コード例 #1
0
ファイル: Patch.cs プロジェクト: adrianj/Direct3D-Testing
        public void RecursRender(List<Vertex> vBuf, TriTreeNode tri, int leftX, int leftY, int rightX, int rightY, int apexX, int apexY)
        {
            if (tri.LeftChild != 0)
            {

                int centerX = (leftX + rightX) >> 1;	// Compute X coordinate of center of Hypotenuse
                int centerY = (leftY + rightY) >> 1;	// Compute Y coord...

                RecursRender(vBuf, Land[tri.LeftChild], apexX, apexY, leftX, leftY, centerX, centerY);
                RecursRender(vBuf, Land[tri.RightChild], rightX, rightY, apexX, apexY, centerX, centerY);
                return;
            }

            float leftH = Land.FetchFunction(leftX, leftY);
            float rightH = Land.FetchFunction(rightX, rightY);
            float apexH = Land.FetchFunction(apexX, apexY);

            vBuf.Add(CreateVertex(leftX, leftY, leftH));
            vBuf.Add(CreateVertex(rightX, rightY, rightH));
            vBuf.Add(CreateVertex(apexX, apexY, apexH));
        }
コード例 #2
0
ファイル: Patch.cs プロジェクト: adrianj/Direct3D-Testing
        public void RecursTessellate(TriTreeNode tri, int leftX, int leftY, int rightX, int rightY, int apexX, int apexY)
        {
            int centerX = (leftX + rightX) >> 1; // Compute X coordinate of center of Hypotenuse
            int centerY = (leftY + rightY) >> 1; // Compute Y coord...

            bool doSplit = Land.SplitFunction(leftX, leftY, rightX, rightY, apexX, apexY);

            if(	 doSplit)
            {
                //Console.WriteLine("split: " + tri);
                Split(tri);														// Split this triangle.

                if (tri.LeftChild != 0 &&											// If this triangle was split, try to split it's children as well.
                    ((Math.Abs(leftX - rightX) >= 2) || (Math.Abs(leftY - rightY) >= 2)))	// Tessellate all the way down to one vertex per height field entry
                {
                    RecursTessellate(Land[tri.LeftChild], apexX, apexY, leftX, leftY, centerX, centerY);
                    RecursTessellate(Land[tri.RightChild], rightX, rightY, apexX, apexY, centerX, centerY);
                }
            }
        }
コード例 #3
0
ファイル: Patch.cs プロジェクト: adrianj/Direct3D-Testing
 void CheckTriNeighbours(TriTreeNode tri)
 {
     if (tri.BaseNeighbor == tri.Self)
         throw new Exception("TriTreeNode is its own BaseNeighbour. " + tri);
     if (tri.LeftNeighbor == tri.Self)
         throw new Exception("TriTreeNode is its own LeftNeighbor. " + tri);
     if (tri.RightNeighbor == tri.Self)
         throw new Exception("TriTreeNode is its own RightNeighbor. " + tri);
 }
コード例 #4
0
ファイル: Patch.cs プロジェクト: adrianj/Direct3D-Testing
        void CheckTriChildren(TriTreeNode tri)
        {
            if (tri.LeftChild == 0)
                return;

            if (tri.LeftChild <= tri.Self)
                throw new Exception("TriTreeNode is younger than LeftChild. " + tri);

            if (tri.RightChild <= tri.Self)
                throw new Exception("TriTreeNode is younger than RightChild. " + tri);
        }
コード例 #5
0
ファイル: Patch.cs プロジェクト: adrianj/Direct3D-Testing
 private static bool IsLeafNode(TriTreeNode tri)
 {
     if (tri.Self == 0)
         throw new Exception("Used invalid TriTreeNode. " + tri);
     if (tri.LeftChild == 0 || tri.RightChild == 0)
     {
         if (tri.RightChild != tri.LeftChild)
             throw new Exception("TriTreeNode has only one valid child. " + tri);
         return true;
     }
     return false;
 }
コード例 #6
0
ファイル: Patch.cs プロジェクト: adrianj/Direct3D-Testing
        public void Split(TriTreeNode tri)
        {
            CheckTriChildren(tri);

            if (!IsLeafNode(tri))
                return;

            if (tri.BaseNeighbor != 0 && (Land[tri.BaseNeighbor].BaseNeighbor != tri.Self))
                Split(Land[tri.BaseNeighbor]);

            tri.LeftChild = Land.GetNextNode();
            tri.RightChild = Land.GetNextNode();

            TriTreeNode lc = Land[tri.LeftChild];
            TriTreeNode rc = Land[tri.RightChild];

            // If creation failed, just exit.
            if (rc.Self == 0 || lc.Self == 0)
            {
                tri.LeftChild = 0;
                tri.RightChild = 0;
                return;
            }
            CheckTriChildren(tri);

            // Fill in the information we can get from the parent (neighbor pointers)
            lc.BaseNeighbor = tri.LeftNeighbor;
            lc.LeftNeighbor = tri.RightChild;

            rc.BaseNeighbor = tri.RightNeighbor;
            rc.RightNeighbor = tri.LeftChild;

            // Link our Left Neighbor to the new children
            if (tri.LeftNeighbor != 0)
            {
                TriTreeNode ln = Land[tri.LeftNeighbor];
                if (ln.BaseNeighbor == tri.Self)
                    ln.BaseNeighbor = tri.LeftChild;
                else if (ln.LeftNeighbor == tri.Self)
                    ln.LeftNeighbor = tri.LeftChild;
                else if (ln.RightNeighbor == tri.Self)
                    ln.RightNeighbor = tri.LeftChild;
                else
                { }// throw new Exception("Illegal Left Neighbour");// Illegal Left Neighbor!
                // Not throwing exception, since this is actually legal if a patch is invisible.
            }

            // Link our Right Neighbor to the new children
            if (tri.RightNeighbor != 0)
            {
                TriTreeNode rn = Land[tri.RightNeighbor];
                if (rn.BaseNeighbor == tri.Self)
                    rn.BaseNeighbor = tri.RightChild;
                else if (rn.RightNeighbor == tri.Self)
                    rn.RightNeighbor = tri.RightChild;
                else if (rn.LeftNeighbor == tri.Self)
                    rn.LeftNeighbor = tri.RightChild;
                else
                { }// throw new Exception("Illegal Right Neighbour");// Illegal Right Neighbor!

            }

            // Link our Base Neighbor to the new children
            if (tri.BaseNeighbor != 0)
            {
                TriTreeNode bn = Land[tri.BaseNeighbor];
                if (bn.LeftChild != 0)
                {
                    Land[bn.LeftChild].RightNeighbor = tri.RightChild;
                    Land[bn.RightChild].LeftNeighbor = tri.LeftChild;
                    lc.RightNeighbor = bn.RightChild;
                    rc.LeftNeighbor = bn.LeftChild;
                }
                else
                    Split(bn);  // Base Neighbor (in a diamond with us) was not split yet, so do that now.
            }
            else
            {
                // An edge triangle, trivial case.
                lc.RightNeighbor = 0;
                rc.LeftNeighbor = 0;
            }
            IsLeafNode(tri);
            CheckTriNeighbours(tri);
        }
コード例 #7
0
ファイル: Landscape.cs プロジェクト: adrianj/Direct3D-Testing
        public void Init()
        {
            MaxTris = NUM_PATCHES_PER_SIDE * NUM_PATCHES_PER_SIDE * 4;
            nodeList = new TriTreeNode[MaxTris];

            for (int i = 0; i < nodeList.Length; i++)
            {
                nodeList[i] = new TriTreeNode();
                nodeList[i].Self = i;
            }

            Patches = new Patch[NUM_PATCHES_PER_SIDE, NUM_PATCHES_PER_SIDE];

            for(int y = 0; y < NUM_PATCHES_PER_SIDE; y++)
                for (int x = 0; x < NUM_PATCHES_PER_SIDE; x++)
                {
                    Patch p = new Patch(this);
                    p.Init(x*PATCH_SIZE, y * PATCH_SIZE, x * PATCH_SIZE, y * PATCH_SIZE);
                    Patches[y, x] = p;
                }
            this.Reset();
            this.RecreateVertices();
        }