Difference between revisions of "Procedurally generated geometry tutorial"
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− | == Due to the current changes in the Horde API this tutorial will be delayed | + | __NOTOC__ __NOEDITSECTION__{{ContentBlock|color=white|content={{!!}} |
− | + | '''Work in progress - Due to the current changes in the Horde API this tutorial will be delayed ''' | |
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When we have calculated the geometry itself we need to create a char-stream to make Horde believe the geometry has been read from a file and pass it to Horde as a geometry Resource. | When we have calculated the geometry itself we need to create a char-stream to make Horde believe the geometry has been read from a file and pass it to Horde as a geometry Resource. | ||
The final step is to create a Horde3D Scene Node from our procedurally generated mesh and render it into our scene. | The final step is to create a Horde3D Scene Node from our procedurally generated mesh and render it into our scene. | ||
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− | |||
=StreamGenerator= | =StreamGenerator= | ||
Line 218: | Line 214: | ||
<source lang="cpp" line="1"> | <source lang="cpp" line="1"> | ||
#pragma once | #pragma once | ||
− | |||
− | |||
− | |||
/** | /** | ||
− | |||
* Abstract class for custom/dynamic geometry | * Abstract class for custom/dynamic geometry | ||
− | |||
**/ | **/ | ||
− | |||
− | |||
− | |||
#include "utMath.h" | #include "utMath.h" | ||
− | |||
#include "Horde3D.h" | #include "Horde3D.h" | ||
− | |||
#include <string> | #include <string> | ||
− | |||
− | |||
class CustomGeometry | class CustomGeometry | ||
{ | { | ||
− | |||
protected: | protected: | ||
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float _size; | float _size; | ||
− | |||
Vec3f _origin; | Vec3f _origin; | ||
− | |||
int _numVertices; | int _numVertices; | ||
− | |||
int _numTriangles; | int _numTriangles; | ||
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int _numTriangleIndices; | int _numTriangleIndices; | ||
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float* _positions; | float* _positions; | ||
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float* _normals; | float* _normals; | ||
− | |||
float* _texCoords; | float* _texCoords; | ||
− | |||
int* _tIndices; | int* _tIndices; | ||
− | |||
std::string _name; | std::string _name; | ||
− | |||
NodeHandle _model; | NodeHandle _model; | ||
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NodeHandle _parent; | NodeHandle _parent; | ||
− | |||
ResHandle _material; | ResHandle _material; | ||
− | |||
virtual void generatePositions() = 0; | virtual void generatePositions() = 0; | ||
− | |||
virtual void generateNormals() = 0; | virtual void generateNormals() = 0; | ||
− | |||
virtual void generateTexCoords() = 0; | virtual void generateTexCoords() = 0; | ||
− | |||
virtual void generateTriangleIndices() = 0; | virtual void generateTriangleIndices() = 0; | ||
− | |||
− | |||
public: | public: | ||
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CustomGeometry(); | CustomGeometry(); | ||
− | |||
virtual void generate() = 0; | virtual void generate() = 0; | ||
− | |||
const int getNumVertices() { return _numVertices; } | const int getNumVertices() { return _numVertices; } | ||
− | |||
const float* getPositions() { return _positions; } | const float* getPositions() { return _positions; } | ||
− | |||
const float* getNormals() { return _normals; } | const float* getNormals() { return _normals; } | ||
− | |||
const float* getTexCoords() { return _texCoords; } | const float* getTexCoords() { return _texCoords; } | ||
− | |||
const int* getTriangleIndices() { return _tIndices; } | const int* getTriangleIndices() { return _tIndices; } | ||
− | |||
const int getNumTriangles() { return _numTriangles; } | const int getNumTriangles() { return _numTriangles; } | ||
− | |||
const int getNumTriangleIndices() { return _numTriangleIndices; } | const int getNumTriangleIndices() { return _numTriangleIndices; } | ||
− | |||
void release(); | void release(); | ||
− | |||
const Vec3f getInterpolatedNormal(Vec3f n1_, Vec3f n2_); | const Vec3f getInterpolatedNormal(Vec3f n1_, Vec3f n2_); | ||
− | |||
// pass -1 as the parameter to leave the parent node unchanged | // pass -1 as the parameter to leave the parent node unchanged | ||
− | |||
void addCustomModelNode(NodeHandle parent_); | void addCustomModelNode(NodeHandle parent_); | ||
− | |||
bool removeCustomModelNode(); | bool removeCustomModelNode(); | ||
− | |||
void setMaterial(ResHandle material_) { _material = material_; } | void setMaterial(ResHandle material_) { _material = material_; } | ||
− | |||
void setParent(NodeHandle parent_) { _parent = parent_; } | void setParent(NodeHandle parent_) { _parent = parent_; } | ||
− | |||
NodeHandle getModel() { return _model; } | NodeHandle getModel() { return _model; } | ||
− | |||
ResHandle getMaterial() { return _material; } | ResHandle getMaterial() { return _material; } | ||
− | |||
void update(); | void update(); | ||
− | |||
Vec3f getOrigin() { return _origin; } | Vec3f getOrigin() { return _origin; } | ||
− | |||
void setOrigin(Vec3f origin_) { _origin = origin_; } | void setOrigin(Vec3f origin_) { _origin = origin_; } | ||
− | |||
const float getSize() { return _size; } | const float getSize() { return _size; } | ||
− | |||
}; | }; | ||
− | |||
</source> | </source> | ||
}} | }} | ||
Line 334: | Line 274: | ||
<source lang="cpp" line="1"> | <source lang="cpp" line="1"> | ||
#include "CustomGeometry.h" | #include "CustomGeometry.h" | ||
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#include <iostream> | #include <iostream> | ||
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#include <string> | #include <string> | ||
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#include <sstream> | #include <sstream> | ||
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#include <fstream> | #include <fstream> | ||
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#include "GeometryStreamGenerator.h" | #include "GeometryStreamGenerator.h" | ||
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#include "Horde3DUtils.h" | #include "Horde3DUtils.h" | ||
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− | |||
CustomGeometry::CustomGeometry() : _name("default"), _size(1) | CustomGeometry::CustomGeometry() : _name("default"), _size(1) | ||
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{ | { | ||
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_origin = Vec3f(0, 0, 0); | _origin = Vec3f(0, 0, 0); | ||
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} | } | ||
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void CustomGeometry::release() | void CustomGeometry::release() | ||
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{ | { | ||
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delete[] _positions; | delete[] _positions; | ||
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_positions = 0; | _positions = 0; | ||
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delete[] _normals; | delete[] _normals; | ||
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_normals = 0; | _normals = 0; | ||
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delete[] _texCoords; | delete[] _texCoords; | ||
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_texCoords = 0; | _texCoords = 0; | ||
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delete[] _tIndices; | delete[] _tIndices; | ||
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_tIndices = 0; | _tIndices = 0; | ||
− | |||
} | } | ||
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− | |||
const Vec3f CustomGeometry::getInterpolatedNormal(Vec3f n1_, Vec3f n2_) | const Vec3f CustomGeometry::getInterpolatedNormal(Vec3f n1_, Vec3f n2_) | ||
− | |||
{ | { | ||
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Vec3f newNormal = n1_ + n2_; | Vec3f newNormal = n1_ + n2_; | ||
− | |||
float length = newNormal.length(); | float length = newNormal.length(); | ||
− | |||
return newNormal/length; | return newNormal/length; | ||
− | |||
} | } | ||
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− | |||
void CustomGeometry::addCustomModelNode(NodeHandle parent_) | void CustomGeometry::addCustomModelNode(NodeHandle parent_) | ||
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{ | { | ||
− | |||
//std::stringstream* sa = new std::stringstream(); | //std::stringstream* sa = new std::stringstream(); | ||
− | |||
std::stringstream ss; | std::stringstream ss; | ||
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if (parent_ != -1) | if (parent_ != -1) | ||
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_parent = parent_; | _parent = parent_; | ||
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ss<< "customGeometry-"; | ss<< "customGeometry-"; | ||
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ss<<_name; | ss<<_name; | ||
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GeometryStreamGenerator* gsg = new GeometryStreamGenerator(this); | GeometryStreamGenerator* gsg = new GeometryStreamGenerator(this); | ||
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ResHandle customGeoRes = Horde3D::addResource(ResourceTypes::Geometry, ss.str().c_str(), 0); | ResHandle customGeoRes = Horde3D::addResource(ResourceTypes::Geometry, ss.str().c_str(), 0); | ||
− | |||
Horde3D::loadResource(customGeoRes, gsg->getStream(), gsg->getStreamSize()); | Horde3D::loadResource(customGeoRes, gsg->getStream(), gsg->getStreamSize()); | ||
− | |||
// model_node_name | // model_node_name | ||
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ss<<"-Node"; | ss<<"-Node"; | ||
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_model = Horde3D::addModelNode(_parent, ss.str().c_str(), customGeoRes); | _model = Horde3D::addModelNode(_parent, ss.str().c_str(), customGeoRes); | ||
− | |||
// mesh_name | // mesh_name | ||
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ss<<"-Mesh"; | ss<<"-Mesh"; | ||
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Horde3D::addMeshNode(_model, ss.str().c_str(), _material, 0, gsg->getNumTriangleIndices(), 0, gsg->getNumVertices()-1); | Horde3D::addMeshNode(_model, ss.str().c_str(), _material, 0, gsg->getNumTriangleIndices(), 0, gsg->getNumVertices()-1); | ||
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Horde3DUtils::dumpMessages(); | Horde3DUtils::dumpMessages(); | ||
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ss.str(""); | ss.str(""); | ||
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ss.clear(); | ss.clear(); | ||
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ss.flush(); | ss.flush(); | ||
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gsg->release(); | gsg->release(); | ||
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delete gsg; | delete gsg; | ||
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gsg = 0; | gsg = 0; | ||
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//Horde3D::setNodeTransform(_model, _origin.x, _origin.y, _origin.z, 0, 0, 0, 1, 1, 1); | //Horde3D::setNodeTransform(_model, _origin.x, _origin.y, _origin.z, 0, 0, 0, 1, 1, 1); | ||
+ | } | ||
+ | bool CustomGeometry::removeCustomModelNode() | ||
+ | { | ||
+ | std::stringstream* ss = new std::stringstream(); | ||
+ | *ss<< "customGeometry-"; | ||
+ | *ss<<_name; | ||
+ | ResHandle rh = Horde3D::findResource(ResourceTypes::Geometry, ss->str().c_str()); | ||
+ | if (Horde3D::isResourceLoaded(rh)) { | ||
+ | Horde3D::removeResource(rh); | ||
+ | Horde3D::unloadResource(rh); | ||
+ | Horde3D::removeNode(_model); | ||
+ | Horde3D::releaseUnusedResources(); | ||
+ | Horde3DUtils::dumpMessages(); | ||
+ | delete ss; | ||
+ | return true; | ||
+ | } | ||
+ | else | ||
+ | return false; | ||
} | } | ||
+ | void CustomGeometry::update() | ||
+ | { | ||
+ | removeCustomModelNode(); | ||
+ | addCustomModelNode(-1); | ||
+ | } | ||
+ | </source> | ||
+ | }} | ||
+ | =Simple Square= | ||
− | + | A simple hard-coded square. This is pretty straight forward and demonstrates how to derive from the CustomGeometry class and how the triangle indices work. | |
+ | |||
+ | {{CppSourceCode| | ||
+ | description= DynamicSquare.h| | ||
+ | code= | ||
+ | <source lang="cpp" line="1"> | ||
+ | /** | ||
+ | * Class representing a square | ||
+ | **/ | ||
+ | #pragma once | ||
+ | #include "CustomGeometry.h" | ||
+ | class DynamicSquare : public CustomGeometry | ||
{ | { | ||
+ | protected: | ||
+ | virtual void generatePositions(); | ||
+ | virtual void generateNormals(); | ||
+ | virtual void generateTexCoords(); | ||
+ | virtual void generateTriangleIndices(); | ||
+ | |||
+ | public: | ||
+ | DynamicSquare(); | ||
+ | virtual void generate(); | ||
+ | DynamicSquare(const float size_, const std::string name_); | ||
+ | }; | ||
+ | </source> | ||
+ | }} | ||
− | + | {{CppSourceCode| | |
+ | description= DynamicSquare.cpp| | ||
+ | code= | ||
+ | <source lang="cpp" line="1"> | ||
+ | #include "DynamicSquare.h" | ||
+ | |||
+ | DynamicSquare::DynamicSquare() : CustomGeometry() | ||
+ | { | ||
+ | } | ||
− | * | + | DynamicSquare::DynamicSquare(const float size_, const std::string name_) |
+ | { | ||
+ | _size = size_; | ||
+ | _name = name_; | ||
+ | _numVertices = 4; | ||
+ | _numTriangles = 2; | ||
+ | _numTriangleIndices = _numTriangles * 3; | ||
+ | //generate(); | ||
+ | } | ||
− | + | void DynamicSquare::generate() | |
+ | { | ||
+ | generatePositions(); | ||
+ | generateNormals(); | ||
+ | generateTexCoords(); | ||
+ | generateTriangleIndices(); | ||
+ | } | ||
− | + | void DynamicSquare::generatePositions() | |
+ | { | ||
+ | _positions = new float[_numVertices * 3 * 2]; | ||
+ | // front left point (x/y/z) | ||
+ | _positions[0] = _origin.x * _size - _size/2; | ||
+ | _positions[1] = _origin.y; | ||
+ | _positions[2] = _origin.z * _size -_size/2; | ||
+ | // front right point (x/y/z) | ||
+ | _positions[3] = _origin.x * _size + _size/2; | ||
+ | _positions[4] = _origin.y; | ||
+ | _positions[5] = _origin.z * _size - _size/2; | ||
+ | // back left point (x/y/z) | ||
+ | _positions[6] = _origin.x * _size - _size/2; | ||
+ | _positions[7] = _origin.y; | ||
+ | _positions[8] = _origin.z * _size + _size/2; | ||
+ | // back right point (x/y/z) | ||
+ | _positions[9] = _origin.x * _size + _size/2; | ||
+ | _positions[10] = _origin.y; | ||
+ | _positions[11] = _origin.z * _size + _size/2; | ||
− | + | } | |
− | + | void DynamicSquare::generateNormals() | |
+ | { | ||
+ | _normals = new float[_numVertices * 3]; | ||
+ | for (int i=0; i< 12; i+=3) { | ||
+ | _normals[i] = 0; | ||
+ | _normals[i+1] = 1; | ||
+ | _normals[i+2] = 0; | ||
+ | } | ||
+ | } | ||
− | + | void DynamicSquare::generateTexCoords() | |
+ | { | ||
+ | _texCoords = new float[_numVertices * 2]; | ||
+ | _texCoords[0] = 0.0f; | ||
+ | _texCoords[1] = 0.0f; | ||
+ | _texCoords[2] = 1.0f; | ||
+ | _texCoords[3] = 0.0f; | ||
+ | _texCoords[4] = 0.0f; | ||
+ | _texCoords[5] = 1.0f; | ||
+ | _texCoords[6] = 1.0f; | ||
+ | _texCoords[7] = 1.0f; | ||
+ | } | ||
− | + | void DynamicSquare::generateTriangleIndices() | |
+ | { | ||
+ | _tIndices = new int[_numTriangleIndices ]; | ||
+ | _tIndices[0] = 0; | ||
+ | _tIndices[1] = 2; | ||
+ | _tIndices[2] = 1; | ||
+ | _tIndices[3] = 1; | ||
+ | _tIndices[4] = 2; | ||
+ | _tIndices[5] = 3; | ||
+ | } | ||
+ | </source> | ||
+ | }} | ||
− | + | =Simple Grid= | |
− | + | All the work above was made to create my own interactive terrain generator(screenshot on top of this page) for a A* pathfinding demonstrator. The Grid-class actually generates a 2-dimensional array of Vec3f(s) and allows to extrude each point and re-generate the mesh in realtime. The internal representation is writeable and in case of a change of any point the overridden update() function will be called to update the Horde3D geometry resource. | |
− | + | {{CppSourceCode| | |
+ | description= DynamicGrid.h| | ||
+ | code= | ||
+ | <source lang="cpp" line="1"> | ||
+ | /** | ||
+ | * Class representing a grid | ||
+ | **/ | ||
+ | #pragma once | ||
+ | #include "CustomGeometry.h" | ||
− | + | class DynamicGrid : public CustomGeometry | |
+ | { | ||
+ | protected: | ||
+ | virtual void generatePositions(); | ||
+ | virtual void generateNormals(); | ||
+ | virtual void generateTexCoords(); | ||
+ | virtual void generateTriangleIndices(); | ||
+ | // generate the internal representation of the grid (writeable to allow updates of single points!) | ||
+ | void generateGrid(); | ||
+ | int _gridSize; | ||
+ | Vec3f** _grid; | ||
+ | std::string _fileName; | ||
− | } | + | public: |
+ | DynamicGrid(); | ||
+ | virtual void generate(); | ||
+ | DynamicGrid(const float size_, const std::string name_, std::string fileName_); | ||
+ | Vec3f getPointAt(int x_, int y_) { return _grid[y_][x_]; } | ||
+ | // update a point of our grid (args: index x, index y, new position) | ||
+ | void setPointAt(int x_, int y_, Vec3f newPos_) { _grid[y_][x_] = newPos_; } | ||
+ | int getGridSize() { return _gridSize; } | ||
+ | // overwrite update() from parent class | ||
+ | void update(); | ||
+ | // read and write grids from/to files | ||
+ | void saveGridToFile(std::string fileName_); | ||
+ | bool readGridFromFile(std::string fileName_); | ||
− | + | }; | |
+ | </source> | ||
+ | }} | ||
− | + | {{CppSourceCode| | |
+ | description= DynamicGrid.cpp| | ||
+ | code= | ||
+ | <source lang="cpp" line="1"> | ||
+ | #include "DynamicGrid.h" | ||
+ | #include "rng.h" | ||
+ | #include <iostream> | ||
+ | #include <string> | ||
+ | #include <sstream> | ||
+ | #include <fstream> | ||
+ | #include "util.h" | ||
− | + | #define GRIDSIZE 50 | |
+ | DynamicGrid::DynamicGrid() : CustomGeometry() | ||
+ | { | ||
} | } | ||
+ | DynamicGrid::DynamicGrid(const float size_, const std::string name_, std::string fileName_) : _fileName(fileName_) | ||
+ | { | ||
+ | _name = name_; | ||
+ | _positions = 0; | ||
+ | _normals = 0; | ||
+ | _texCoords = 0; | ||
+ | _tIndices = 0; | ||
+ | readGridFromFile(_fileName); | ||
+ | _numVertices = (_gridSize*_gridSize); | ||
+ | _numTriangles = ((_gridSize - 1) * (_gridSize - 1)) * 2; | ||
+ | _numTriangleIndices = _numTriangles * 3; | ||
+ | _origin = Vec3f(-_size/2*_gridSize, 0, _size/2*_gridSize); | ||
+ | /* | ||
+ | std::cout<<"numVerts: "<<_numVertices<<std::endl; | ||
+ | std::cout<<"numTris: "<<_numTriangles<<std::endl; | ||
+ | std::cout<<"numTInds: "<<_numTriangleIndices<<std::endl; | ||
+ | std::cout<<"size: "<<_size<<std::endl; | ||
+ | */ | ||
+ | //std::cout<<_origin.x<<"/"<<_origin.y<<"/"<<_origin.z<<std::endl; | ||
+ | //generate(); | ||
+ | } | ||
+ | void DynamicGrid::generate() | ||
+ | { | ||
+ | if (!_grid) | ||
+ | generateGrid(); | ||
+ | generatePositions(); | ||
+ | generateNormals(); | ||
+ | generateTexCoords(); | ||
+ | generateTriangleIndices(); | ||
+ | } | ||
− | void | + | // the following two functions could be combined into one single loop, but I left it this way for clarity... |
+ | /** | ||
+ | * This function simply generates a 2-dimensional array of Vec3f(s) with slightly random height values | ||
+ | **/ | ||
+ | void DynamicGrid::generateGrid() | ||
+ | { | ||
+ | RNG rng; | ||
+ | _grid = new Vec3f*[_gridSize]; | ||
+ | for (int y=0; y<_gridSize; ++y) { | ||
+ | _grid[y] = new Vec3f[_gridSize]; | ||
+ | for (int x=0; x<_gridSize; ++x) { | ||
+ | long rand = (abs((int)rng.rand_int31()) %3); | ||
+ | _grid[y][x] = Vec3f(_origin.x/2+_size/2*x, rand, _origin.z/2-_size/2*y); | ||
+ | //std::cout<<_grid[y][x].x<<"/"<<_grid[y][x].y<<"/"<<_grid[y][x].z<<std::endl; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | /** | ||
+ | * Convert the grid's positions into a Horde3D vertex array. | ||
+ | **/ | ||
+ | void DynamicGrid::generatePositions() | ||
{ | { | ||
+ | _positions = new float[_numVertices*3]; | ||
+ | int counter = 0; | ||
+ | for (int i=0; i<_numVertices*3; i+=3) { | ||
+ | int y = counter / _gridSize; | ||
+ | int x = counter % _gridSize; | ||
+ | _positions[i] = _grid[y][x].x; | ||
+ | _positions[i+1] = _grid[y][x].y; | ||
+ | _positions[i+2] = _grid[y][x].z; | ||
+ | ++counter; | ||
+ | } | ||
+ | } | ||
− | + | void DynamicGrid::generateNormals() | |
+ | { | ||
+ | _normals = new float[_numVertices * 3]; | ||
+ | for (int i=0; i< _numVertices*3; i+=3) { | ||
+ | int pos = i/3; | ||
+ | int xPos = pos % _gridSize; | ||
+ | int yPos = pos / _gridSize; | ||
+ | Vec3f xPred; | ||
+ | Vec3f xSucc; | ||
+ | Vec3f yPred; | ||
+ | Vec3f ySucc; | ||
+ | Vec3f normal; | ||
+ | if (xPos > 0 && yPos > 0) { | ||
+ | // if the current vertex is inside the grid we will calculate | ||
+ | // two normals from the previous&next point and our current vertex | ||
+ | if (xPos < _gridSize-1 && yPos < _gridSize-1) { | ||
+ | xSucc = _grid[yPos][xPos+1]; | ||
+ | xPred = _grid[yPos][xPos-1]; | ||
+ | ySucc = _grid[yPos+1][xPos]; | ||
+ | yPred = _grid[yPos-1][xPos]; | ||
+ | Vec3f v1 = xSucc - _grid[yPos][xPos]; | ||
+ | if (v1.y < 0) | ||
+ | v1.y *= -1; | ||
+ | Vec3f v2 = xPred - _grid[yPos][xPos]; | ||
+ | if (v2.y < 0) | ||
+ | v2.y *= -1; | ||
+ | v1 += v2; | ||
+ | Vec3f v3 = ySucc - _grid[yPos][xPos]; | ||
+ | if (v3.y < 0) | ||
+ | v3.y *= -1; | ||
+ | Vec3f v4 = yPred - _grid[yPos][xPos]; | ||
+ | if (v4.y < 0) | ||
+ | v4.y *= -1; | ||
+ | v3 += v4; | ||
+ | normal = getInterpolatedNormal(v1, v3); | ||
+ | } | ||
+ | // if the vertex is on the grid's border the normal will simply be 0/1/0 | ||
+ | else { | ||
+ | normal = Vec3f(0,1,0); | ||
+ | } | ||
+ | } | ||
+ | else { | ||
+ | normal = Vec3f(0,1,0); | ||
+ | } | ||
+ | _normals[i] = normal.x; | ||
+ | _normals[i+1] = normal.y; | ||
+ | _normals[i+2] = normal.z; | ||
+ | } | ||
+ | } | ||
− | + | void DynamicGrid::generateTexCoords() | |
+ | { | ||
+ | _texCoords = new float[_numVertices * 2]; | ||
+ | int counter = 0; | ||
+ | int line = 0; | ||
+ | for (int i=0; i<_numVertices*2; i+=2) { | ||
+ | if ( line % 2 == 0) { | ||
+ | if (counter %2 == 0) { | ||
+ | _texCoords[i] = 0.0f; | ||
+ | _texCoords[i+1] = 0.0f; | ||
+ | } | ||
+ | else { | ||
+ | _texCoords[i] = 0.0f; | ||
+ | _texCoords[i+1] = 1.0f; | ||
+ | } | ||
+ | } | ||
+ | else { | ||
+ | if (counter % 2 == 0) { | ||
+ | _texCoords[i] = 1.0f; | ||
+ | _texCoords[i+1] = 0.0f; | ||
+ | } | ||
+ | else { | ||
+ | _texCoords[i] = 1.0f; | ||
+ | _texCoords[i+1] = 1.0f; | ||
+ | } | ||
+ | } | ||
+ | ++counter; | ||
+ | if (counter >= _gridSize) { | ||
+ | ++line; | ||
+ | counter = 0; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | void DynamicGrid::generateTriangleIndices() | ||
+ | { | ||
+ | _tIndices = new int[ _numTriangleIndices ]; | ||
+ | int counter = 0; | ||
+ | int lineBreakCounter = 0; | ||
+ | int counter3 = 0; | ||
+ | for (int i=0; i<_numTriangleIndices; i+=3) { | ||
+ | if (i%2 ==0) { | ||
+ | _tIndices[i] = counter; | ||
+ | _tIndices[i+1] = counter+1; | ||
+ | _tIndices[i+2] = counter+_gridSize; | ||
+ | } | ||
+ | else { | ||
+ | _tIndices[i] = counter + _gridSize; | ||
+ | _tIndices[i+1] = counter + 1; | ||
+ | _tIndices[i+2] = counter+_gridSize+1; | ||
+ | ++counter; | ||
+ | } | ||
+ | ++lineBreakCounter; | ||
+ | if (lineBreakCounter == _gridSize*2 - 2) { | ||
+ | --counter; | ||
+ | ++counter3; | ||
+ | lineBreakCounter = 0; | ||
+ | counter = counter3*_gridSize; | ||
+ | } | ||
+ | //std::cout<<_tIndices[i]<<"/"<<_tIndices[i+1]<<"/"<<_tIndices[i+2]<<std::endl; | ||
+ | } | ||
} | } | ||
+ | void DynamicGrid::update() | ||
+ | { | ||
+ | removeCustomModelNode(); | ||
+ | delete[] _positions; | ||
+ | _positions = 0; | ||
+ | delete[] _normals; | ||
+ | _normals = 0; | ||
+ | generatePositions(); | ||
+ | generateNormals(); | ||
+ | addCustomModelNode(-1); | ||
+ | } | ||
+ | void DynamicGrid::saveGridToFile(std::string fileName_) | ||
+ | { | ||
+ | //std::stringstream fName; | ||
+ | //fName<<fileName_; | ||
+ | //fName<<".d2g"; | ||
+ | std::stringstream ss; | ||
+ | // magic header | ||
+ | ss<<"D2SG\n"; | ||
+ | // the gridsize (important to know!) | ||
+ | ss<<_gridSize; | ||
+ | ss<<"\n"; | ||
+ | // the quadsize (important to know!) | ||
+ | ss<<_size; | ||
+ | ss<<"\n"; | ||
+ | // number of coordinates (most important to know!) | ||
+ | ss<<(_gridSize*_gridSize*3); | ||
+ | ss<<"\n"; | ||
+ | // coordinates | ||
+ | for (int y=0; y<_gridSize; ++y) { | ||
+ | for (int x=0; x<_gridSize; ++x) { | ||
+ | ss<<_grid[y][x].x; | ||
+ | ss<<"\n"; | ||
+ | ss<<_grid[y][x].y; | ||
+ | ss<<"\n"; | ||
+ | ss<<_grid[y][x].z; | ||
+ | ss<<"\n"; | ||
+ | } | ||
+ | } | ||
+ | ss<<"\n"; | ||
+ | std::ofstream dest(fileName_.c_str()); | ||
+ | if (dest.is_open()) { | ||
+ | dest<<ss.str(); | ||
+ | dest.close(); | ||
+ | } | ||
+ | std::cout<<"Grid successfully saved to file: "<<fileName_<<std::endl; | ||
+ | } | ||
− | + | bool DynamicGrid::readGridFromFile(std::string fileName_) | |
+ | { | ||
+ | int numCoordinates; | ||
+ | std::ifstream inFile; | ||
+ | inFile.open(fileName_.c_str()); | ||
+ | bool error = false; | ||
+ | if (!inFile) { | ||
+ | std::cout<<"Gridfile "<<fileName_<<" could not be found! Creating new grid."<<std::endl; | ||
+ | error = true; | ||
+ | } | ||
+ | else { | ||
+ | std::string line; | ||
+ | if (std::getline(inFile, line)) { | ||
+ | std::cout<<"Line: "<<line<<std::endl; | ||
+ | if (line != "D2SG") { | ||
+ | std::cout<<"wrong grid-file format "<<line.compare("D2SG")<<std::endl; | ||
+ | error = true; | ||
+ | } | ||
+ | else { | ||
+ | std::cout<<"Valid grid-file found!"<<std::endl; | ||
+ | } | ||
+ | } | ||
+ | if (std::getline(inFile, line)) { | ||
+ | _gridSize = stringToInt(line); | ||
+ | //std::cout<<"gridsize: "<<_gridSize<<std::endl; | ||
+ | } | ||
+ | else { | ||
+ | error = true; | ||
+ | } | ||
+ | if (std::getline(inFile, line)) { | ||
+ | _size = stringToInt(line); | ||
+ | //std::cout<<"quadsize: "<<_size<<std::endl; | ||
+ | } | ||
+ | else { | ||
+ | error = true; | ||
+ | } | ||
+ | if (std::getline(inFile, line)) { | ||
+ | numCoordinates = stringToInt(line); | ||
+ | //std::cout<<"numCoords: "<<numCoordinates<<std::endl; | ||
+ | } | ||
+ | else { | ||
+ | error = true; | ||
+ | } | ||
+ | if (!error) { | ||
+ | _grid = new Vec3f*[_gridSize]; | ||
+ | for(int y=0; y<_gridSize; ++y) { | ||
+ | _grid[y] = new Vec3f[_gridSize]; | ||
+ | for (int x=0; x<_gridSize; ++x) { | ||
+ | Vec3f v; | ||
+ | if (std::getline(inFile, line)) { | ||
+ | v.x = stringToFloat(line); | ||
+ | } | ||
+ | if (std::getline(inFile, line)) { | ||
+ | v.y = stringToFloat(line); | ||
+ | } | ||
+ | if (std::getline(inFile, line)) { | ||
+ | v.z = stringToFloat(line); | ||
+ | } | ||
+ | _grid[y][x] = v; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | inFile.close(); | ||
+ | if (error) { | ||
+ | _gridSize = GRIDSIZE; | ||
+ | _size = 12; | ||
+ | _grid = 0; | ||
+ | } | ||
+ | _numVertices = (_gridSize*_gridSize); | ||
+ | _numTriangles = ((_gridSize - 1) * (_gridSize - 1)) * 2; | ||
+ | _numTriangleIndices = _numTriangles * 3; | ||
+ | _origin = Vec3f(-_size/2*_gridSize, 0, _size/2*_gridSize); | ||
+ | return true; | ||
+ | } | ||
</source> | </source> | ||
}} | }} | ||
− | = | + | =Usage example= |
− | = | + | Finally this is all you have to do to generate the grid and display it in your scene. |
+ | {{CppSourceCode| | ||
+ | description= app.cpp| | ||
+ | code= | ||
+ | <source lang="cpp" line="1"> | ||
+ | // initialize a new grid (args: quadsize, model-name, filename (if applicable) | ||
+ | _grid = new DynamicGrid(12.0f, "grid", "grid-filename"); | ||
+ | // do not forget to load a material and apply it to the mesh | ||
+ | _grid->setMaterial(gridMatRes); | ||
+ | // generate the grid | ||
+ | _grid->generate(); | ||
+ | // add the grid-model to the RootNode | ||
+ | _grid->addCustomModelNode(RootNode); | ||
+ | </source> | ||
+ | }} | ||
− | + | '''TODO''' | |
+ | }} |
Latest revision as of 05:09, 18 March 2011
Work in progress - Due to the current changes in the Horde API this tutorial will be delayed Important notes
OverviewBasic approachTo create and display a procedurally generated mesh that, instead of being loaded from a Horde3D Scene node and a geoemtry file(*.scene.xml, *.geo), will be created in-memory by some algorithm, you have to create a mesh first and then "fake" the .geo-file and the scene node itself and pass it to the engine. To do that you have to create your procedural geometry first. This is easy for simple shapes like single triangles, squares or triangle-strips, but will become way more difficult when we try to generate complex meshes, e.g. when we have a cloud of points in 3D space and have to describe which points make triangles, and which don't (calculating the triangle indices, texture coordinates and normals). When we have calculated the geometry itself we need to create a char-stream to make Horde believe the geometry has been read from a file and pass it to Horde as a geometry Resource. The final step is to create a Horde3D Scene Node from our procedurally generated mesh and render it into our scene. StreamGeneratorThese classes are only for creating the character stream that will contain the geometry resource.
CustomGeometry base classBase class for the custom geometry. This class currently contains lots of deprecated stuff, e.g. the update() function. This function was used to update an in-memory gemoetry resource in the "punk-rock"-way. Until Horde3D Beta3 the geometry resources were read-only, so directmanipulation of vertices was impossible. To modify the vertices I had to unload the geometry resource, re-create it with the new vertex-positions and load it into Horde again. This is not necessary any more because since Beta4 the geometry resources are not read-only anymore. All custom geometry classes should be derived from this class and implement the abstract functions as needed. (See the examples below)
Simple SquareA simple hard-coded square. This is pretty straight forward and demonstrates how to derive from the CustomGeometry class and how the triangle indices work.
Simple GridAll the work above was made to create my own interactive terrain generator(screenshot on top of this page) for a A* pathfinding demonstrator. The Grid-class actually generates a 2-dimensional array of Vec3f(s) and allows to extrude each point and re-generate the mesh in realtime. The internal representation is writeable and in case of a change of any point the overridden update() function will be called to update the Horde3D geometry resource.
Usage exampleFinally this is all you have to do to generate the grid and display it in your scene.
TODO |