예제 #1
0
        public Tile()
        {
            info = new TileInfo();
            tileSceneNode = null;
            renderable = null;
            init = false;
            loaded = false;

            bounds = new AxisAlignedBox();
            boundsExt = new AxisAlignedBox();
            //worldBounds = new AxisAlignedBox();
            neighbors = new Tile[4];
        }
        public void DeformHeight( Vector3 deformationPoint,	float modificationHeight, TileInfo info)
        {
            long pSize = Options.Instance.PageSize;
            long pX = info.PageX;
            long pZ = info.PageZ;
            long wL = Options.Instance.World_Width;
            long hL = Options.Instance.World_Height;
            // adjust x and z to be local to page
            long x = (long) ((deformationPoint.x ) - ((pX - wL * 0.5f) * (pSize)));
            long z = (long) ((deformationPoint.z ) - ((pZ - hL * 0.5f) * (pSize)));

            Data2D data = data2D[ pX ][ pZ ];
            if ( data.IsLoaded )
            {
                float h = data.DeformHeight (x, z, modificationHeight);

                // If we're on a page edge, we must duplicate the change on the
                // neighbour page (if it has one...)
                if (x == 0 && pX != 0)
                {
                    data = data2D[ pX - 1 ][ pZ ];
                    if ( data.IsLoaded )
                    {
                        data.SetHeight (Options.Instance.PageSize - 1, z, h);
                    }
                }
                if (x == pSize - 1 && pX < wL - 1)
                {
                    data = data2D[ pX + 1 ][ pZ ];
                    if ( data.IsLoaded )
                    {
                        data.SetHeight (0, z, h);
                    }
                }

                if (z == 0 && pZ != 0)
                {

                    data = data2D[ pX ][ pZ - 1 ];
                    if ( data.IsLoaded )
                    {
                        data.SetHeight (x, Options.Instance.PageSize - 1, h);
                    }
                }
                if (z == pSize - 1 && pZ < hL - 1)
                {
                    data = data2D[ pX ][ pZ  + 1];
                    if ( data.IsLoaded )
                    {
                        data.SetHeight (x, 0, h);
                    }
                }
            }
        }
        public float GetRealWorldHeight( float x,  float z, TileInfo info)
        {
            // figure out which page the point is on
            long dataX = info.PageX;
            long dataZ = info.PageZ;

            if ( ! (data2D[ dataX ][ dataZ ].IsLoaded ))
                return 0.0f;

            Tile.Tile t = PageManager.Instance.GetPage (dataX, dataZ ).GetTile (info.TileX, info.TileZ);
            long Lod = 0;
            if (t != null && t.IsLoaded )
                Lod = t.Renderable.RenderLevel;

            return GetRealPageHeight (x, z, dataX, dataZ, Lod);
        }
 public void Release()
 {
     if (inUse && isLoaded)
     {
         if (neighbors[(int)Neighbor.South] != null)
             neighbors[(int)Neighbor.South].SetNeighbor(Neighbor.North, null);
         if (neighbors[(int)Neighbor.North] != null)
             neighbors[(int)Neighbor.North].SetNeighbor(Neighbor.South, null);
         if (neighbors[(int)Neighbor.West] != null)
             neighbors[(int)Neighbor.West].SetNeighbor(Neighbor.East, null);
         if (neighbors[(int)Neighbor.East] != null)
             neighbors[(int)Neighbor.East].SetNeighbor(Neighbor.West, null);
         for (uint i = 0; i < 4; i++ )
         {
             neighbors[i] = null;
         }
         RenderableManager.Instance.FreeRenderable( this );
         inUse = false;
         isLoaded = false;
         info = null;
     }
 }
 public void Init( TileInfo Info )
 {
     mustRender = false;
     info = Info;
     inFrustum = false;
     inUse = true;
 }
        /**	Initializes the LandScapeRenderable with the given options and the starting coordinates of this block.
        */
        public Renderable()
            : base()
        {
            info = null;
            materialLODIndex = 0;

            neighbors = new Renderable[4];
            for ( long i = 0; i < 4; i++ )
                neighbors[ i ] = null;

            inUse = false;
            isLoaded = false;
            // Setup render op
            renderOp = new RenderOperation();
            renderOp.vertexData = new VertexData();
            renderOp.vertexData.vertexStart = 0;
            long tileSize = Options.Instance.TileSize;
            renderOp.vertexData.vertexCount =  (int)((tileSize + 1) * (tileSize + 1));

            box = new AxisAlignedBox();

            // Vertex declaration
            VertexDeclaration decl = renderOp.vertexData.vertexDeclaration;
            VertexBufferBinding bind = renderOp.vertexData.vertexBufferBinding;

            HardwareVertexBuffer vbuf;
            // Vertex buffer #1, position
            // positions
            int offset = 0;

            decl.AddElement(POSITION, offset, VertexElementType.Float3, VertexElementSemantic.Position);
            offset += VertexElement.GetTypeSize(VertexElementType.Float3);
            if ( Options.Instance.Lit )
            {
                decl.AddElement(POSITION, offset, VertexElementType.Float3, VertexElementSemantic.Normal);
                offset += VertexElement.GetTypeSize(VertexElementType.Float3);
            }
            decl.AddElement(POSITION, offset, VertexElementType.Float2, VertexElementSemantic.TexCoords, 0);
            offset += VertexElement.GetTypeSize(VertexElementType.Float2);
            vbuf = HardwareBufferManager.Instance.CreateVertexBuffer(
                decl.GetVertexSize(POSITION),
                renderOp.vertexData.vertexCount,
                BufferUsage.StaticWriteOnly,false);

            bind.SetBinding(POSITION, vbuf);

            //			if (Options.Instance.Lit)
            //			{
            //				offset = 0;
            //				decl.AddElement(NORMAL, offset, VertexElementType.Float3, VertexElementSemantic.Normal);
            //				offset += VertexElement.GetTypeSize(VertexElementType.Float3);
            //				vbuf = HardwareBufferManager.Instance.CreateVertexBuffer(
            //					decl.GetVertexSize(NORMAL),
            //					renderOp.vertexData.vertexCount,
            //					BufferUsage.StaticWriteOnly);
            //
            //				bind.SetBinding(NORMAL, vbuf);
            //			}
            //
            //			offset = 0;
            //			decl.AddElement(TEXCOORD, offset, VertexElementType.Float2, VertexElementSemantic.TexCoords, 0);
            //			offset += VertexElement.GetTypeSize(VertexElementType.Float2);
            //			vbuf = HardwareBufferManager.Instance.CreateVertexBuffer(
            //				decl.GetVertexSize(TEXCOORD),
            //				renderOp.vertexData.vertexCount,
            //				BufferUsage.StaticWriteOnly);
            //
            //			bind.SetBinding(TEXCOORD, vbuf);
            //
            //
            //			if (Options.Instance.Colored  ||
            //				Options.Instance.Coverage_Vertex_Color ||
            //				Options.Instance.Base_Vertex_Color)
            //			{
            //				offset = 0;
            //				decl.AddElement(COLORS, offset,  VertexElementType.Float3, VertexElementSemantic.Diffuse);
            //				offset += VertexElement.GetTypeSize(VertexElementType.Color);
            //				vbuf = HardwareBufferManager.Instance.CreateVertexBuffer(
            //					decl.GetVertexSize(COLORS),
            //					renderOp.vertexData.vertexCount,
            //					BufferUsage.StaticWriteOnly);
            //
            //				bind.SetBinding(COLORS, vbuf);
            //			}

            //No need to set the indexData since it is shared from IndexBuffer class
            renderOp.operationType = OperationType.TriangleList;
            renderOp.useIndices = true;

            renderOp.indexData = null;

            RenderLevel = Options.Instance.MaxRenderLevel / 2;
        }
예제 #7
0
        public float GetHeightAbsolute(float x, float z, TileInfo info)
        {
            if ( heightData != null)
            {
                int pSize = (int)Options.Instance.PageSize;
                Vector3 scale = Options.Instance.Scale;

                // adjust x and z to be local to page
                int i_x = ((int)(x / scale.x)
                    - ((int)(info.PageX - Options.Instance.World_Width * 0.5f) * (pSize)));
                int i_z = ((int)(z / scale.z)
                    - ((int)(info.PageZ - Options.Instance.World_Height * 0.5f) * (pSize)));

                long arraypos = (long)(i_z * size + i_x);
                if (arraypos < maxArrayPos)
                    return heightData[arraypos];
            }
            return 0.0f;
        }
예제 #8
0
        /**
        *    Method that deform Height Data of the terrain.
        * \param &deformationPoint
        *       Where modification is, in world coordinates
        * \param &modificationHeight
        *        What modification do to terrain
        * \param info
        *        Give some info on tile to
        *       help coordinate system change
        */
        public float DeformHeight( Vector3 deformationPoint, float modificationHeight, TileInfo info)
        {
            if ( heightData != null )
            {
                int pSize = (int)Options.Instance.PageSize;

                // adjust x and z to be local to page
                int x = (int) ((deformationPoint.x )
                        - ((info.PageX - Options.Instance.World_Width * 0.5f) * (pSize)));
                int z = (int) ((deformationPoint.z )
                        - ((info.PageZ - Options.Instance.World_Height * 0.5f) * (pSize)));

                long arraypos = (long)(z * size + x);

                if (arraypos < maxArrayPos)
                {
                    if ((heightData[arraypos] - modificationHeight) > 0.0f)
                        heightData[arraypos] -= modificationHeight;
                    else
                        heightData[arraypos] = 0.0f;
                    return heightData[arraypos];
                }
            }
            return 0.0f;
        }