コード例 #1
0
ファイル: VoxelRenderer.cs プロジェクト: rosebud667/Pixel3D
        public void DrawHeightmapFlat(HeightmapView heightmapView, SortedList <int, Color> heightColorGradient)
        {
            int startX, endX;

            HeightmapDrawRangeHelper(heightmapView, out startX, out endX);
            if (endX <= startX)
            {
                return; // Off screen
            }
            int xFlipFactor = heightmapView.flipX ? -1 : 1;

            for (int z = heightmapView.heightmap.EndZ - 1; z >= heightmapView.heightmap.StartZ; z--) // From back to front of heightmap
            {
                for (int x = startX; x < endX; x++)
                {
                    byte height = heightmapView.heightmap[x * xFlipFactor, z];
                    if (height == heightmapView.heightmap.DefaultHeight)
                    {
                        continue;
                    }

                    // Draw top surface
                    DrawPixel(new Position(heightmapView.position.X + x, 0, heightmapView.position.Z + z),
                              heightColorGradient.GetColorFromGradient(height + heightmapView.position.Y), 0);
                }
            }
        }
コード例 #2
0
        public static AABB AsAABB(this AnimationSet animationSet, Position position, bool facingLeft)
        {
            // TODO: Stop assuming a height, and get a real AABB from the heightmap (requires Heightmap cache its own AABB)
            var       heightmapView = new HeightmapView(animationSet.Heightmap, position, facingLeft);
            var       heightmapXZ   = heightmapView.Bounds;
            const int guessHeight   = 50;
            var       aabb          = new AABB(heightmapXZ.Left, heightmapXZ.Right - 1, position.Y, position.Y + guessHeight, heightmapXZ.Y, heightmapXZ.Y + heightmapXZ.Height - 1);

            return(aabb);
        }
コード例 #3
0
ファイル: VoxelRenderer.cs プロジェクト: rosebud667/Pixel3D
 /// <summary>Constrain rendering to the display bounds</summary>
 void HeightmapDrawRangeHelper(HeightmapView heightmapView, out int startX, out int endX)
 {
     if (heightmapView.flipX)
     {
         startX = Math.Max(1 - heightmapView.heightmap.EndX, displayBounds.Left - heightmapView.position.X);
         endX   = Math.Min(1 - heightmapView.heightmap.StartX, displayBounds.Right - heightmapView.position.X);
     }
     else
     {
         startX = Math.Max(heightmapView.heightmap.StartX, displayBounds.Left - heightmapView.position.X);
         endX   = Math.Min(heightmapView.heightmap.EndX, displayBounds.Right - heightmapView.position.X);
     }
 }
コード例 #4
0
ファイル: VoxelRenderer.cs プロジェクト: rosebud667/Pixel3D
        public void DrawHeightmapSolid(HeightmapView heightmapView, SortedList <int, Color> heightColorGradient)
        {
            int startX, endX;

            HeightmapDrawRangeHelper(heightmapView, out startX, out endX);
            if (endX <= startX)
            {
                return; // Off screen
            }
            int xFlipFactor = heightmapView.flipX ? -1 : 1;

            for (int z = heightmapView.heightmap.EndZ - 1; z >= heightmapView.heightmap.StartZ; z--) // From back to front of heightmap
            {
                for (int x = startX; x < endX; x++)
                {
                    byte height = heightmapView.heightmap[x * xFlipFactor, z];
                    if (height == heightmapView.heightmap.DefaultHeight)
                    {
                        continue;
                    }

                    byte nextHeight = heightmapView.heightmap[x * xFlipFactor, z - 1];
                    if (nextHeight != heightmapView.heightmap.DefaultHeight && nextHeight > height)
                    {
                        continue; // Next row will cover this one entirely
                    }
                    // Draw top surface
                    const int zTestOffset = 1; // <- The top surface should be "under" any other pixels
                    DrawPixel(heightmapView.position + new Position(x, height, z),
                              heightColorGradient.GetColorFromGradient(height + heightmapView.position.Y), zTestOffset);

                    if (nextHeight != heightmapView.heightmap.DefaultHeight && nextHeight == height)
                    {
                        continue; // Next row covers this one's "solid" section
                    }
                    // Draw solidness
                    for (int h = height + heightmapView.position.Y - 1; h >= heightmapView.position.Y; h--)
                    {
                        Color c = Color.Lerp(heightColorGradient.GetColorFromGradient(h), Color.Black, 0.6f);
                        DrawPixel(new Position(heightmapView.position.X + x, h, heightmapView.position.Z + z), c, 0);
                    }
                }
            }
        }