Пример #1
0
 public static Software.Texel.R32F[,] RandomR32F(Random r, int width, int height)
 {
     Software.Texel.R32F[,] data = new Software.Texel.R32F[height, width];
     for (int y = 0; y < height; y++)
     {
         for (int x = 0; x < width; x++)
         {
             data[y, x] = new Graphics.Software.Texel.R32F {
                 R = (float)r.NextDouble()
             }
         }
     }
     ;
     return(data);
 }
Пример #2
0
        public static Mesh Construct(MeshFromHeightmap metaResource)
        {
            if (!metaResource.PointSample)
            {
                throw new NotImplementedException("Use point sampling");
            }

            var     indexedPlane = Construct(metaResource.Grid);
            var     gridPos      = Common.Math.ToVector2(metaResource.Grid.Position);
            Vector2 gridStep     = new Vector2(metaResource.Grid.Size.X / metaResource.Grid.NWidth,
                                               metaResource.Grid.Size.Y / metaResource.Grid.NHeight);

            int heightMapHeight = metaResource.Heightmap.Data.GetLength(0);
            int heightMapWidth  = metaResource.Heightmap.Data.GetLength(1);

            for (int i = 0; i < indexedPlane.VertexBuffer.Count; i++)
            {
                var v = indexedPlane.VertexBuffer[i];
                // A value between [0, 1] relative to the mesh
                Vector2 relativePosition = (Common.Math.ToVector2(v.Position) - gridPos);
                relativePosition.X /= metaResource.Grid.Size.X;
                relativePosition.Y /= metaResource.Grid.Size.Y;

                // And translate that position into the Rectangle square
                relativePosition.X =
                    metaResource.Rectangle.X + relativePosition.X * metaResource.Rectangle.Width;
                relativePosition.Y =
                    metaResource.Rectangle.Y + relativePosition.Y * metaResource.Rectangle.Height;

                int absolutePositionX = (int)(relativePosition.X * heightMapWidth);
                absolutePositionX = Common.Math.Clamp(absolutePositionX, 0, heightMapWidth - 1);
                int absolutePositionY = (int)(relativePosition.Y * heightMapHeight);
                absolutePositionY = Common.Math.Clamp(absolutePositionY, 0, heightMapHeight - 1);

                Texel.R32F height = metaResource.Heightmap.Data[absolutePositionY, absolutePositionX];

                v.Position = new Vector3(v.Position.X, v.Position.Y, metaResource.Grid.Position.Z + height.R * metaResource.Height);

                // Calculate normal

                /*float hl = metaResource.Heightmap.Data[absolutePositionY,
                 *      Math.Max(absolutePositionX - 1, 0)].R;
                 * float hr = metaResource.Heightmap.Data[absolutePositionY,
                 *      Math.Min(absolutePositionX + 1, heightMapWidth - 1)].R;
                 * float ht = metaResource.Heightmap.Data[
                 *      Math.Max(absolutePositionY - 1, 0),
                 *      absolutePositionX].R;
                 * float hb = metaResource.Heightmap.Data[
                 *      Math.Min(absolutePositionY + 1, heightMapHeight - 1),
                 *      absolutePositionX].R;
                 * Vector3 l = new Vector3(-gridStep.X, 0, hl - height.R);
                 * Vector3 r = new Vector3(+gridStep.X, 0, hr - height.R);
                 * Vector3 t = new Vector3(0, -gridStep.Y, ht - height.R);
                 * Vector3 b = new Vector3(0, +gridStep.Y, hb - height.R);
                 * Vector3 n = Vector3.Cross(l, t) + Vector3.Cross(r, b);
                 * n.Normalize();
                 * v.Normal = n;*/

                v.Normal = TextureUtil.NormalFromHeightmap(metaResource.Heightmap.Data,
                                                           relativePosition, gridStep, new Size(heightMapWidth, heightMapHeight));

                indexedPlane.VertexBuffer[i] = v;
            }
            //indexedPlane.RecalcNormals();
            return(indexedPlane);
        }