示例#1
0
        private TerrainPatch CreatePatch(
            TerrainMaterial terrainMaterial,
            HeightMap heightMap,
            BlendTileData blendTileData,
            Rectangle patchBounds,
            GraphicsDevice graphicsDevice,
            TerrainPatchIndexBufferCache indexBufferCache)
        {
            var indexBuffer = indexBufferCache.GetIndexBuffer(
                patchBounds.Width,
                patchBounds.Height,
                out var indices);

            var vertexBuffer = AddDisposable(CreateVertexBuffer(
                                                 graphicsDevice,
                                                 heightMap,
                                                 patchBounds,
                                                 indices,
                                                 out var boundingBox,
                                                 out var triangles));

            return(new TerrainPatch(
                       terrainMaterial,
                       patchBounds,
                       vertexBuffer,
                       indexBuffer,
                       (uint)indices.Length,
                       triangles,
                       boundingBox));
        }
示例#2
0
        private void CreateTextures(
            ContentManager contentManager,
            BlendTileData blendTileData,
            out Texture textureArray,
            out TextureInfo[] textureDetails)
        {
            var graphicsDevice = contentManager.GraphicsDevice;

            var numTextures = (uint)blendTileData.Textures.Length;

            var textureInfo        = new(uint size, FileSystemEntry entry)[numTextures];
示例#3
0
        private void CreateTextures(
            AssetLoadContext loadContext,
            BlendTileData blendTileData,
            out Texture textureArray,
            out TerrainShaderResources.TextureInfo[] textureDetails)
        {
            var graphicsDevice = loadContext.GraphicsDevice;

            var numTextures = (uint)blendTileData.Textures.Length;

            var textureInfo        = new (uint size, FileSystemEntry entry)[numTextures];
示例#4
0
        private void CreatePatches(
            GraphicsDevice graphicsDevice,
            ResourceUploadBatch uploadBatch,
            Entity terrainEntity,
            HeightMap heightMap,
            BlendTileData blendTileData,
            TerrainEffect terrainEffect,
            EffectPipelineStateHandle pipelineStateHandle,
            TerrainPatchIndexBufferCache indexBufferCache)
        {
            const int numTilesPerPatch = TerrainComponent.PatchSize - 1;

            var numPatchesX = heightMap.Width / numTilesPerPatch;

            if (heightMap.Width % numTilesPerPatch != 0)
            {
                numPatchesX += 1;
            }

            var numPatchesY = heightMap.Height / numTilesPerPatch;

            if (heightMap.Height % numTilesPerPatch != 0)
            {
                numPatchesY += 1;
            }

            for (var y = 0; y < numPatchesY; y++)
            {
                for (var x = 0; x < numPatchesX; x++)
                {
                    var patchX = x * numTilesPerPatch;
                    var patchY = y * numTilesPerPatch;

                    var patchBounds = new Int32Rect
                    {
                        X      = patchX,
                        Y      = patchY,
                        Width  = Math.Min(TerrainComponent.PatchSize, heightMap.Width - patchX),
                        Height = Math.Min(TerrainComponent.PatchSize, heightMap.Height - patchY)
                    };

                    terrainEntity.Components.Add(CreatePatch(
                                                     terrainEffect,
                                                     pipelineStateHandle,
                                                     heightMap,
                                                     blendTileData,
                                                     patchBounds,
                                                     graphicsDevice,
                                                     uploadBatch,
                                                     indexBufferCache));
                }
            }
        }
示例#5
0
        private List <TerrainPatch> CreatePatches(
            GraphicsDevice graphicsDevice,
            HeightMap heightMap,
            BlendTileData blendTileData,
            TerrainMaterial terrainMaterial,
            TerrainPatchIndexBufferCache indexBufferCache)
        {
            const int numTilesPerPatch = Terrain.Terrain.PatchSize - 1;

            var heightMapWidthMinusOne = heightMap.Width - 1;
            var numPatchesX            = heightMapWidthMinusOne / numTilesPerPatch;

            if (heightMapWidthMinusOne % numTilesPerPatch != 0)
            {
                numPatchesX += 1;
            }

            var heightMapHeightMinusOne = heightMap.Height - 1;
            var numPatchesY             = heightMapHeightMinusOne / numTilesPerPatch;

            if (heightMapHeightMinusOne % numTilesPerPatch != 0)
            {
                numPatchesY += 1;
            }

            var patches = new List <TerrainPatch>();

            for (var y = 0; y < numPatchesY; y++)
            {
                for (var x = 0; x < numPatchesX; x++)
                {
                    var patchX = x * numTilesPerPatch;
                    var patchY = y * numTilesPerPatch;

                    var patchBounds = new Rectangle(
                        patchX,
                        patchY,
                        Math.Min(Terrain.Terrain.PatchSize, heightMap.Width - patchX),
                        Math.Min(Terrain.Terrain.PatchSize, heightMap.Height - patchY));

                    patches.Add(CreatePatch(
                                    terrainMaterial,
                                    heightMap,
                                    blendTileData,
                                    patchBounds,
                                    graphicsDevice,
                                    indexBufferCache));
                }
            }

            return(patches);
        }
示例#6
0
文件: Map.cs 项目: Tarcontar/SageCS
        public void Create()
        {
            this.nameIDs     = new Dictionary <string, int>();
            this.majorAssets = new Dictionary <string, MajorAsset>();
            SubAsset.map     = this;
            Asset.map        = this;
            this.assetList   = new AssetList();
            this.AddMajorAsset((MajorAsset)this.assetList);
            this.AddMajorAsset((MajorAsset) new GlobalVersion());
            this.heightMap = new HeightMapData(this.mapWidth, this.mapHeight, this.mapBorder);
            this.AddMajorAsset((MajorAsset)this.heightMap);
            this.mapWidth  = this.heightMap.mapWidth;
            this.mapHeight = this.heightMap.mapHeight;
            this.mapBorder = this.heightMap.borderWidth;
            this.blendTile = new BlendTileData(this.mapWidth, this.mapHeight);
            this.AddMajorAsset((MajorAsset)this.blendTile);
            this.worldInfo = new WorldInfo();
            this.AddMajorAsset((MajorAsset)this.worldInfo);
            this.mpPositionList = new MPPositionList();
            this.AddMajorAsset((MajorAsset)this.mpPositionList);
            this.sidesList = new SidesList();
            this.AddMajorAsset((MajorAsset)this.sidesList);
            this.AddMajorAsset((MajorAsset) new LibraryMapLists());
            this.AddMajorAsset((MajorAsset) new Teams());
            this.AddMajorAsset((MajorAsset) new PlayerScriptsList());
            this.AddMajorAsset((MajorAsset) new BuildLists());
            this.objectList = new ObjectsList();
            this.AddMajorAsset((MajorAsset)this.objectList);

            /*
             * this.AddMajorAsset((MajorAsset)new TriggerAreas(this.game));
             * this.AddMajorAsset((MajorAsset)new GlobalWaterSettings(this.game));
             * this.AddMajorAsset((MajorAsset)new FogSettings(this.game));
             * this.AddMajorAsset((MajorAsset)new MissionHotSpots(this.game));
             * this.AddMajorAsset((MajorAsset)new MissionObjectives(this.game));
             * this.AddMajorAsset((MajorAsset)new StandingWaterAreas(this.game));
             * this.AddMajorAsset((MajorAsset)new RiverAreas(this.game));
             * this.AddMajorAsset((MajorAsset)new StandingWaveAreas(this.game));
             * this.AddMajorAsset((MajorAsset)new GlobalLighting(this.game));
             * this.AddMajorAsset((MajorAsset)new PostEffectsChunk(this.game));
             * this.AddMajorAsset((MajorAsset)new EnvironmentData(this.game));
             * this.AddMajorAsset((MajorAsset)new NamedCameras(this.game));
             * this.AddMajorAsset((MajorAsset)new CameraAnimationList(this.game));
             * this.AddMajorAsset((MajorAsset)new WaypointsList(this.game));
             */
        }
示例#7
0
        public Navigation(BlendTileData tileData, HeightMap heightMap)
        {
            var width  = tileData.Impassability.GetLength(0);
            var height = tileData.Impassability.GetLength(1);

            _graph = new Graph(width, height);

            for (var x = 0; x < _graph.Width; x++)
            {
                for (var y = 0; y < _graph.Height; y++)
                {
                    var impassable = tileData.Impassability[x, y];
                    _graph.GetNode(x, y).Passability = impassable ? Passability.Impassable : Passability.Passable;
                }
            }

            _heightMap = heightMap;
        }
示例#8
0
文件: Map.cs 项目: Tarcontar/SageCS
 public void Create()
 {
     this.nameIDs = new Dictionary<string, int>();
     this.majorAssets = new Dictionary<string, MajorAsset>();
     SubAsset.map = this;
     Asset.map = this;
     this.assetList = new AssetList();
     this.AddMajorAsset((MajorAsset)this.assetList);
     this.AddMajorAsset((MajorAsset)new GlobalVersion());
     this.heightMap = new HeightMapData(this.mapWidth, this.mapHeight, this.mapBorder);
     this.AddMajorAsset((MajorAsset)this.heightMap);
     this.mapWidth = this.heightMap.mapWidth;
     this.mapHeight = this.heightMap.mapHeight;
     this.mapBorder = this.heightMap.borderWidth;
     this.blendTile = new BlendTileData(this.mapWidth, this.mapHeight);
     this.AddMajorAsset((MajorAsset)this.blendTile);
     this.worldInfo = new WorldInfo();
     this.AddMajorAsset((MajorAsset)this.worldInfo);
     this.mpPositionList = new MPPositionList();
     this.AddMajorAsset((MajorAsset)this.mpPositionList);
     this.sidesList = new SidesList();
     this.AddMajorAsset((MajorAsset)this.sidesList);
     this.AddMajorAsset((MajorAsset)new LibraryMapLists());
     this.AddMajorAsset((MajorAsset)new Teams());
     this.AddMajorAsset((MajorAsset)new PlayerScriptsList());
     this.AddMajorAsset((MajorAsset)new BuildLists());
     this.objectList = new ObjectsList();
     this.AddMajorAsset((MajorAsset)this.objectList);
     /*
     this.AddMajorAsset((MajorAsset)new TriggerAreas(this.game));
     this.AddMajorAsset((MajorAsset)new GlobalWaterSettings(this.game));
     this.AddMajorAsset((MajorAsset)new FogSettings(this.game));
     this.AddMajorAsset((MajorAsset)new MissionHotSpots(this.game));
     this.AddMajorAsset((MajorAsset)new MissionObjectives(this.game));
     this.AddMajorAsset((MajorAsset)new StandingWaterAreas(this.game));
     this.AddMajorAsset((MajorAsset)new RiverAreas(this.game));
     this.AddMajorAsset((MajorAsset)new StandingWaveAreas(this.game));
     this.AddMajorAsset((MajorAsset)new GlobalLighting(this.game));
     this.AddMajorAsset((MajorAsset)new PostEffectsChunk(this.game));
     this.AddMajorAsset((MajorAsset)new EnvironmentData(this.game));
     this.AddMajorAsset((MajorAsset)new NamedCameras(this.game));
     this.AddMajorAsset((MajorAsset)new CameraAnimationList(this.game));
     this.AddMajorAsset((MajorAsset)new WaypointsList(this.game));
     */
 }