Data2DManager.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 » Data2DManager.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 Axiom.Core;

using Axiom.MathLib;

using Axiom.Collections;



using Axiom.SceneManagers.PagingLandscape.Collections;

using Axiom.SceneManagers.PagingLandscape.Tile;

using Axiom.SceneManagers.PagingLandscape.Page;



#endregion Using Directives



#region Versioning Information

/// File                Revision

/// ===============================================

/// OgrePagingLandScapeData2DManager.h    1.9

/// OgrePagingLandScapeData2DManager.cpp  1.14

/// 

#endregion



namespace Axiom.SceneManagers.PagingLandscape.Data2D{

  /// <summary>

  /// Summary description for Data2DManager.

  /// </summary>

  public class Data2DManager: IDisposable

  {

    #region Singleton Implementation

    

    /// <summary>

    /// Constructor

    /// </summary>

    private Data2DManager() 

    {

      long w = Options.Instance.World_Width;
      long h = Options.Instance.World_Height;

      //Setup the page array
      long i, j;
      data2D = new Data2DPages();
      for ( i = 0; i < w; i++)
      {
        Data2DRow dr = new Data2DRow();
        data2D.Add( dr );
        for ( j = 0; j < w; j++ ) dr.Add( null );
      }

      //Populate the page array
      if ( Options.Instance.Data2DFormat == "HeightField" )
      {
        for ( j = 0; j < h; j++ )
        {
          for ( i = 0; i < w; i++ )
          {
            data2D[ i ][ j ] = new Data2D_HeightField();
          }
        }
      }

            else if (Options.Instance.Data2DFormat == "ClientGen") {

                for (j = 0; j < h; j++) {

                    for (i = 0; i < w; i++) {

                        data2D[i][j] = new Data2D_ClientGen((int)i, (int)j);

                    }

                }

            }

/*
      else if ( Options.Instance.Data2DFormat == "HeightFieldTC" )
      {
        for ( j = 0; j < h; j++ )
        {
          for ( i = 0; i < w; i++ )
          {
              Data2D data;

              data  = new Data2D_HeightFieldTC();
              data2D[ i ][ j ] = data;
          }
        }
      }
      else if ( Options.Instance.Data2DFormat == "SplineField" )
      {
        for ( j = 0; j < h; j++ )
        {
          for ( i = 0; i < w; i++ )
          {
            eData2D data;

            data = new Data2D_Spline();
            data2D[ i ][ j ] = data;
          }
        }
      }
*/
      else
      {
           
        throw new Exception( "PageData2D not supplied!");
            
      }
      // when data is not yet loaded it gives the absolute maximum possible
      maxHeight = data2D[ 0 ][ 0 ].MaxHeight;
    }





    private static Data2DManager instance = null;



    public static Data2DManager Instance 

    {

      get 

      {

        if ( instance == null ) instance = new Data2DManager();

        return instance;

      }

    }





    #endregion Singleton Implementation



    #region IDisposable Implementation



    public void Dispose()

    {

      if (instance == this) 

      {

        data2D.Clear();

        instance = null;

      }

    }



    #endregion IDisposable Implementation



    #region Fields



    Data2DPages data2D;
    float maxHeight;

    #endregion Fields



    public void Load(  long dataX,  long dataZ )
    {
      Data2D data = data2D[ dataX ][ dataZ ];
      if ( !data.IsLoaded )
      {
        data.Load( dataX, dataZ );
      }    

    }
        
    public void Unload(  long dataX,  long dataZ )
    {
      Data2D data = data2D[ dataX ][ dataZ ];
      if ( data.IsLoaded )
      {
        data.Unload();
      }
    }
        
    public bool IsLoaded(  long dataX,  long dataZ )
    {
      return data2D[ dataX ][ dataZ ].IsLoaded;
    }
        
        
    public float GetHeight(  long dataX,  long dataZ, float x,  float z )
    {
      Data2D data = data2D[ dataX ][ dataZ ];
      if ( data.IsLoaded )
      {
        return data.GetHeight(x, z);
      }
      return 0.0f;
    }
        
    public float GetHeight(  long dataX,  long dataZ, long x,  long z )
    {
      Data2D data = data2D[ dataX ][ dataZ ];
      if ( data.IsLoaded )
      {
        return data.GetHeight(x, z);
      }
      return 0.0f;
    }
        
    public float GetHeightAtPage( long dataX,  long dataZ, float x,  float z)
    {
      Data2D data = null;

      float lX = x;
      float lZ = z;
      float pSize = Options.Instance.PageSize;
      //check if we have to change current page
      if ( lX < 0.0f )
      { 
        if ( dataX == 0 )
          lX = 0.0f;
        else
        {
          data = data2D[ dataX - 1 ][ dataZ ];
          if  ( data.IsLoaded )
          {
            lX = (float) (pSize - 1);
          }
          else
          {
            lX = 0.0f;
            data = data2D[ dataX ][ dataZ ];
          }
        }
        
      }
      else if (lX > pSize)
      {
        if ( dataX == Options.Instance.World_Width - 1 )
          lX = (float) (pSize);
        else
        {
          data = data2D[ dataX + 1 ][ dataZ ];
          if  ( data.IsLoaded )
          {
            lX = 0.0f;
          }
          else
          {
            lX = (float) (pSize);
            data = data2D[ dataX ][ dataZ ];
          }
        }
      }

      if ( lZ < 0.0f )
      {
        if ( dataZ == 0 )
          lZ = 0.0f;
        else
        {
          data = data2D[ dataX ][ dataZ - 1 ];
          if  ( data.IsLoaded )
          {
            lZ = (float)(pSize);
          }
          else
          {
            lZ = 0.0f;
            data = data2D[ dataX ][ dataZ ];
          }
        }
      }
      else if (lZ > pSize)
      {
        if ( dataZ == Options.Instance.World_Height - 1)
          lZ = (float) (pSize);
        else
        {
          data = data2D[ dataX ][ dataZ + 1 ];
          if  ( data.IsLoaded )
          {
            lZ = 0.0f;
          }
          else
          {
            lZ = (float) (pSize);
            data = data2D[ dataX ][ dataZ ];
          }
        }
      }
      if ( data == null )
        data = data2D[ dataX ][ dataZ ];
    
      if ( data.IsLoaded )
      {
        return data.GetHeight (lX, lZ);
      }
      return 0.0f;
    }
        
    public float GetHeightAtPage( long dataX,  long dataZ, int x,  int z)
    {
      Data2D data = data2D[ dataX ][ dataZ ];
    
      if ( data.IsLoaded )
      {
        int lX = x;
        int lZ = z;
        int pSize = (int)Options.Instance.PageSize;
        //check if we have to change current page
        if ( lX < 0 )
        { 
          if ( dataX == 0 )
            lX = 0;
          else
          {
            data = data2D[ dataX - 1 ][ dataZ ];
            if  ( data.IsLoaded )
            {
              lX = pSize;
            }
            else
            {
              lX = 0;
              data = data2D[ dataX ][ dataZ ];
            }
          }
          
        }
        else if (lX > pSize)
        {
          if ( dataX == Options.Instance.World_Width )
                                             lX = pSize;
        else
        {
          data = data2D[ dataX + 1 ][ dataZ ];
          if  ( data.IsLoaded )
          {
            lX = 0;
          }
          else
          {
            lX = pSize;
            data = data2D[ dataX ][ dataZ ];
          }
        }
        }

        if ( lZ < 0 )
        {
          if ( dataZ == 0 )
            lZ = 0;
          else
          {
            data = data2D[ dataX ][ dataZ - 1 ];
            if  ( data.IsLoaded )
            {
              lZ = pSize;
            }
            else
            {
              lZ = 0;
              data = data2D[ dataX ][ dataZ ];
            }
          }
        }
        else if (lZ > pSize)
        {
          if ( dataZ == Options.Instance.World_Height )
                                              lZ = pSize;
        else
        {
          data = data2D[ dataX ][ dataZ + 1 ];
          if  ( data.IsLoaded )
          {
            lZ = 0;
          }
          else
          {
            lZ = pSize;
            data = data2D[ dataX ][ dataZ ];
          }
        }
        }
        return data.GetHeight (x, z);
      }
      return 0.0f;
    }
        
    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 bool AddNewHeight( Sphere newSphere )
    {
      long x, z;
      // Calculate where is going to be placed the new height
      this.GetPageIndices( newSphere.Center, out x, out z);
      // TODO: DeScale and add the sphere to all the necessary pages

      //place it there
      return data2D[ x ][ z ].AddNewHeight(newSphere);
    }
        
    public bool RemoveNewHeight( Sphere oldSphere )
    {
      long x, z;
      // Calculate where is going to be placed the new height
      GetPageIndices( oldSphere.Center, out x,  out z);
      // TODO: DeScale and add the sphere to all the necessary pages

      //remove it
      return data2D[ x ][ z ].RemoveNewHeight(oldSphere);
    }
        
    //This function will return the max possible value of height base on the current 2D Data implementation
    public float GetMaxHeight( long x, long z)
    {
      Data2D data = data2D[ x ][ z ];  
      if ( data.IsLoaded )
      {
        return data2D[ x ][ z ].MaxHeight;
      }
      return maxHeight;
    }
        
    public float GetMaxHeight()
    {
        return maxHeight;
    }


    /** Get the real world height at a particular position
      @remarks
      Method is used to get the terrain height at a world position based on x and z.
      This method just figures out what page the position is on and then asks the page node
      to do the dirty work of getting the height.
            
      @par
      the float returned is the real world height based on the scale of the world.  If the height could
      not be determined then -1 is returned and this would only occur if the page was not preloaded or loaded
            
      @param x  x world position
      @param z  z world position
    */
    public float GetRealWorldHeight( float x,  float z)
    {
      // figure out which page the point is on
      Vector3 pos = new Vector3(x, 0, z);
      long dataX, dataZ;
      GetPageIndices(pos, out dataX, out dataZ);

      if ( data2D[dataX][dataZ].Dynamic ) 

      {
        return GetRealPageHeight (x, z, dataX, dataZ, 0);
      } 

      else 

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

        // figure out which tile the point is on
        Tile.Tile t = PageManager.Instance.GetTile (pos, dataX, dataZ);
        long Lod = 0;
        if (t != null && t.IsLoaded )
          Lod = t.Renderable.RenderLevel;

        return GetRealPageHeight (x, z, dataX, dataZ, Lod);
      }
    }

    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 float GetRealPageHeight ( float x,  float z,  long pageX,  long pageZ,  long Lod)
    {
      // scale position from world to page scale
      float localX = x / Options.Instance.Scale.x;
      float localZ = z / Options.Instance.Scale.z;

      // adjust x and z to be local to page
      long pSize = Options.Instance.PageSize - 1;
      localX -= (float)(pageX - Options.Instance.World_Width  * 0.5f) * pSize;
      localZ -= (float)(pageZ - Options.Instance.World_Height * 0.5f) * pSize;

      // make sure x and z do not go outside the world boundaries
      if (localX < 0)
        localX = 0;
      else if (localX > pSize) 
        localX = pSize;

      if (localZ < 0)
        localZ = 0;
      else if (localZ > pSize)
        localZ = pSize;

      // find the 4 vertices that surround the point
      // use LOD info to determine vertex spacing - this is passed into the method
      // determine vertices on left and right of point and top and bottom
      // don't access VBO since a big performance hit when only 4 vertices are needed
      int vertex_spread = 1 << (int)Lod;

      // find the vertex to the bottom left of the point
      int bottom_left_x = ((int)(localX / vertex_spread)) * vertex_spread;
      int bottom_left_z = ((int)(localZ / vertex_spread)) * vertex_spread;

      // find the 4 heights around the point
      Data2D data = data2D[ pageX ][ pageZ ];
      float bottom_left_y  = data.GetHeight(bottom_left_x                , bottom_left_z);
      float bottom_right_y = data.GetHeight(bottom_left_x + vertex_spread, bottom_left_z);
      float top_left_y     = data.GetHeight(bottom_left_x                , bottom_left_z + vertex_spread);
      float top_right_y    = data.GetHeight(bottom_left_x + vertex_spread, bottom_left_z + vertex_spread);

      float x_pct = (localX - (float)bottom_left_x) / (float)vertex_spread;
      float z_pct = (localZ - (float)bottom_left_z) / (float)vertex_spread;

      //bilinear interpolate to find the height.

      // figure out which 3 vertices are closest to the point and use those to form triangle plane for intersection
      // Triangle strip has diagonal going from bottom left to top right
      if ((x_pct - z_pct) >= 0)
      {
        return ( (bottom_left_y  + (bottom_right_y - bottom_left_y ) *  x_pct + (top_right_y - bottom_right_y) * z_pct));
      }
      else
      {
        return ( (top_left_y  + (top_right_y - top_left_y ) *  x_pct + (bottom_left_y - top_left_y) * (1 - z_pct)));
      }
    }
        
    public ColorEx GetCoverageAt(  long dataX,  long dataZ,  float x,  float z )
    {
      Data2D data = data2D[ dataX ][ dataZ ];
      if ( data.IsLoaded )
      {
        return data.GetCoverage(x, z);
      }
      return ColorEx.White;
    }

    public ColorEx GetBaseAt(  long dataX,  long dataZ,  float x,  float z )
    {
      Data2D data = data2D[ dataX ][ dataZ ];
      if ( data.IsLoaded )
      {
        return data.GetBase(x, z);
      }
      return ColorEx.White;
    }

        
    public Vector3 GetNormalAt(  long dataX,  long dataZ,  float x,  float z)
    {
      Data2D data = data2D[ dataX ][ dataZ ];
      if ( data.IsLoaded )
      {
#if !_LOADEDNORM
        return data.GetNormalAt (x, z);
#else
      {
          // First General method : (9 adds and 6 muls + a normalization)
          //        *---v3--*
          //        |   |   |
          //        |   |   |
          //        v1--X--v2
          //        |   |   |
          //        |   |   |
          //        *---v4--*
          //
          //        U = v2 - v1;
          //        V = v4 - v3;
          //        N = Cross(U, V);
          //        N.normalise;
          //
          // BUT IN CASE OF A HEIGHTMAP : 
          //
          //   if you do some math by hand before you code, 
          //   you can see that N is immediately given by 
          //  Approximation (2 adds and a normalization)
          // 
          //        N = Vector3(z[x-1][y] - z[x+1][y], z[x][y-1] - z[x][y+1], 2); 
          //        N.normalise();
          //
          // or even using SOBEL operator VERY accurate! 
          // (14 adds and a normalization)
          //
          //       N = Vector3 (z[x-1][y-1] + z[x-1][y] + z[x-1][y] + z[x-1][y+1] - z[x+1][y-1] - z[x+1][y] - z[x+1][y] - z[x+1][y+1], 
          //                     z[x-1][y-1] + z[x][y-1] + z[x][y-1] + z[x+1][y-1] - z[x-1][y+1] - z[x][y+1] - z[x][y+1] - z[x+1][y+1], 
          //                     8);
          //       N.normalize();

            
          // Fast SOBEL filter
          Vector3 result = new Vector3
                  (this.GetHeightAtPage( dataX, dataZ, x - 1.0F, z    ) - this.GetHeightAtPage( dataX, dataZ, x + 1.0F, z    ),
                   2.0f,
                   this.GetHeightAtPage( dataX, dataZ, x,      z - 1.0F) - this.GetHeightAtPage( dataX, dataZ, x    , z + 1.0F)); 

          result.Normalize();

          return result;
        }
#endif
      }
      return Vector3.UnitY;
    }
        
    // JEFF
    /** Get the Page indices from a world position vector
      @remarks
      Method is used to find the Page indices using a world position vector.
      Beats having to iterate through the Page list to find a page at a particular
      position in the world.
      @param pos the world position vector. Only components x and z are used
      @param x  result placed in reference to the x index of the page
      @param z  result placed in reference to the z index of the page
    */
    public void GetPageIndices( Vector3 pos, out long x, out long z)
    {
      long w = Options.Instance.World_Width;
      long h = Options.Instance.World_Height;

      x = (long)(pos.x / Options.Instance.Scale.x / (Options.Instance.PageSize - 1.0) + w * 0.5f);
      z = (long)(pos.z / Options.Instance.Scale.z / (Options.Instance.PageSize - 1.0) + h * 0.5f);

      // make sure indices are not negative or outside range of number of pages
      if (x >= w) 
      {
        x = w - 1;
      } 

      else if ( x < 0 ) 

      {
        x = 0;
      }
      if (z >= h) 
      {
        z = h - 1;
      } 

      else if ( z < 0 ) 

      {
        z = 0;
      }
    }
        
    public Data2D GetData2D ( long x,  long z)
    {
      Data2D data = data2D[ x ][ z ];
      return ( data.IsLoaded )? data: null;
    }
        
  }

}

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