidth].Position = new Vector3(x, (HeightData[x, y]) / divider, -y);
                    WaterSand(x + y * TerrainWidth);

                    if (x != 0 && x != TerrainWidth - 1 && y != TerrainHeight - 1)
                    {
                        /********************FIRST TRIANGLE*************************************************/
                        if (HeightData[x, y] == 0 && HeightData[x, y + 1] == 0 && HeightData[x + 1, y] == 0)
                        {
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x, HeightData[x, y] / divider, -y), new Vector3(0, 1, 0), new Vector2(1f / numberOfTextures, 0)));
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x, HeightData[x, y + 1] / divider, -y - 1), new Vector3(0, 1, 0), new Vector2(1f / numberOfTextures, 1)));
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, HeightData[x + 1, y] / divider, -y), new Vector3(0, 1, 0), new Vector2(2f / numberOfTextures, 1)));
                        }
                        else if (HeightData[x, y] == 0 || HeightData[x, y + 1] == 0 || HeightData[x + 1, y] == 0)
                        {
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x, HeightData[x, y] / divider, -y), new Vector3(0, 1, 0), new Vector2(2f / numberOfTextures, 0)));
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x, HeightData[x, y + 1] / divider, -y - 1), new Vector3(0, 1, 0), new Vector2(2f / numberOfTextures, 1)));
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, HeightData[x + 1, y] / divider, -y), new Vector3(0, 1, 0), new Vector2(3f / numberOfTextures, 1)));
                        }
                        else
                        {
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x, HeightData[x, y] / divider, -y), new Vector3(0, 1, 0), new Vector2(0f / numberOfTextures, 0)));
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x, HeightData[x, y + 1] / divider, -y - 1), new Vector3(0, 1, 0), new Vector2(0f / numberOfTextures, 1)));
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, HeightData[x + 1, y] / divider, -y), new Vector3(0, 1, 0), new Vector2(1f / numberOfTextures, 1)));
                        }


                        /*************************SECOND TRIANGLE**********************************************/
                        if ((HeightData[x, y + 1] == 0 && HeightData[x + 1, y + 1] == 0 && HeightData[x + 1, y] == 0))
                        {
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x, HeightData[x, y + 1] / divider, -y - 1), new Vector3(0, 1, 0), new Vector2(1f / numberOfTextures, 0)));
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, HeightData[x + 1, y + 1] / divider, -y - 1), new Vector3(0, 1, 0), new Vector2(2f / numberOfTextures, 1)));
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, HeightData[x + 1, y] / divider, -y), new Vector3(0, 1, 0), new Vector2(2f / numberOfTextures, 0)));
                        }
                        else if ((HeightData[x, y + 1] == 0 || HeightData[x + 1, y + 1] == 0 || HeightData[x + 1, y] == 0))
                        {
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x, HeightData[x, y + 1] / divider, -y - 1), new Vector3(0, 1, 0), new Vector2(2f / numberOfTextures, 0)));
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, HeightData[x + 1, y + 1] / divider, -y - 1), new Vector3(0, 1, 0), new Vector2(3f / numberOfTextures, 1)));
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, HeightData[x + 1, y] / divider, -y), new Vector3(0, 1, 0), new Vector2(3f / numberOfTextures, 0)));
                        }
                        else
                        {
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x, HeightData[x, y + 1] / divider, -y - 1), new Vector3(0, 1, 0), new Vector2(0f / numberOfTextures, 0)));
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, HeightData[x + 1, y + 1] / divider, -y - 1), new Vector3(0, 1, 0), new Vector2(1f / numberOfTextures, 1)));
                            textureList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, HeightData[x + 1, y] / divider, -y), new Vector3(0, 1, 0), new Vector2(1f / numberOfTextures, 0)));
                        }
                        /**************************************************************************************/
                    }
                    else
                    {
                        textureList.Add(new VertexPositionNormalTexture(new Vector3(x, HeightData[x, y] / divider, -y), new Vector3(0, 1, 0), new Vector2(1f / numberOfTextures, 0)));
                        textureList.Add(new VertexPositionNormalTexture(new Vector3(x, HeightData[x, y] / divider, -y - 1), new Vector3(0, 1, 0), new Vector2(1f / numberOfTextures, 1)));
                        textureList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, HeightData[x, y] / divider, -y), new Vector3(0, 1, 0), new Vector2(2f / numberOfTextures, 1)));

                        textureList.Add(new VertexPositionNormalTexture(new Vector3(x, HeightData[x, y] / divider, -y - 1), new Vector3(0, 1, 0), new Vector2(1f / numberOfTextures, 0)));
                        textureList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, HeightData[x, y] / divider, -y - 1), new Vector3(0, 1, 0), new Vector2(2f / numberOfTextures, 1)));
                        textureList.Add(new VertexPositionNormalTexture(new Vector3(x + 1, HeightData[x, y] / divider, -y), new Vector3(0, 1, 0), new Vector2(2f / numberOfTextures, 0)));
                    }
                }
            }
        }