示例#1
0
        public TerrainTileHeader CalculateHeaderInfo(ref Vector3[] ecefPoints)
        {
            BoundingSphere.FromPoints(ecefPoints);
            var hdr = new TerrainTileHeader();

            hdr.CenterX = BoundingSphere.Center.X;
            hdr.CenterY = BoundingSphere.Center.Y;
            hdr.CenterZ = BoundingSphere.Center.Z;
            hdr.BoundingSphereRadius = BoundingSphere.Radius;
            return(hdr);
        }
示例#2
0
        public EdgeIndices16 MeshEdgeIndices16; // todo seperate out

        private void MakeHeader(TerrainTileHeader headerRec)
        {
            MeshHeader = new TerrainTileHeader()
            {
                CenterX                = headerRec.CenterX,
                CenterY                = headerRec.CenterY,
                CenterZ                = headerRec.CenterZ,
                MinimumHeight          = headerRec.MinimumHeight,
                MaximumHeight          = headerRec.MaximumHeight,
                BoundingSphereCenterX  = headerRec.BoundingSphereCenterX,
                BoundingSphereCenterY  = headerRec.BoundingSphereCenterY,
                BoundingSphereCenterZ  = headerRec.BoundingSphereCenterZ,
                BoundingSphereRadius   = headerRec.BoundingSphereRadius,
                HorizonOcclusionPointX = headerRec.HorizonOcclusionPointX,
                HorizonOcclusionPointY = headerRec.HorizonOcclusionPointY,
                HorizonOcclusionPointZ = headerRec.HorizonOcclusionPointZ
            };
        }
示例#3
0
        public TerrainTileHeader(TerrainTileHeader terrainTileHeader)
        {
            CenterX = terrainTileHeader.CenterX;
            CenterY = terrainTileHeader.CenterY;
            CenterZ = terrainTileHeader.CenterZ;

            MinimumHeight = terrainTileHeader.MinimumHeight;
            MaximumHeight = terrainTileHeader.MaximumHeight;

            BoundingSphereCenterX = terrainTileHeader.BoundingSphereCenterX;
            BoundingSphereCenterY = terrainTileHeader.BoundingSphereCenterY;
            BoundingSphereCenterZ = terrainTileHeader.BoundingSphereCenterZ;
            BoundingSphereRadius  = terrainTileHeader.BoundingSphereRadius;

            HorizonOcclusionPointX = terrainTileHeader.HorizonOcclusionPointX;
            HorizonOcclusionPointY = terrainTileHeader.HorizonOcclusionPointY;
            HorizonOcclusionPointZ = terrainTileHeader.HorizonOcclusionPointZ;
        }
示例#4
0
        /// <summary>
        ///  From the vertices passed in make quantized mesh tile
        /// </summary>
        /// <param name="vertices"></param>
        /// <param name="vertexNormals"></param>
        /// <param name="headerRec"></param>
        /// <param name="trianglesCount"></param>
        /// <param name="gridSize"></param>
        /// <param name="hasLighting"></param>
        /// <returns>Quantized Mesh Tile</returns>
        public byte[] MakeTile(VertexData vertices, ref byte[] vertexNormals, TerrainTileHeader headerRec, int trianglesCount, int gridSize, bool hasLighting)
        {
            // Assemble tile data
            _TriangleCount = trianglesCount;
            _GridSize      = gridSize;

            MakeHeader(headerRec);

            EncodeVertices(ref vertices);

            MakeTriangleIndices();

            MakeEdgeIndicesData();

            // We are now ready to assemble the tile into a byte array
            var ms = new MemoryStream();

            using (BinaryWriter writer = new BinaryWriter(ms))
            {
                // write header
                writer.Write(MeshHeader.CenterX);
                writer.Write(MeshHeader.CenterY);
                writer.Write(MeshHeader.CenterZ);
                writer.Write(MeshHeader.MinimumHeight);
                writer.Write(MeshHeader.MaximumHeight);
                writer.Write(MeshHeader.BoundingSphereCenterX);
                writer.Write(MeshHeader.BoundingSphereCenterY);
                writer.Write(MeshHeader.BoundingSphereCenterZ);
                writer.Write(MeshHeader.BoundingSphereRadius);
                writer.Write(MeshHeader.HorizonOcclusionPointX);
                writer.Write(MeshHeader.HorizonOcclusionPointY);
                writer.Write(MeshHeader.HorizonOcclusionPointZ);

                // write vertex data in order. count, long array, lat array, height array
                writer.Write(MeshVertexData.vertexCount);
                for (int i = 0; i < MeshVertexData.vertexCount; i++)
                {
                    writer.Write(MeshVertexData.u[i]); // longitude
                }
                for (int i = 0; i < MeshVertexData.vertexCount; i++)
                {
                    writer.Write(MeshVertexData.v[i]); // latitude
                }
                for (int i = 0; i < MeshVertexData.vertexCount; i++)
                {
                    writer.Write(MeshVertexData.height[i]); //heights
                }
                // write triangle indices
                writer.Write(MeshIndexData16.triangleCount);
                for (int i = 0; i < MeshIndexData16.triangleCount * 3; i++) // three indices to a triangle
                {
                    writer.Write(MeshIndexData16.indices[i]);
                }

                // write west indices
                writer.Write(MeshEdgeIndices16.westVertexCount);
                for (int i = 0; i < MeshEdgeIndices16.westVertexCount; i++)
                {
                    writer.Write(MeshEdgeIndices16.westIndices[i]);
                }

                // write south indices
                writer.Write(MeshEdgeIndices16.southVertexCount);
                for (int i = 0; i < MeshEdgeIndices16.southVertexCount; i++)
                {
                    writer.Write(MeshEdgeIndices16.southIndices[i]);
                }

                // write east indices
                writer.Write(MeshEdgeIndices16.eastVertexCount);
                for (int i = 0; i < MeshEdgeIndices16.eastVertexCount; i++)
                {
                    writer.Write(MeshEdgeIndices16.eastIndices[i]);
                }

                // write north indices
                writer.Write(MeshEdgeIndices16.northVertexCount);
                for (int i = 0; i < MeshEdgeIndices16.northVertexCount; i++)
                {
                    writer.Write(MeshEdgeIndices16.northIndices[i]);
                }

                if (hasLighting)
                { // write normal map
                    writer.Write((byte)1);
                    writer.Write(vertexNormals.Length);
                    for (int i = 0; i < vertexNormals.Length; i++)
                    {
                        writer.Write((byte)vertexNormals[i]);
                    }
                }

                /* if we ever show animated water flow on tile. Watermask
                 * writer.Write((byte)2);
                 * writer.Write((int)1);
                 * //        writer.Write((byte)255); // water
                 * writer.Write((byte)0); // land
                 */

                return(ms.ToArray());
            }
        }