Esempio n. 1
0
 public World(float size = 128)
 {
     float texScale = 20;
     Size = size;
     Node = new Node(
         new VertexPositionNormalTexture(new Vector3(0, getHeight(0, 0), 0), Vector3.Zero, Vector2.Zero),
         new VertexPositionNormalTexture(new Vector3(Size, getHeight(Size, 0), 0), Vector3.Zero, Vector2.UnitX * texScale),
         new VertexPositionNormalTexture(new Vector3(0, getHeight(0, Size), Size), Vector3.Zero, Vector2.UnitY * texScale),
         new VertexPositionNormalTexture(new Vector3(Size, getHeight(Size, Size), Size), Vector3.Zero, Vector2.One * texScale), this);
     Node.Index = -1;
     Position = new Vector3(-Size, 0, -Size) / 2f;
 }
Esempio n. 2
0
        public Node(VertexPositionNormalTexture v0, VertexPositionNormalTexture v1, VertexPositionNormalTexture v2, VertexPositionNormalTexture v3, World wld, Node parent = null)
        {
            Children = new Node[4];

            world = wld;
            Parent = parent;

            /*
            Vector3 n1 = -Vector3.Cross(v3.Position - v1.Position, v0.Position - v1.Position);
            Vector3 n2 = -Vector3.Cross(v0.Position - v2.Position, v3.Position - v2.Position);
            n1.Normalize();
            n2.Normalize();

            v0.Normal = (n1 + n2) / 2f;
            v1.Normal = n1;
            v2.Normal = n2;
            v3.Normal = (n1 + n2) / 2f;*/
            Verticies = new VertexPositionNormalTexture[4] { v0, v1, v2, v3 };

            float d = v1.Position.X - v0.Position.X;
            Vector3[] offsets1 = new Vector3[] { new Vector3(0, 0, -1), new Vector3(-1, 0, -1), new Vector3(-1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 1), new Vector3(0, 0, 1) };
            Vector3[] offsets2 = new Vector3[] { new Vector3(-1, 0, -1), new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1), new Vector3(1, 0, 0), new Vector3(1, 0, 1) };
            for (int i = 0; i < Verticies.Length; i++) {
                Verticies[i].Normal = Vector3.Zero;
                 Vector3 p = Verticies[i].Position;
                for (int j = 0; j < offsets1.Length; j++) {
                    Vector3 n = Vector3.Cross(
                        offsets1[j] * d + world.getHeight(p + offsets1[j] * d),
                        offsets2[j] * d + world.getHeight(p + offsets2[j] * d));
                    n.Normalize();
                    Verticies[i].Normal += n;
                }
                Verticies[i].Normal.Normalize();
            }

            Normals = new VertexPositionColor[] {
                new VertexPositionColor(v0.Position, Color.Red),
                new VertexPositionColor(v0.Position + v0.Normal, Color.Blue),
                new VertexPositionColor(v1.Position, Color.Red),
                new VertexPositionColor(v1.Position + v1.Normal, Color.Blue),
                new VertexPositionColor(v2.Position, Color.Red),
                new VertexPositionColor(v2.Position + v2.Normal, Color.Blue),
                new VertexPositionColor(v3.Position, Color.Red),
                new VertexPositionColor(v3.Position + v3.Normal, Color.Blue)
            };

            bsphere = new BoundingSphere((v0.Position + v1.Position + v2.Position + v3.Position) / 4f, 1f);
            bsphere.Radius = Vector3.DistanceSquared(bsphere.Center, v0.Position) * 10;
        }
Esempio n. 3
0
        public void Split(bool splitchildren = true)
        {
            if (IsSplit) {
                if (splitchildren) {
                    Children[0].Split();
                    Children[1].Split();
                    Children[2].Split();
                    Children[3].Split();
                }
            }
            else {
                VertexPositionNormalTexture center = new VertexPositionNormalTexture((Verticies[0].Position + Verticies[1].Position + Verticies[2].Position + Verticies[3].Position) / 4f, Vector3.Zero, (Verticies[0].TextureCoordinate + Verticies[3].TextureCoordinate) / 2f);
                center.Position.Y = world.getHeight(center.Position.X, center.Position.Z);

                VertexPositionNormalTexture top = new VertexPositionNormalTexture((Verticies[0].Position + Verticies[1].Position) / 2f, Vector3.Zero, (Verticies[0].TextureCoordinate + Verticies[1].TextureCoordinate) / 2f);
                VertexPositionNormalTexture bottom = new VertexPositionNormalTexture((Verticies[2].Position + Verticies[3].Position) / 2f, Vector3.Zero, (Verticies[2].TextureCoordinate + Verticies[3].TextureCoordinate) / 2f);
                VertexPositionNormalTexture left = new VertexPositionNormalTexture((Verticies[0].Position + Verticies[2].Position) / 2f, Vector3.Zero, (Verticies[0].TextureCoordinate + Verticies[2].TextureCoordinate) / 2f);
                VertexPositionNormalTexture right = new VertexPositionNormalTexture((Verticies[1].Position + Verticies[3].Position) / 2f, Vector3.Zero, (Verticies[1].TextureCoordinate + Verticies[3].TextureCoordinate) / 2f);

                byte displace = 0;
                displace |= 1; displace |= 2; displace |= 4; displace |= 8;
                if (true){//(displace & 1) == 1){ // displace top
                    float y = world.getHeight(top.Position.X, top.Position.Z);
                    top.Position.Y = y;
                }
                if (true){//((displace & 2) == 1) { // displace bottom
                    float y = world.getHeight(bottom.Position.X, bottom.Position.Z);
                    bottom.Position.Y = y;
                }
                if (true) {//((displace & 4) == 1) { // displace left
                    float y = world.getHeight(left.Position.X, left.Position.Z);
                    left.Position.Y = y;
                }
                if (true) {//((displace & 8) == 1) { // displace right
                    float y = world.getHeight(right.Position.X, right.Position.Z);
                    right.Position.Y = y;
                }

                Children[0] = new Node(Verticies[0], top, left, center, world, this);
                Children[0].Level = Level + 1;
                Children[0].Index = 0;

                Children[1] = new Node(top, Verticies[1], center, right, world, this);
                Children[1].Level = Level + 1;
                Children[1].Index = 1;

                Children[2] = new Node(left, center, Verticies[2], bottom, world, this);
                Children[2].Level = Level + 1;
                Children[2].Index = 2;

                Children[3] = new Node(center, right, bottom, Verticies[3], world, this);
                Children[3].Level = Level + 1;
                Children[3].Index = 3;

                IsSplit = true;
            }
        }