Esempio n. 1
0
        public QuadTree(ref Terrain terrain)
        {
            terrainRef = terrain;

            // the number of leaves to create
            //totalLeaves = terrainRef.PatchesPerRow;

            // calculate the last level where the nodes are being referenced to the patches (each node to one patch)
            //maxLevels = CalcMaxLevels(totalLeaves);

            // generate the main node with the 4 bounding box vertices
            int[] BoundingBox = new int[4];
            BoundingBox[1] = terrain.Width - 1;
            BoundingBox[2] = (terrain.Height - 1) * terrain.Width;
            BoundingBox[3] = ((terrain.Height - 1) * terrain.Width) + (terrain.Width - 1);

            mainNode = new QuadTreeNode(0,
                terrain.Vertices[BoundingBox[0]],
                terrain.Vertices[BoundingBox[1]],
                terrain.Vertices[BoundingBox[2]],
                terrain.Vertices[BoundingBox[3]]);
            AssignBoundingBox3D(ref mainNode, BoundingBox[0], BoundingBox[1], BoundingBox[2], BoundingBox[3]);
            Debug.Trace("BB: Level " + 1 + " -> " + BoundingBox[0] + " " + BoundingBox[1] + " " + BoundingBox[2] + " " + BoundingBox[3]);
            // since its the first node, it gets the first id.
            mainNode.ID = 0;

            QuadTreeNode parent = null;
            GenerateQuadtreeBranch(ref parent, ref mainNode, BoundingBox);
            Debug.Trace("(Class: Quadtree) Quadtree generated");
        }
Esempio n. 2
0
        public Planet()
        {
            int tex0 = Texture.loadFromFile("earthcubemap_tex_c04.bmp");
            int tex1 = Texture.loadFromFile("earthcubemap_tex_c02.bmp");
            int tex2 = Texture.loadFromFile("earthcubemap_tex_c05.bmp");
            int tex3 = Texture.loadFromFile("earthcubemap_tex_c03.bmp");
            int tex4 = Texture.loadFromFile("earthcubemap_tex_c00.bmp");
            int tex5 = Texture.loadFromFile("earthcubemap_tex_c01.bmp");

            planetFace = new Terrain[counter];
            planetFaceQT = new QuadTree[counter];
            
            // The number of patches MUST be divisible by pow 4.

            // Left face:
            planetFace[0] = new Terrain(new Vector3(-(terrainSize / 2), -(terrainSize / 2), -(terrainSize / 2)),
                                        new Vector3(1.0f, 0.0f, 0.0f),
                                        new Vector3(0.0f, 1.0f, 0.0f),
                                        maxLOD,
                                        terrainSize,
                                        patchSize,
                                        planetRadius,
                                        tex0,
                                        "earthcubemap_c04.jpg");

            // Top face:
            planetFace[1] = new Terrain(new Vector3(-(terrainSize / 2), (terrainSize / 2) - 1, -(terrainSize / 2)),
                                        new Vector3(1.0f, 0.0f, 0.0f),
                                        new Vector3(0.0f, 0.0f, 1.0f),
                                        maxLOD,
                                        terrainSize,
                                        patchSize,
                                        planetRadius,
                                        tex1,
                                        "earthcubemap_c02.jpg");

            // Right face:
            planetFace[2] = new Terrain(new Vector3((terrainSize / 2) - 1, -(terrainSize / 2) - 1, (terrainSize / 2) - 1),
                                        new Vector3(-1.0f, 0.0f, 0.0f),
                                        new Vector3(0.0f, 1.0f, 0.0f),
                                        maxLOD,
                                        terrainSize,
                                        patchSize,
                                        planetRadius,
                                        tex2,
                                        "earthcubemap_c05.jpg");

            // Bottom face:
            planetFace[3] = new Terrain(new Vector3((terrainSize / 2) - 1, -(terrainSize / 2), -(terrainSize / 2)),
                                        new Vector3(-1.0f, 0.0f, 0.0f),
                                        new Vector3(0.0f, 0.0f, 1.0f),
                                        maxLOD,
                                        terrainSize,
                                        patchSize,
                                        planetRadius,
                                        tex3,
                                        "earthcubemap_c03.jpg");
            planetFaceQT[3] = new QuadTree(ref planetFace[3]);

            // Front face:
            planetFace[4] = new Terrain(new Vector3(-(terrainSize / 2), (terrainSize / 2) - 1, -(terrainSize / 2)),
                                        new Vector3(0.0f, 0.0f, 1.0f),
                                        new Vector3(0.0f, -1.0f, 0.0f),
                                        maxLOD,
                                        terrainSize,
                                        patchSize,
                                        planetRadius,
                                        tex4,
                                        "earthcubemap_c00.jpg");

            // Back face:
            planetFace[5] = new Terrain(new Vector3((terrainSize / 2) - 1, -(terrainSize / 2), -(terrainSize / 2)),
                                        new Vector3(0.0f, 0.0f, 1.0f),
                                        new Vector3(0.0f, 1.0f, 0.0f),
                                        maxLOD,
                                        terrainSize,
                                        patchSize,
                                        planetRadius,
                                        tex5,
                                        "earthcubemap_c01.jpg");

            // Generate the first node and assign manually the boundingbox.
            mainNode = new QuadTreeNode(0, Vector3.Zero, Vector3.Zero, Vector3.Zero, Vector3.Zero);
            mainNode.BoundingBox3D[0] = new Vector3(-(terrainSize / 2), -(terrainSize / 2), (terrainSize / 2));
            mainNode.BoundingBox3D[1] = new Vector3((terrainSize / 2), -(terrainSize / 2), (terrainSize / 2));
            mainNode.BoundingBox3D[2] = new Vector3(-(terrainSize / 2), -(terrainSize / 2), -(terrainSize / 2));
            mainNode.BoundingBox3D[3] = new Vector3((terrainSize / 2), -(terrainSize / 2), -(terrainSize / 2));
            mainNode.BoundingBox3D[4] = new Vector3(-(terrainSize / 2), (terrainSize / 2), (terrainSize / 2));
            mainNode.BoundingBox3D[5] = new Vector3((terrainSize / 2), (terrainSize / 2), (terrainSize / 2));
            mainNode.BoundingBox3D[6] = new Vector3(-(terrainSize / 2), (terrainSize / 2), -(terrainSize / 2));
            mainNode.BoundingBox3D[7] = new Vector3((terrainSize / 2), (terrainSize / 2), -(terrainSize / 2));
            // Since its the first node, it gets the first id.
            mainNode.ID = -1;
            Debug.Trace("BB: Level " + -1 + " -> Generated");
            
            // Calculate and assign the nodes neighbors.
            for (int i = 0; i < counter; i++)
            {
                planetFaceQT[i] = new QuadTree(ref planetFace[i]);
                planetFaceQT[i].MainNode.Parent = mainNode;
                //QuadTreeNode mNode = planetFaceQT[i].MainNode;
                //QuadTree.CalculateQuadtreeNeighbors(ref mNode);
            }

            // Since there are six terrain faces to create the sphere, there is need to assign the missing border neighbors manually.
            // Neighbors for the left face:
            planetFaceQT[0].MainNode.Neighbor_N = planetFaceQT[1].MainNode;
            planetFaceQT[0].MainNode.Neighbor_E = planetFaceQT[5].MainNode;
            planetFaceQT[0].MainNode.Neighbor_S = planetFaceQT[3].MainNode;
            planetFaceQT[0].MainNode.Neighbor_W = planetFaceQT[4].MainNode;

            // Neighbors for the top face:
            planetFaceQT[1].MainNode.Neighbor_N = planetFaceQT[2].MainNode;
            planetFaceQT[1].MainNode.Neighbor_E = planetFaceQT[5].MainNode;
            planetFaceQT[1].MainNode.Neighbor_S = planetFaceQT[0].MainNode;
            planetFaceQT[1].MainNode.Neighbor_W = planetFaceQT[4].MainNode;

            // Neighbors for the right face:
            planetFaceQT[2].MainNode.Neighbor_N = planetFaceQT[3].MainNode;
            planetFaceQT[2].MainNode.Neighbor_E = planetFaceQT[4].MainNode;
            planetFaceQT[2].MainNode.Neighbor_S = planetFaceQT[1].MainNode;
            planetFaceQT[2].MainNode.Neighbor_W = planetFaceQT[5].MainNode;

            // Neighbors for the bottom face:
            planetFaceQT[3].MainNode.Neighbor_N = planetFaceQT[0].MainNode;
            planetFaceQT[3].MainNode.Neighbor_E = planetFaceQT[4].MainNode;
            planetFaceQT[3].MainNode.Neighbor_S = planetFaceQT[2].MainNode;
            planetFaceQT[3].MainNode.Neighbor_W = planetFaceQT[5].MainNode;

            // Neighbors for the front face:
            planetFaceQT[4].MainNode.Neighbor_N = planetFaceQT[2].MainNode;
            planetFaceQT[4].MainNode.Neighbor_E = planetFaceQT[1].MainNode;
            planetFaceQT[4].MainNode.Neighbor_S = planetFaceQT[0].MainNode;
            planetFaceQT[4].MainNode.Neighbor_W = planetFaceQT[3].MainNode;

            // Neighbors for the back face:
            planetFaceQT[5].MainNode.Neighbor_N = planetFaceQT[2].MainNode;
            planetFaceQT[5].MainNode.Neighbor_E = planetFaceQT[3].MainNode;
            planetFaceQT[5].MainNode.Neighbor_S = planetFaceQT[0].MainNode;
            planetFaceQT[5].MainNode.Neighbor_W = planetFaceQT[1].MainNode;


            // Calculate and assign the missing nodes neighbors.
            for (int i = 0; i < counter; i++)
            {
                QuadTreeNode mNode = planetFaceQT[i].MainNode;
                QuadTree.CalculateQuadtreeNeighbors(ref mNode);
            }
            
            Debug.Trace("Planet generated!");
        }
Esempio n. 3
0
        public Planet()
        {
            int tex0 = Texture.loadFromFile("earthcubemap_tex_c04.bmp");
            int tex1 = Texture.loadFromFile("earthcubemap_tex_c02.bmp");
            int tex2 = Texture.loadFromFile("earthcubemap_tex_c05.bmp");
            int tex3 = Texture.loadFromFile("earthcubemap_tex_c03.bmp");
            int tex4 = Texture.loadFromFile("earthcubemap_tex_c00.bmp");
            int tex5 = Texture.loadFromFile("earthcubemap_tex_c01.bmp");

            planetFace   = new Terrain[counter];
            planetFaceQT = new QuadTree[counter];

            // The number of patches MUST be divisible by pow 4.

            // Left face:
            planetFace[0] = new Terrain(new Vector3(-(terrainSize / 2), -(terrainSize / 2), -(terrainSize / 2)),
                                        new Vector3(1.0f, 0.0f, 0.0f),
                                        new Vector3(0.0f, 1.0f, 0.0f),
                                        maxLOD,
                                        terrainSize,
                                        patchSize,
                                        planetRadius,
                                        tex0,
                                        "earthcubemap_c04.jpg");

            // Top face:
            planetFace[1] = new Terrain(new Vector3(-(terrainSize / 2), (terrainSize / 2) - 1, -(terrainSize / 2)),
                                        new Vector3(1.0f, 0.0f, 0.0f),
                                        new Vector3(0.0f, 0.0f, 1.0f),
                                        maxLOD,
                                        terrainSize,
                                        patchSize,
                                        planetRadius,
                                        tex1,
                                        "earthcubemap_c02.jpg");

            // Right face:
            planetFace[2] = new Terrain(new Vector3((terrainSize / 2) - 1, -(terrainSize / 2) - 1, (terrainSize / 2) - 1),
                                        new Vector3(-1.0f, 0.0f, 0.0f),
                                        new Vector3(0.0f, 1.0f, 0.0f),
                                        maxLOD,
                                        terrainSize,
                                        patchSize,
                                        planetRadius,
                                        tex2,
                                        "earthcubemap_c05.jpg");

            // Bottom face:
            planetFace[3] = new Terrain(new Vector3((terrainSize / 2) - 1, -(terrainSize / 2), -(terrainSize / 2)),
                                        new Vector3(-1.0f, 0.0f, 0.0f),
                                        new Vector3(0.0f, 0.0f, 1.0f),
                                        maxLOD,
                                        terrainSize,
                                        patchSize,
                                        planetRadius,
                                        tex3,
                                        "earthcubemap_c03.jpg");
            planetFaceQT[3] = new QuadTree(ref planetFace[3]);

            // Front face:
            planetFace[4] = new Terrain(new Vector3(-(terrainSize / 2), (terrainSize / 2) - 1, -(terrainSize / 2)),
                                        new Vector3(0.0f, 0.0f, 1.0f),
                                        new Vector3(0.0f, -1.0f, 0.0f),
                                        maxLOD,
                                        terrainSize,
                                        patchSize,
                                        planetRadius,
                                        tex4,
                                        "earthcubemap_c00.jpg");

            // Back face:
            planetFace[5] = new Terrain(new Vector3((terrainSize / 2) - 1, -(terrainSize / 2), -(terrainSize / 2)),
                                        new Vector3(0.0f, 0.0f, 1.0f),
                                        new Vector3(0.0f, 1.0f, 0.0f),
                                        maxLOD,
                                        terrainSize,
                                        patchSize,
                                        planetRadius,
                                        tex5,
                                        "earthcubemap_c01.jpg");

            // Generate the first node and assign manually the boundingbox.
            mainNode = new QuadTreeNode(0, Vector3.Zero, Vector3.Zero, Vector3.Zero, Vector3.Zero);
            mainNode.BoundingBox3D[0] = new Vector3(-(terrainSize / 2), -(terrainSize / 2), (terrainSize / 2));
            mainNode.BoundingBox3D[1] = new Vector3((terrainSize / 2), -(terrainSize / 2), (terrainSize / 2));
            mainNode.BoundingBox3D[2] = new Vector3(-(terrainSize / 2), -(terrainSize / 2), -(terrainSize / 2));
            mainNode.BoundingBox3D[3] = new Vector3((terrainSize / 2), -(terrainSize / 2), -(terrainSize / 2));
            mainNode.BoundingBox3D[4] = new Vector3(-(terrainSize / 2), (terrainSize / 2), (terrainSize / 2));
            mainNode.BoundingBox3D[5] = new Vector3((terrainSize / 2), (terrainSize / 2), (terrainSize / 2));
            mainNode.BoundingBox3D[6] = new Vector3(-(terrainSize / 2), (terrainSize / 2), -(terrainSize / 2));
            mainNode.BoundingBox3D[7] = new Vector3((terrainSize / 2), (terrainSize / 2), -(terrainSize / 2));
            // Since its the first node, it gets the first id.
            mainNode.ID = -1;
            Debug.Trace("BB: Level " + -1 + " -> Generated");

            // Calculate and assign the nodes neighbors.
            for (int i = 0; i < counter; i++)
            {
                planetFaceQT[i] = new QuadTree(ref planetFace[i]);
                planetFaceQT[i].MainNode.Parent = mainNode;
                //QuadTreeNode mNode = planetFaceQT[i].MainNode;
                //QuadTree.CalculateQuadtreeNeighbors(ref mNode);
            }

            // Since there are six terrain faces to create the sphere, there is need to assign the missing border neighbors manually.
            // Neighbors for the left face:
            planetFaceQT[0].MainNode.Neighbor_N = planetFaceQT[1].MainNode;
            planetFaceQT[0].MainNode.Neighbor_E = planetFaceQT[5].MainNode;
            planetFaceQT[0].MainNode.Neighbor_S = planetFaceQT[3].MainNode;
            planetFaceQT[0].MainNode.Neighbor_W = planetFaceQT[4].MainNode;

            // Neighbors for the top face:
            planetFaceQT[1].MainNode.Neighbor_N = planetFaceQT[2].MainNode;
            planetFaceQT[1].MainNode.Neighbor_E = planetFaceQT[5].MainNode;
            planetFaceQT[1].MainNode.Neighbor_S = planetFaceQT[0].MainNode;
            planetFaceQT[1].MainNode.Neighbor_W = planetFaceQT[4].MainNode;

            // Neighbors for the right face:
            planetFaceQT[2].MainNode.Neighbor_N = planetFaceQT[3].MainNode;
            planetFaceQT[2].MainNode.Neighbor_E = planetFaceQT[4].MainNode;
            planetFaceQT[2].MainNode.Neighbor_S = planetFaceQT[1].MainNode;
            planetFaceQT[2].MainNode.Neighbor_W = planetFaceQT[5].MainNode;

            // Neighbors for the bottom face:
            planetFaceQT[3].MainNode.Neighbor_N = planetFaceQT[0].MainNode;
            planetFaceQT[3].MainNode.Neighbor_E = planetFaceQT[4].MainNode;
            planetFaceQT[3].MainNode.Neighbor_S = planetFaceQT[2].MainNode;
            planetFaceQT[3].MainNode.Neighbor_W = planetFaceQT[5].MainNode;

            // Neighbors for the front face:
            planetFaceQT[4].MainNode.Neighbor_N = planetFaceQT[2].MainNode;
            planetFaceQT[4].MainNode.Neighbor_E = planetFaceQT[1].MainNode;
            planetFaceQT[4].MainNode.Neighbor_S = planetFaceQT[0].MainNode;
            planetFaceQT[4].MainNode.Neighbor_W = planetFaceQT[3].MainNode;

            // Neighbors for the back face:
            planetFaceQT[5].MainNode.Neighbor_N = planetFaceQT[2].MainNode;
            planetFaceQT[5].MainNode.Neighbor_E = planetFaceQT[3].MainNode;
            planetFaceQT[5].MainNode.Neighbor_S = planetFaceQT[0].MainNode;
            planetFaceQT[5].MainNode.Neighbor_W = planetFaceQT[1].MainNode;


            // Calculate and assign the missing nodes neighbors.
            for (int i = 0; i < counter; i++)
            {
                QuadTreeNode mNode = planetFaceQT[i].MainNode;
                QuadTree.CalculateQuadtreeNeighbors(ref mNode);
            }

            Debug.Trace("Planet generated!");
        }
        private void GenerateQuadtreeBranch(ref QuadTreeNode parent, ref QuadTreeNode mainNode, int[] BoundingBox)
        {
            int[] bb           = new int[4];
            int   currentLevel = mainNode.Level + 1;

            if (parent != null)
            {
                mainNode.Parent = parent;
            }

            // Top Left child
            bb[0] = BoundingBox[0];                                                                                     // top left vertex (b[0])
            bb[1] = BoundingBox[0] + ((BoundingBox[1] - BoundingBox[0]) / 2);                                           // between b[0] and b[1]
            bb[2] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2);                                           // between b[0] and b[2]
            bb[3] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2) + ((BoundingBox[1] - BoundingBox[0]) / 2); // middle of mainNode

            mainNode.NW = new QuadTreeNode(currentLevel,
                                           terrainRef.Vertices[bb[0]],
                                           terrainRef.Vertices[bb[1]],
                                           terrainRef.Vertices[bb[2]],
                                           terrainRef.Vertices[bb[3]]);
            mainNode.NW.Parent = mainNode;
            mainNode.NW.ID     = (int)NodeDirection.NORTH_WEST;
            if ((bb[1] - bb[0]) > terrainRef.PatchSize)
            {
                // calculate 3d boundingbox for frustum check
                AssignBoundingBox3D(ref mainNode.NW, bb[0], bb[1], bb[2], bb[3]);
                // generate childs (if current node isn't a leaf)
                GenerateQuadtreeBranch(ref mainNode, ref mainNode.NW, bb);
                Debug.Trace("BB: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }
            else
            {
                // if node is a leaf (because the patchwidth = the desired patchsize for a leaf), assign the patches to this node
                AssignPatch(ref mainNode.NW, NodeDirection.NORTH_WEST, bb[0], bb[1], bb[2], bb[3]);
                Debug.Trace("BB Leaf: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }

            // Top Right child
            bb[0] = BoundingBox[0] + ((BoundingBox[1] - BoundingBox[0]) / 2);                                           // between b[0] and b[1]
            bb[1] = BoundingBox[1];                                                                                     // top right vertex (b[1])
            bb[2] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2) + ((BoundingBox[1] - BoundingBox[0]) / 2); // middle of mainNode
            bb[3] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2) + ((BoundingBox[1] - BoundingBox[0]));     // between b[1] and b[3]

            mainNode.NE = new QuadTreeNode(currentLevel,
                                           terrainRef.Vertices[bb[0]],
                                           terrainRef.Vertices[bb[1]],
                                           terrainRef.Vertices[bb[2]],
                                           terrainRef.Vertices[bb[3]]);
            mainNode.NE.Parent = mainNode;
            mainNode.NE.ID     = (int)NodeDirection.NORTH_EAST;
            if ((bb[1] - bb[0]) > terrainRef.PatchSize)
            {
                // calculate 3d boundingbox for frustum check
                AssignBoundingBox3D(ref mainNode.NE, bb[0], bb[1], bb[2], bb[3]);
                // generate childs (if current node isn't a leaf)
                GenerateQuadtreeBranch(ref mainNode, ref mainNode.NE, bb);
                Debug.Trace("BB: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }
            else
            {
                // if node is a leaf (because the patchwidth = the desired patchsize for a leaf), assign the patches to this node
                AssignPatch(ref mainNode.NE, NodeDirection.NORTH_EAST, bb[0], bb[1], bb[2], bb[3]);
                Debug.Trace("BB Leaf: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }

            // Bottom Left child
            bb[0] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2);                                           // between b[0] and b[2]
            bb[1] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2) + ((BoundingBox[1] - BoundingBox[0]) / 2); // middle of mainNode
            bb[2] = BoundingBox[2];                                                                                     // bottom Left vertex (b[2])
            bb[3] = BoundingBox[2] + ((BoundingBox[3] - BoundingBox[2]) / 2);                                           // between b[2] and b[3]

            mainNode.SW = new QuadTreeNode(currentLevel,
                                           terrainRef.Vertices[bb[0]],
                                           terrainRef.Vertices[bb[1]],
                                           terrainRef.Vertices[bb[2]],
                                           terrainRef.Vertices[bb[3]]);
            mainNode.SW.Parent = mainNode;
            mainNode.SW.ID     = (int)NodeDirection.SOUTH_WEST;
            if ((bb[1] - bb[0]) > terrainRef.PatchSize)
            {
                // calculate 3d boundingbox for frustum check
                AssignBoundingBox3D(ref mainNode.SW, bb[0], bb[1], bb[2], bb[3]);
                // generate childs (if current node isn't a leaf)
                GenerateQuadtreeBranch(ref mainNode, ref mainNode.SW, bb);
                Debug.Trace("BB: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }
            else
            {
                // if node is a leaf (because the patchwidth = the desired patchsize for a leaf), assign the patches to this node
                AssignPatch(ref mainNode.SW, NodeDirection.SOUTH_WEST, bb[0], bb[1], bb[2], bb[3]);
                Debug.Trace("BB Leaf: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }

            // Bottom Right child
            bb[0] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2) + ((BoundingBox[1] - BoundingBox[0]) / 2); // middle of mainNode
            bb[1] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2) + ((BoundingBox[1] - BoundingBox[0]));     // between b[1] and b[3]
            bb[2] = BoundingBox[2] + ((BoundingBox[3] - BoundingBox[2]) / 2);                                           // between b[2] and b[3]
            bb[3] = BoundingBox[3];                                                                                     // bottom Right vertex (b[3])

            mainNode.SE = new QuadTreeNode(currentLevel,
                                           terrainRef.Vertices[bb[0]],
                                           terrainRef.Vertices[bb[1]],
                                           terrainRef.Vertices[bb[2]],
                                           terrainRef.Vertices[bb[3]]);
            mainNode.SE.Parent = mainNode;
            mainNode.SE.ID     = (int)NodeDirection.SOUTH_EAST;
            if ((bb[1] - bb[0]) > terrainRef.PatchSize)
            {
                // calculate 3d boundingbox for frustum check
                AssignBoundingBox3D(ref mainNode.SE, bb[0], bb[1], bb[2], bb[3]);
                // generate childs (if current node isn't a leaf)
                GenerateQuadtreeBranch(ref mainNode, ref mainNode.SE, bb);
                Debug.Trace("BB: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }
            else
            {
                // if node is a leaf (because the patchwidth = the desired patchsize for a leaf), assign the patches to this node
                AssignPatch(ref mainNode.SE, NodeDirection.SOUTH_EAST, bb[0], bb[1], bb[2], bb[3]);
                Debug.Trace("BB Leaf: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }

            return;
        }
        private void CheckNodeInsideFrustum(ref Frustum frustum, ref QuadTreeNode mainNode, bool checkFrustum = true)
        {
            Frustum.InFrustumCheck nodeInFrustum;
            bool checkChildFrustum = true;

            // if the node has childs, check if nodes childs are in or outside the frustum
            if (mainNode.HasChilds())
            {
                for (int i = 1; i <= 4; i++)
                {
                    QuadTreeNode node = mainNode.GetChild(i);
                    if (checkFrustum)
                    {
                        if (node.HasChilds())
                        {
                            nodeInFrustum = frustum.CubeInFrustum(node.BoundingBox3D);
                        }
                        else
                        {
                            nodeInFrustum = frustum.CubeInFrustum(node.Patch);
                        }
                        if (nodeInFrustum == Frustum.InFrustumCheck.OUT)
                        {
                            continue;
                        }
                        if (nodeInFrustum == Frustum.InFrustumCheck.IN)
                        {
                            checkChildFrustum = false;
                        }
                    }
                    CheckNodeInsideFrustum(ref frustum, ref node, checkChildFrustum);
                }
            }
            // if it don't, it's a leaf and the terrain patch can be rendered
            else
            {
                int maxLODLevels         = terrainRef.LODLEVELS;
                int patchResolution      = mainNode.Patch.GetResolution(maxLODLevels);
                int mainPatchIndexBuffer = terrainRef.IndexBuffer[patchResolution];

                List <int> defaultBridgeIndexBuffer = new List <int>();
                List <int> lowerBridgeIndexBuffer   = new List <int>();

                if (mainNode.Neighbor_N != null)
                {
                    // check north neighbor patch resolution
                    if (mainNode.Neighbor_N.Patch.GetResolution(maxLODLevels) > patchResolution)
                    {
                        lowerBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 4]);
                    }
                    else
                    {
                        defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 0]);
                    }
                }
                else
                {
                    defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 0]);
                }
                if (mainNode.Neighbor_E != null)
                {
                    // check east neighbor patch resolution
                    if (mainNode.Neighbor_E.Patch.GetResolution(maxLODLevels) > patchResolution)
                    {
                        lowerBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 5]);
                    }
                    else
                    {
                        defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 1]);
                    }
                }
                else
                {
                    defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 1]);
                }
                if (mainNode.Neighbor_S != null)
                {
                    /*
                     * Cube cube = new Cube(1);
                     * cube.setPosition(new Vector3(mainNode.Patch.CenterVertex));
                     * cube.setColor(new ColorRGBA(1.0f, 0.0f, 0.0f, 1.0f));
                     * cube.render(ref frustum);
                     * */

                    // check south neighbor patch resolution
                    if (mainNode.Neighbor_S.Patch.GetResolution(maxLODLevels) > patchResolution)
                    {
                        lowerBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 6]);
                    }
                    else
                    {
                        defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 2]);
                    }
                }
                else
                {
                    defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 2]);
                }
                if (mainNode.Neighbor_W != null)
                {
                    // check west neighbor patch resolution
                    if (mainNode.Neighbor_W.Patch.GetResolution(maxLODLevels) > patchResolution)
                    {
                        lowerBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 7]);
                    }
                    else
                    {
                        defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 3]);
                    }
                }
                else
                {
                    defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 3]);
                }

                int[] indicesCount = new int[3];
                indicesCount[0] = terrainRef.IndicesCount[patchResolution];                 // main patch indices count
                indicesCount[1] = terrainRef.BridgeIndicesCount[0, patchResolution];        // default bridge indices count
                indicesCount[2] = terrainRef.BridgeIndicesCount[1, patchResolution];        // lower bridge indices count

                mainNode.Patch.Render(mainPatchIndexBuffer, defaultBridgeIndexBuffer.ToArray(), lowerBridgeIndexBuffer.ToArray(), indicesCount);
            }
            return;
        }
Esempio n. 6
0
        private void GenerateQuadtreeBranch(ref QuadTreeNode parent, ref QuadTreeNode mainNode, int[] BoundingBox)
        {
            int[] bb = new int[4];
            int currentLevel = mainNode.Level + 1;

            if (parent != null) mainNode.Parent = parent;

            // Top Left child
            bb[0] = BoundingBox[0];                                                                                     // top left vertex (b[0])
            bb[1] = BoundingBox[0] + ((BoundingBox[1] - BoundingBox[0]) / 2);                                           // between b[0] and b[1]   
            bb[2] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2);                                           // between b[0] and b[2]
            bb[3] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2) + ((BoundingBox[1] - BoundingBox[0]) / 2); // middle of mainNode

            mainNode.NW = new QuadTreeNode(currentLevel,
                terrainRef.Vertices[bb[0]],
                terrainRef.Vertices[bb[1]],
                terrainRef.Vertices[bb[2]],
                terrainRef.Vertices[bb[3]]);
            mainNode.NW.Parent = mainNode;
            mainNode.NW.ID = (int)NodeDirection.NORTH_WEST;
            if ((bb[1] - bb[0]) > terrainRef.PatchSize)
            {
                // calculate 3d boundingbox for frustum check
                AssignBoundingBox3D(ref mainNode.NW, bb[0], bb[1], bb[2], bb[3]);
                // generate childs (if current node isn't a leaf)
                GenerateQuadtreeBranch(ref mainNode, ref mainNode.NW, bb);
                Debug.Trace("BB: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }
            else
            {
                // if node is a leaf (because the patchwidth = the desired patchsize for a leaf), assign the patches to this node
                AssignPatch(ref mainNode.NW, NodeDirection.NORTH_WEST, bb[0], bb[1], bb[2], bb[3]);
                Debug.Trace("BB Leaf: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }
            
            // Top Right child
            bb[0] = BoundingBox[0] + ((BoundingBox[1] - BoundingBox[0]) / 2);                                           // between b[0] and b[1]
            bb[1] = BoundingBox[1];                                                                                     // top right vertex (b[1])   
            bb[2] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2) + ((BoundingBox[1] - BoundingBox[0]) / 2); // middle of mainNode
            bb[3] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2) + ((BoundingBox[1] - BoundingBox[0]));     // between b[1] and b[3]

            mainNode.NE = new QuadTreeNode(currentLevel,
                terrainRef.Vertices[bb[0]],
                terrainRef.Vertices[bb[1]],
                terrainRef.Vertices[bb[2]],
                terrainRef.Vertices[bb[3]]);
            mainNode.NE.Parent = mainNode;
            mainNode.NE.ID = (int)NodeDirection.NORTH_EAST;
            if ((bb[1] - bb[0]) > terrainRef.PatchSize)
            {
                // calculate 3d boundingbox for frustum check
                AssignBoundingBox3D(ref mainNode.NE, bb[0], bb[1], bb[2], bb[3]);
                // generate childs (if current node isn't a leaf)
                GenerateQuadtreeBranch(ref mainNode, ref mainNode.NE, bb);
                Debug.Trace("BB: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }
            else
            {
                // if node is a leaf (because the patchwidth = the desired patchsize for a leaf), assign the patches to this node
                AssignPatch(ref mainNode.NE, NodeDirection.NORTH_EAST, bb[0], bb[1], bb[2], bb[3]);
                Debug.Trace("BB Leaf: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }

            // Bottom Left child
            bb[0] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2);                                           // between b[0] and b[2]
            bb[1] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2) + ((BoundingBox[1] - BoundingBox[0]) / 2); // middle of mainNode  
            bb[2] = BoundingBox[2];                                                                                     // bottom Left vertex (b[2])
            bb[3] = BoundingBox[2] + ((BoundingBox[3] - BoundingBox[2]) / 2);                                           // between b[2] and b[3]

            mainNode.SW = new QuadTreeNode(currentLevel,
                terrainRef.Vertices[bb[0]],
                terrainRef.Vertices[bb[1]],
                terrainRef.Vertices[bb[2]],
                terrainRef.Vertices[bb[3]]);
            mainNode.SW.Parent = mainNode;
            mainNode.SW.ID = (int)NodeDirection.SOUTH_WEST;
            if ((bb[1] - bb[0]) > terrainRef.PatchSize)
            {
                // calculate 3d boundingbox for frustum check
                AssignBoundingBox3D(ref mainNode.SW, bb[0], bb[1], bb[2], bb[3]);
                // generate childs (if current node isn't a leaf)
                GenerateQuadtreeBranch(ref mainNode, ref mainNode.SW, bb);
                Debug.Trace("BB: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }
            else
            {
                // if node is a leaf (because the patchwidth = the desired patchsize for a leaf), assign the patches to this node
                AssignPatch(ref mainNode.SW, NodeDirection.SOUTH_WEST, bb[0], bb[1], bb[2], bb[3]);
                Debug.Trace("BB Leaf: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }
            
            // Bottom Right child
            bb[0] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2) + ((BoundingBox[1] - BoundingBox[0]) / 2); // middle of mainNode
            bb[1] = BoundingBox[0] + ((BoundingBox[2] - BoundingBox[0]) / 2) + ((BoundingBox[1] - BoundingBox[0]));     // between b[1] and b[3]
            bb[2] = BoundingBox[2] + ((BoundingBox[3] - BoundingBox[2]) / 2);                                           // between b[2] and b[3]
            bb[3] = BoundingBox[3];                                                                                     // bottom Right vertex (b[3])

            mainNode.SE = new QuadTreeNode(currentLevel,
                terrainRef.Vertices[bb[0]],
                terrainRef.Vertices[bb[1]],
                terrainRef.Vertices[bb[2]],
                terrainRef.Vertices[bb[3]]);
            mainNode.SE.Parent = mainNode;
            mainNode.SE.ID = (int)NodeDirection.SOUTH_EAST;
            if ((bb[1] - bb[0]) > terrainRef.PatchSize)
            {
                // calculate 3d boundingbox for frustum check
                AssignBoundingBox3D(ref mainNode.SE, bb[0], bb[1], bb[2], bb[3]);
                // generate childs (if current node isn't a leaf)
                GenerateQuadtreeBranch(ref mainNode, ref mainNode.SE, bb);
                Debug.Trace("BB: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }
            else
            {
                // if node is a leaf (because the patchwidth = the desired patchsize for a leaf), assign the patches to this node
                AssignPatch(ref mainNode.SE, NodeDirection.SOUTH_EAST, bb[0], bb[1], bb[2], bb[3]);
                Debug.Trace("BB Leaf: Level " + currentLevel + " -> " + bb[0] + " " + bb[1] + " " + bb[2] + " " + bb[3]);
            }

            return;
        }
Esempio n. 7
0
        private void CheckNodeInsideFrustum(ref Frustum frustum, ref QuadTreeNode mainNode, bool checkFrustum = true)
        {
            Frustum.InFrustumCheck nodeInFrustum;
            bool checkChildFrustum = true;
            // if the node has childs, check if nodes childs are in or outside the frustum
            if (mainNode.HasChilds())
            {
                for (int i = 1; i <= 4; i++)
                {
                    QuadTreeNode node = mainNode.GetChild(i);
                    if (checkFrustum)
                    {
                        if (node.HasChilds())
                        {
                            nodeInFrustum = frustum.CubeInFrustum(node.BoundingBox3D);
                        }
                        else
                        {
                            nodeInFrustum = frustum.CubeInFrustum(node.Patch);
                        }
                        if (nodeInFrustum == Frustum.InFrustumCheck.OUT) { continue; }
                        if (nodeInFrustum == Frustum.InFrustumCheck.IN) { checkChildFrustum = false; }
                    }
                    CheckNodeInsideFrustum(ref frustum, ref node, checkChildFrustum);
                }
            }
            // if it don't, it's a leaf and the terrain patch can be rendered
            else
            {
                int maxLODLevels = terrainRef.LODLEVELS;
                int patchResolution = mainNode.Patch.GetResolution(maxLODLevels);
                int mainPatchIndexBuffer = terrainRef.IndexBuffer[patchResolution];

                List<int> defaultBridgeIndexBuffer = new List<int>();
                List<int> lowerBridgeIndexBuffer = new List<int>();

                if (mainNode.Neighbor_N != null)
                {
                    // check north neighbor patch resolution
                    if (mainNode.Neighbor_N.Patch.GetResolution(maxLODLevels) > patchResolution)
                        lowerBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 4]);
                    else
                        defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 0]);
                }
                else
                    defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 0]);
                if (mainNode.Neighbor_E != null)
                {
                    // check east neighbor patch resolution
                    if (mainNode.Neighbor_E.Patch.GetResolution(maxLODLevels) > patchResolution)
                        lowerBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 5]);
                    else
                        defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 1]);
                }
                else
                    defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 1]);
                if (mainNode.Neighbor_S != null)
                {
                    /*
                    Cube cube = new Cube(1);
                    cube.setPosition(new Vector3(mainNode.Patch.CenterVertex));
                    cube.setColor(new ColorRGBA(1.0f, 0.0f, 0.0f, 1.0f));
                    cube.render(ref frustum);
                     * */

                    // check south neighbor patch resolution
                    if (mainNode.Neighbor_S.Patch.GetResolution(maxLODLevels) > patchResolution)
                        lowerBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 6]);
                    else
                        defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 2]);
                }
                else
                    defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 2]);
                if (mainNode.Neighbor_W != null)
                {
                    // check west neighbor patch resolution
                    if (mainNode.Neighbor_W.Patch.GetResolution(maxLODLevels) > patchResolution)
                        lowerBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 7]);
                    else
                        defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 3]);
                }
                else
                    defaultBridgeIndexBuffer.Add(terrainRef.BridgeIndexBuffer[patchResolution, 3]);

                int[] indicesCount = new int[3];
                indicesCount[0] = terrainRef.IndicesCount[patchResolution];                 // main patch indices count
                indicesCount[1] = terrainRef.BridgeIndicesCount[0, patchResolution];        // default bridge indices count
                indicesCount[2] = terrainRef.BridgeIndicesCount[1, patchResolution];        // lower bridge indices count

                mainNode.Patch.Render(mainPatchIndexBuffer, defaultBridgeIndexBuffer.ToArray(), lowerBridgeIndexBuffer.ToArray(), indicesCount);
            }
            return;
        }
Esempio n. 8
0
 private void RecuDestroy(QuadTreeNode mainNode)
 {
     if (mainNode.HasChilds())
     {
         for (int i = 1; i <= 4; i++)
         {
             QuadTreeNode node = mainNode.GetChild(i);
             RecuDestroy(node);
         }
     }
     mainNode.Destroy();
 }
Esempio n. 9
0
 private static QuadTreeNode FindNeighborWest(ref QuadTreeNode node)
 {
     if (node.ID == -1) return null;
     if (node.ID == (int)NodeDirection.NORTH_EAST)
         return node.Parent.NW;
     if (node.ID == (int)NodeDirection.SOUTH_EAST)
         return node.Parent.SW;
     QuadTreeNode tempNode = FindNeighborWest(ref node.Parent);
     if ((tempNode == null) || (!tempNode.HasChilds()))
         return tempNode;
     else
         if (node.ID == (int)NodeDirection.NORTH_WEST)
             return tempNode.NE;
     return tempNode.SE;
 }
Esempio n. 10
0
        public static void CalculateQuadtreeNeighbors(ref QuadTreeNode mainNode)
        {
            // assign all the adjacent nodes
            if (mainNode.NW != null)
            {
                mainNode.NW.Neighbor_N = FindNeighborNorth(ref mainNode.NW);
                mainNode.NW.Neighbor_E = FindNeighborEast(ref mainNode.NW); //mainNode.NE;
                mainNode.NW.Neighbor_S = FindNeighborSouth(ref mainNode.NW); //mainNode.SW;
                mainNode.NW.Neighbor_W = FindNeighborWest(ref mainNode.NW);
            }
            if (mainNode.NE != null)
            {
                mainNode.NE.Neighbor_N = FindNeighborNorth(ref mainNode.NE);
                mainNode.NE.Neighbor_E = FindNeighborEast(ref mainNode.NE);
                mainNode.NE.Neighbor_S = FindNeighborSouth(ref mainNode.NE);  //mainNode.SE;
                mainNode.NE.Neighbor_W = FindNeighborWest(ref mainNode.NE); //mainNode.NW;
            }
            if (mainNode.SW != null)
            {
                mainNode.SW.Neighbor_N = FindNeighborNorth(ref mainNode.SW);
                mainNode.SW.Neighbor_E = FindNeighborEast(ref mainNode.SW); //mainNode.SE;
                mainNode.SW.Neighbor_S = FindNeighborSouth(ref mainNode.SW);
                mainNode.SW.Neighbor_W = FindNeighborWest(ref mainNode.SW);
            }
            if (mainNode.SE != null)
            {
                mainNode.SE.Neighbor_N = FindNeighborNorth(ref mainNode.SE);
                mainNode.SE.Neighbor_E = FindNeighborEast(ref mainNode.SE);
                mainNode.SE.Neighbor_S = FindNeighborSouth(ref mainNode.SE);
                mainNode.SE.Neighbor_W = FindNeighborWest(ref mainNode.SE);
            }

            if ((mainNode.NW != null) && (mainNode.NW.HasChilds()))
            {
                CalculateQuadtreeNeighbors(ref mainNode.NW);
            }
            if ((mainNode.NE != null) && (mainNode.NE.HasChilds()))
            {
                CalculateQuadtreeNeighbors(ref mainNode.NE);
            }
            if ((mainNode.SW != null) && (mainNode.SW.HasChilds()))
            {
                CalculateQuadtreeNeighbors(ref mainNode.SW);
            }
            if ((mainNode.SE != null) && (mainNode.SE.HasChilds()))
            {
                CalculateQuadtreeNeighbors(ref mainNode.SE);
            }

            return;
        }
Esempio n. 11
0
        private void AssignBoundingBox3D(ref QuadTreeNode node, int topLeftVertex, int topRightVertex, int bottomLeftVertex, int bottomRightVertex)
        {
            // Calculate the highest point of the terrain patch
            Vector3 highestV = new Vector3(0, 0, 0);
            for (int z = topLeftVertex; z <= bottomLeftVertex; z += terrainRef.Width)
            {
                for (int x = z; x < (z + (topRightVertex - topLeftVertex) + 1); x++)
                {
                    if (terrainRef.Vertices[x].Y > highestV.Y) { highestV.Y = terrainRef.Vertices[x].Y; }
                }
            }
            if (highestV.Y == 0.0f) { highestV.Y = 1.0f; }

            Vector3 lowestV = new Vector3(highestV);
            // Calculate the lowest point. Used to calculate the boundingbox later on
            for (int z = topLeftVertex; z <= bottomLeftVertex; z += (topRightVertex - topLeftVertex))
            {
                for (int x = z; x < (z + (topRightVertex - topLeftVertex)); x++)
                {
                    if (terrainRef.Vertices[x].Y < lowestV.Y) { lowestV.Y = terrainRef.Vertices[x].Y; }
                }
            }

            //highestV.Y = lowestV.Y = 0;

            // Calculate the 3d bounding box
            Vector3[] bbV = new Vector3[8];
            // corner: bottom half, back, left
            bbV[0] = new Vector3(node.BoundingBox2D[0].X, lowestV.Y, node.BoundingBox2D[0].Z);
            // corner: bottom half, back, right
            bbV[1] = new Vector3(node.BoundingBox2D[1].X, lowestV.Y, node.BoundingBox2D[1].Z);
            // corner: bottom half, front, left
            bbV[2] = new Vector3(node.BoundingBox2D[2].X, lowestV.Y, node.BoundingBox2D[2].Z);
            // corner: bottom half, front, right
            bbV[3] = new Vector3(node.BoundingBox2D[3].X, lowestV.Y, node.BoundingBox2D[3].Z);
            // corner: top half, back, left
            bbV[4] = new Vector3(node.BoundingBox2D[0].X, highestV.Y, node.BoundingBox2D[0].Z);
            // corner: top half, back, right
            bbV[5] = new Vector3(node.BoundingBox2D[1].X, highestV.Y, node.BoundingBox2D[1].Z);
            // corner: top half, front, left
            bbV[6] = new Vector3(node.BoundingBox2D[2].X, highestV.Y, node.BoundingBox2D[2].Z);
            // corner: top half, front, right
            bbV[7] = new Vector3(node.BoundingBox2D[3].X, highestV.Y, node.BoundingBox2D[3].Z);

            node.BoundingBox3D = bbV;
        }
Esempio n. 12
0
        private void AssignPatch(ref QuadTreeNode node, NodeDirection nodeDirection, int topLeftVertex, int topRightVertex, int bottomLeftVertex, int bottomRightVertex)
        {
            List<Vector3> vertices = new List<Vector3>();
            List<Vector2> uvCoor = new List<Vector2>();

            for (int z = topLeftVertex; z <= bottomLeftVertex; z += terrainRef.Width)
            {
                for (int x = z; x < (z + (topRightVertex - topLeftVertex) + 1); x++)
                {
                    vertices.Add(terrainRef.Vertices[x]);
                    uvCoor.Add(terrainRef.uvCoordinates[x]);
                }
            }
            node.Patch = new TerrainPatch((node.Level * 10) + (int)nodeDirection, node.BoundingBox2D, vertices, uvCoor, topRightVertex - topLeftVertex);
        }