コード例 #1
0
ファイル: Triangle.cs プロジェクト: faloi/tegece
        public Triangle(Triangle parent, Vector2 tPoint, Vector2 lPoint, Vector2 rPoint, AdaptativeHeightmap map)
        {
            //Crea el triángulo
            this.map = map;

            int resolution = map.HeightmapData.GetLength(0);
            this.tInd = (int)(tPoint.X + tPoint.Y * resolution);
            this.lInd = (int)(lPoint.X + lPoint.Y * resolution);
            this.rInd = (int)(rPoint.X + rPoint.Y * resolution);

            this.lPos = new Vector3(map.Position.X + lPoint.X * map.ScaleXZ, map.Position.Y + map.HeightmapData[(int)lPoint.X, (int)lPoint.Y] * map.ScaleY, map.Position.Z + lPoint.Y * map.ScaleXZ);
            //centro: promedio de cada componente
            Vector2 center = new Vector2((lPoint.X + rPoint.X) / 2, (lPoint.Y + rPoint.Y) / 2);
            this.centerPos = new Vector3(map.Position.X + center.X * map.ScaleXZ, map.Position.Y + map.HeightmapData[(int)center.X, (int)center.Y] * map.ScaleY, map.Position.Z + center.Y * map.ScaleXZ);

            this.parent = parent;
            //Splitea el triángulo hasta que queden triángulos medianamente chicos
            //(para dejar el árbol armado con la mayor calidad posible)
            if (Vector2Distance(lPoint, tPoint) > 1) {
                this.lChild = new Triangle(this, center, tPoint, lPoint, map);
                this.rChild = new Triangle(this, center, rPoint, tPoint, map);
            }
        }
コード例 #2
0
ファイル: Triangle.cs プロジェクト: faloi/tegece
        public void addNeighs(Triangle lNeigh, Triangle rNeigh, Triangle bNeigh)
        {
            //Agrega referencias a los vecinos
            this.lNeigh = lNeigh;
            this.rNeigh = rNeigh;
            this.bNeigh = bNeigh;

            //Encuentra y asigna las referencias a vecinos de sus hijos
            if (lChild != null) {
                Triangle bNeighRightChild = null;
                Triangle bNeighLeftChild = null;
                Triangle lNeighRightChild = null;
                Triangle rNeighLeftChild = null;

                if (bNeigh != null) {
                    bNeighLeftChild = bNeigh.lChild;
                    bNeighRightChild = bNeigh.rChild;
                }
                if (lNeigh != null)
                    lNeighRightChild = lNeigh.rChild;
                if (rNeigh != null)
                    rNeighLeftChild = rNeigh.lChild;

                lChild.addNeighs(rChild, bNeighRightChild, lNeighRightChild);
                rChild.addNeighs(bNeighLeftChild, lChild, rNeighLeftChild);
            }
        }
コード例 #3
0
ファイル: AdaptativeHeightmap.cs プロジェクト: faloi/tegece
        public void loadHeightmap(string heightmapPath, Vector3 center)
        {
            var d3dDevice = Gui.I.D3dDevice;

            //Dispose de vb y ib si había
            if (vbTerrain != null && !vbTerrain.Disposed) {
                vbTerrain.Dispose();
            }
            if (ibTerrain != null && !ibTerrain.Disposed) {
                ibTerrain.Dispose();
            }

            //Cargar heightmap
            lastHeightmapPath = heightmapPath;
            HeightmapData = loadHeightmapValues(d3dDevice, heightmapPath);
            totalVertices = 2 * 3 * (HeightmapData.GetLength(0) - 1) * (HeightmapData.GetLength(1) - 1); //por cada puntito tengo dos triángulos de 3 vértices
            int width = HeightmapData.GetLength(0);
            int length = HeightmapData.GetLength(1);

            //Convertir de centro a esquina
            this.Position = center - new Vector3(width * ScaleXZ / 2, Position.Y, length * ScaleXZ / 2);

            //Crear vértices y bajarlos al VertexBuffer
            updateVertices();

            //Crear los dos triángulos root, el piso
            float terrainSize = width - 1;
            Triangle leftTriangle = new Triangle(null, new Vector2(0, 0), new Vector2(terrainSize, 0), new Vector2(0, terrainSize), this);
            Triangle rightTriangle = new Triangle(null, new Vector2(terrainSize, terrainSize), new Vector2(0, terrainSize), new Vector2(terrainSize, 0), this);
            leftTriangle.addNeighs(null, null, rightTriangle);
            rightTriangle.addNeighs(null, null, leftTriangle);

            //Inicializar listas de triángulos e índices
            this.triangleList = new List<Triangle>();
            triangleList.Add(leftTriangle);
            triangleList.Add(rightTriangle);
            this.indicesList = new List<int>();
            foreach (Triangle t in triangleList) {
                t.addIndices(ref indicesList);
            }

            //Bajar índices al IndexBuffer
            this.ibTerrain = new IndexBuffer(typeof(int), totalVertices, d3dDevice, Usage.WriteOnly, Pool.Default);
            ibTerrain.SetData(indicesList.ToArray(), 0, LockFlags.None);
        }