Data2D.cs :  » Game » RealmForge » Axiom » SceneManagers » PagingLandscape » Data2D » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » SceneManagers » PagingLandscape » Data2D » Data2D.cs
#region LGPL License

/*

Axiom Game Engine Library

Copyright (C) 2003  Axiom Project Team



The overall design, and a majority of the core engine and rendering code 

contained within this library is a derivative of the open source Object Oriented 

Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  

Many thanks to the OGRE team for maintaining such a high quality project.



This library is free software; you can redistribute it and/or

modify it under the terms of the GNU Lesser General Public

License as published by the Free Software Foundation; either

version 2.1 of the License, or (at your option) any later version.



This library is distributed in the hope that it will be useful,

but WITHOUT ANY WARRANTY; without even the implied warranty of

MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU

Lesser General Public License for more details.



You should have received a copy of the GNU Lesser General Public

License along with this library; if not, write to the Free Software

Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA

*/

#endregion LGPL License



#region Using Directives



using System;

using System.Collections;

using System.Diagnostics;



using Axiom.Core;

using Axiom.MathLib;

using Axiom.Collections;

using Axiom.Media;



using Axiom.SceneManagers.PagingLandscape.Collections;

using Axiom.SceneManagers.PagingLandscape.Tile;



#endregion Using Directives



namespace Axiom.SceneManagers.PagingLandscape.Data2D{

  /// <summary>

  /// Summary description for Data2D.

  /// </summary>

  public abstract class Data2D : IDisposable

  {

    #region Fields

    //  computed Height Data  (scaled)
    protected float[] heightData;

    //  maximum position in Array
    protected long maxArrayPos;

    //  data side maximum size
    protected long size;

    //  image data  maximum size
    protected long max;

    // maximum page/data2d height. (scaled)
    protected float maxheight;

    // if data loaded or not
    protected bool isLoaded;

    

    protected ArrayList newHeight;

    protected bool dynamic;


    #endregion Fields



    public Data2D() 

    {

      dynamic = false;

      isLoaded = false;
      heightData = null;
      newHeight = new ArrayList();
    }



    public bool Dynamic 

    {

      get 

      {

        return dynamic;

      }

    }



    #region IDisposable Members



    public virtual void Dispose()

    {

      if (heightData != null)
        heightData = null;
      newHeight.Clear();
      isLoaded = false;    

    }



    #endregion



    public virtual void Load(  float X,  float Z)
    {
      isLoaded = true;
      load(X, Z);
    }

    public virtual void Load()
    {
      isLoaded = true;
      load();
    }

    public virtual void Load(Image NewHeightmap)

    {
      isLoaded = true;
      load(NewHeightmap);
    }

    public virtual void Unload()
    {
      isLoaded = false;
      unload();
    }

    /**
    *    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;
    }

    /**
    *
    *    Method that deform Height Data of the terrain.
    * \param &x 
    *       x Position on 2d height grid
    * \param &z 
    *       z Position on 2d height grid
    * \param &modificationHeight 
    *        What modification do to terrain
    */
    public float DeformHeight(long x, long z, float modificationHeight)
    {
      if ( heightData != null)
      {
        long arraypos = 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;
    }


    public virtual Vector3 GetNormalAt (float mX, float mZ)

    {

      return Vector3.UnitY;

    }

    public virtual ColorEx GetBase (float mX, float mZ)
    {
      return ColorEx.White;
    }

    public virtual ColorEx GetCoverage (float mX, float mZ)
    {
      return ColorEx.White;
    }

    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;
    }

    public virtual float GetHeight( float x, float z )
    {
      if ( heightData != null )
      {
        long Pos = (long) (( z * size )+ x);
        if ( maxArrayPos > Pos )
          return heightData[ Pos ];
      }
      return 0.0f;
    }

    public virtual float GetHeight(  long x, long z )
    {
      if ( heightData != null)
      {
        long Pos = z * size + x;
        if ( maxArrayPos > Pos )
          return heightData[ Pos ];
      }
      return 0.0f;
    }

    public virtual float GetHeight( int x, int z )
    {
      if ( heightData != null )
      {
        int Pos = z * (int)size + x;
        if ( maxArrayPos > (long) Pos )
          return heightData[ Pos ];
      }
      return 0.0f;
    }

    public void SetHeight( long x, long z, float h )
    {
      if ( heightData != null )
      {
        long Pos = ( z * size ) + x;
        if ( maxArrayPos > Pos )
          heightData[ Pos ] = h;
      }
    }
      
    public float MaxHeight
    {
      get
      {
        return maxheight;
      }
      set
      {
        maxheight = value;
      }
    }


    public float[] HeightData
    {
      get
      {
        return heightData;
      }
    }

    public bool IsLoaded
    {
      get
      {
        return isLoaded;
      }
    }


    public bool AddNewHeight(Sphere NewHeight)
    {
      //std::vector<Sphere>::iterator cur, end = mNewHeight.end();
      //for( cur = mNewHeight.begin(); cur < end; cur++ )
      for (int index= 0; index < newHeight.Count; index ++)
      {
        if( ((Sphere)newHeight[index]).Intersects( NewHeight ) == true )
        {
          // We dont allow to heights to intersect
          return false;
        }
      }
      newHeight.Add(NewHeight);
      return true;
    }

    public bool RemoveNewHeight(Sphere oldHeight)
    {
      //std::vector<Sphere>::iterator cur, end = mNewHeight.end();
      //for( cur = mNewHeight.begin(); cur < end; cur++ )
      for (int index= 0; index < newHeight.Count; index ++)
      {
        if( ((Sphere)newHeight[index]).Intersects( oldHeight ) == true )
        {
          // Since we dont allow to heights to intersect we can delete this one
          newHeight.RemoveAt(index);
          return true;
        }
      }
      return false;
    }



    protected abstract void load(float X, float Z);
    protected abstract void load(Image NewHeightmap);
    protected abstract void load();
    protected abstract void unload();



    protected bool checkSize( int s )
    {
      for ( int i = 0; i < 256; i++ ) 
      {
        //printf( "Checking...%d\n", ( 1 << i ) + 1 );
        if ( s == ( 1 << i ) + 1 ) 
        {
          return true;
        }
      }
      return false;
    }

  }

}

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