/usr/src/castle-game-engine-6.4/x3d/castleterrain.pas is in castle-game-engine-src 6.4+dfsg1-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2009-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ Terrain (height map) implementations. }
unit CastleTerrain;
{$I castleconf.inc}
interface
uses SysUtils, Classes,
CastleScript, CastleImages, X3DNodes, CastleVectors, CastleRectangles;
type
TTerrain = class;
TColorFromHeightFunction =
function (Terrain: TTerrain; Height: Single): TVector3;
{ Terrain (height for each X, Y) data. }
TTerrain = class
strict private
procedure UpdateNodeCore(const Node: TAbstractChildNode;
const Divisions: Cardinal; const InputRange, OutputRange: TFloatRectangle;
const Appearance: TAppearanceNode);
public
function Height(const X, Y: Single): Single; virtual; abstract;
{ Create X3D node with the given terrain shape.
InputRange determines the range of values (minimum and maximum X and Y)
queried from the underlying terrain, that is: queried using the @link(Height)
method.
OutputRange determines the span of the resulting shape in X and Z
coordinates. Note that, when converting a heightmap to 3D,
the 2nd dimension is Z. In 3D, we use Y for height, as this is the default
in X3D and Castle Game Engine.
Often you will set InputRange and OutputRange to the same values,
but you don't have to. Often they will at least have the same aspect ratio
(actually, often they will be square), but you don't have to.
Divisions determines how dense is the mesh.
We return the node that you should insert to your scene.
It will use the given TAppearanceNode.
The appearance is not configured in any way by this method,
and it can even be @nil. }
function CreateNode(const Divisions: Cardinal;
const InputRange, OutputRange: TFloatRectangle;
const Appearance: TAppearanceNode): TAbstractChildNode; overload;
{ Update a node created by @link(CreateNode)
to the new terrain and it's settings.
The appearance of the previously created node (in CreateNode) is preserved. }
procedure UpdateNode(const Node: TAbstractChildNode;
const Divisions: Cardinal; const InputRange, OutputRange: TFloatRectangle);
function CreateNode(const Divisions: Cardinal;
const Size: Single; const XRange, ZRange: TVector2;
const ColorFromHeight: TColorFromHeightFunction): TAbstractChildNode; overload;
deprecated 'use overloaded version without ColorFromHeight; better to set color by shaders or texture color';
{ Alternative version of @link(CreateNode) that creates a different shape.
It's has little less quality (triangulation is not adaptive like
for ElevationGrid), but updating it (by UpdateTriangulatedNode)
is a little faster (than updating the CreateNode by UpdatNode).
In practice, the speed gain is minimal, and this method will likely
be removed at some point.
The parameters have the same meaning as for @link(CreateNode),
and resulting look should be the same. }
function CreateTriangulatedNode(const Divisions: Cardinal;
const InputRange, OutputRange: TFloatRectangle;
const Appearance: TAppearanceNode): TAbstractChildNode; experimental;
{ Update a node created by @link(CreateTriangulatedNode)
to the new terrain and it's settings. }
procedure UpdateTriangulatedNode(const Node: TAbstractChildNode;
const Divisions: Cardinal; const InputRange, OutputRange: TFloatRectangle);
end;
{ Terrain (height for each X, Y) data taken from intensities in an image.
The image covers (ImageX1, ImageY1) ... (ImageX2, ImageY2)
area in XY plane. If you ask for Height outside of this range,
it is repeated infinitely (if ImageRepeat) or clamped (if not ImageRepeat).
Image color (converted to grayscale) acts as height (scaled by
ImageHeightScale).
When image is not loaded, this always returns height = 0. }
TTerrainImage = class(TTerrain)
strict private
{ FImage = nil and FImageURL = '' when not loaded. }
FImage: TGrayscaleImage;
FImageURL: string;
FImageHeightScale: Single;
FImageRepeat: boolean;
FImageX1, FImageX2, FImageY1, FImageY2: Single;
public
constructor Create;
destructor Destroy; override;
function Height(const X, Y: Single): Single; override;
procedure LoadImage(const AImageURL: string);
procedure ClearImage;
property ImageURL: string read FImageURL;
property ImageHeightScale: Single
read FImageHeightScale write FImageHeightScale default 1.0;
property ImageRepeat: boolean
read FImageRepeat write FImageRepeat default false;
property ImageX1: Single read FImageX1 write FImageX1 default -1;
property ImageY1: Single read FImageY1 write FImageY1 default -1;
property ImageX2: Single read FImageX2 write FImageX2 default 1;
property ImageY2: Single read FImageY2 write FImageY2 default 1;
end;
{ Terrain (height for each X, Y) data calculated from CastleScript
expression. At construction, pass FunctionExpression,
that is CastleScript language expression calculating height
based on X, Y.
This descends from TTerrainImage, so you add an image to
your function result. }
TTerrainCasScript = class(TTerrainImage)
strict private
FXVariable, FYVariable: TCasScriptFloat;
FFunction: TCasScriptExpression;
public
constructor Create(const FunctionExpression: string);
destructor Destroy; override;
function Height(const X, Y: Single): Single; override;
end;
TNoiseInterpolation = (niNone, niLinear, niCosine, niSpline);
TNoise2DMethod = function (const X, Y: Single; const Seed: Cardinal): Single;
{ Procedural terrain: data from a procedural noise.
"Synthesized noise" means it's not simply something random.
We take the noise (integer noise, i.e. hash), smooth it
(how well, and how fast --- see @link(Interpolation) and @link(Blur)),
and add several
functions ("octaves") of such noise (with varying frequency and amplitude)
together. This is the kind of noise used to synthesize textures,
terrains and all other procedural stuff.
For more info about math inside:
@unorderedList(
@item([http://en.wikipedia.org/wiki/Fractional_Brownian_motion].
This is the idea of summing up octaves of noise.
Ken Musgrave's dissertation has a lot of info and interesting references:
[http://www.kenmusgrave.com/dissertation.html])
@item(Blender's source code is informative, interesting file
is blender/source/blender/blenlib/intern/noise.c)
@item(The simplest practical introduction to the idea is on
[http://freespace.virgin.net/hugo.elias/models/m_perlin.htm].
It describes how to get nice noise very easily, and my approach follows
theirs.)
)
This descends from TTerrainImage, so you can add an image to
your function result, e.g. to flatten some specific generated area. }
TTerrainNoise = class(TTerrainImage)
strict private
FOctaves: Single;
FSmoothness: Single;
FAmplitude: Single;
FFrequency: Single;
FInterpolation: TNoiseInterpolation;
NoiseMethod: TNoise2DMethod;
FBlur: boolean;
FSeed: Cardinal;
FHeterogeneous: Single;
procedure SetInterpolation(const Value: TNoiseInterpolation);
procedure SetBlur(const Value: boolean);
procedure UpdateNoiseMethod;
public
constructor Create;
function Height(const X, Y: Single): Single; override;
{ Number of noise functions to sum.
This linearly affects the time for Height call, so don't make
it too much. Usually ~a few are Ok.
(The fact that it's a float is just a simple trick to allow smooth
transitions from x to x+1. In fact, it's executed like
Trunc(Octaves) * some noises + Frac(Octaves) * some last noise.) }
property Octaves: Single read FOctaves write FOctaves default 4.0;
{ How noise amplitude changes, when frequency doubles.
When we double frequency, amplitude is divided by this.
Smaller values <=> larger frequency noise
is more visible, so terrain is less smooth (more noisy).
This is elsewhere called fractal increment, fractal dimension parameter,
"H", spectral exponent (see e.g. Blender sources, Musgrave's dissertation).
Do not confuse this with "lacunarity" (how frequency changes in each octave),
that is simply hardcoded to 2.0 in our code currently.
In [http://freespace.virgin.net/hugo.elias/models/m_perlin.htm],
the inverse of this 1/Smoothness is called "Persistence".
I decided to call it "Smoothness", since this is the practical
intuitive meaning.
Value equal 1.0 means that amplitude doesn't change at all,
each noise frequency is visible the same, so in effect you will
just see a lot of noise. And values < 1.0 are really nonsense,
they make more frequency noise even more visible, which means that
the terrain is dominated by noise. }
property Smoothness: Single read FSmoothness write FSmoothness default 2.0;
{ Amplitude and frequency of the first noise octave.
Amplitude scales the height of the result, and Frequency scales
the size of the bumps.
@groupBegin }
property Amplitude: Single read FAmplitude write FAmplitude default 1.0;
property Frequency: Single read FFrequency write FFrequency default 1.0;
{ @groupEnd }
{ How integer noise is interpolated to get smooth float noise.
Setting this to niNone turns off interpolation, which means that
your terrain is a sum of a couple of blocky noises --- ugly.
Using niLinear (means "bilinear", since this is 2D case)
is also usually bad. Unless you use octaves of really high frequencies,
usually sharp edges / flat in-betweens will be visible.
Using niCosine in right now the best.
Using niSpline is even better looking
(usese Catmull-Rom splines,
which are special case of cubic Hermite spline, see
http://en.wikipedia.org/wiki/Cubic_Hermite_spline,
http://en.wikipedia.org/wiki/Bicubic_interpolation).
But it's more time consuming under current implementation. }
property Interpolation: TNoiseInterpolation
read FInterpolation write SetInterpolation default niCosine;
{ Resulting noise octaves may be blurred. This helps to remove
the inherent vertical/horizontal directionality in our 2D noise
(it also makes it more smooth, since that's what blurring is about;
you may want to increase Frequency * 2 to balance this).
This is independent from @link(Interpolation). Although the need
for Blur is most obvious in poor/none interpolation methods
(none, linear), it also helps for the nicer interpolation methods
(cosine, cubic).
Note about [http://freespace.virgin.net/hugo.elias/models/m_perlin.htm]:
this "blurring" is called "smoothing" there.
I call it blurring, as it seems more precise to me. }
property Blur: boolean read FBlur write SetBlur default false;
{ Determines the random seeds used when generating the terrain. }
property Seed: Cardinal read FSeed write FSeed default 0;
{ If non-zero, then we generate terrain using heterogeneous fBm.
Intuitively, the idea is that the terrain details (from higher octaves)
are more noisy when ground is higher. This is realistic
(debris gathers in lower terrain, smoothing it more).
More precisely, this means that we accumulate multiplied previous noise,
at each step dividing this accumulated result by Heterogeneous,
and clamping at 1.0. So when Heterogeneous is very small,
this always ends up 1.0, and we get normal (homogeneous) generation.
When Heterogeneous is larger, the details (at lower ground)
are scaled down (terrain is smoother).
This is called "threshold" in Musgrave's dissertation (see algorithm
in section 2.3.2.5 "A Large Scale Terrain Model"). }
property Heterogeneous: Single
read FHeterogeneous write FHeterogeneous default 0.0;
end;
{ Terrain data from a grid of values with specified width * height.
Used when your underlying data is a simple 2D array of
GridSizeX * GridSizeY heights.
The idea is that on such terrain, there are special grid points
where the height data is accurate. Everything else is an interpolation
derived from this data. }
TTerrainGrid = class(TTerrain)
strict private
FGridX1, FGridX2, FGridY1, FGridY2, FGridHeightScale: Single;
public
constructor Create;
{ Get height of the terrain at specified 2D point.
This is implemented in TTerrainGrid class, using
the data returned by GridHeight. For float X in 0..1 range,
we return grid values for grid points 0..GridSizeX - 1.
Outside 0..1 range, we clamp (that is, take nearest value
from 0..1 range) --- this way the terrain seemingly continues
into the infinity.
In comparison to GridHeight, it's (very slightly) slower,
and it doesn't really present any more interesting information
(in contrast to typical procedural terrain, where there can be always
more and more detail at each level). }
function Height(const X, Y: Single): Single; override;
{ GridSizeX, GridSizeY specify grid dimensions.
Use GridHeight(0..GridSizeX - 1, 0..GridSizeY - 1) to get height
at particular grid point.
@groupBegin }
function GridHeight(const X, Y: Cardinal): Single; virtual; abstract;
function GridSizeX: Cardinal; virtual; abstract;
function GridSizeY: Cardinal; virtual; abstract;
{ @groupEnd }
{ Specify where terrain is located, for @link(Height) method.
These do not affect GridHeight method.
@groupBegin }
property GridX1: Single read FGridX1 write FGridX1 default 0;
property GridY1: Single read FGridY1 write FGridY1 default 0;
property GridX2: Single read FGridX2 write FGridX2 default 1;
property GridY2: Single read FGridY2 write FGridY2 default 1;
property GridHeightScale: Single read FGridHeightScale write FGridHeightScale default 1;
{ @groupEnd }
end;
TTerrainSRTM = class(TTerrainGrid)
strict private
FData: array [0..1200, 0..1200] of SmallInt;
public
constructor CreateFromFile(const URL: string);
function GridHeight(const X, Y: Cardinal): Single; override;
function GridSizeX: Cardinal; override;
function GridSizeY: Cardinal; override;
end;
implementation
uses CastleUtils, CastleScriptParser, CastleNoise, Math, CastleDownload;
{ TTerrain ------------------------------------------------------------------- }
function TTerrain.CreateNode(const Divisions: Cardinal;
const Size: Single; const XRange, ZRange: TVector2;
const ColorFromHeight: TColorFromHeightFunction): TAbstractChildNode;
var
Appearance: TAppearanceNode;
begin
Appearance := TAppearanceNode.Create;
Appearance.Material := TMaterialNode.Create;
Result := CreateNode(Divisions,
FloatRectangle(
XRange[0] , ZRange[0],
XRange[1] - XRange[0], ZRange[1] - ZRange[0]),
FloatRectangle(0, 0, Size, Size), Appearance);
end;
function TTerrain.CreateNode(const Divisions: Cardinal;
const InputRange, OutputRange: TFloatRectangle;
const Appearance: TAppearanceNode): TAbstractChildNode;
begin
Result := TTransformNode.Create;
UpdateNodeCore(Result, Divisions, InputRange, OutputRange, Appearance);
end;
procedure TTerrain.UpdateNode(const Node: TAbstractChildNode;
const Divisions: Cardinal; const InputRange, OutputRange: TFloatRectangle);
var
Transform: TTransformNode;
Shape: TShapeNode;
Appearance: TAppearanceNode;
begin
{ extract Appearance from Node, assuming Node was created by CreateNode }
Transform := Node as TTransformNode;
Shape := Transform.FdChildren[0] as TShapeNode;
Appearance := Shape.Appearance;
Appearance.KeepExistingBegin;
UpdateNodeCore(Node, Divisions, InputRange, OutputRange, Appearance);
Appearance.KeepExistingEnd;
end;
procedure TTerrain.UpdateNodeCore(const Node: TAbstractChildNode;
const Divisions: Cardinal; const InputRange, OutputRange: TFloatRectangle;
const Appearance: TAppearanceNode);
var
Transform: TTransformNode;
Shape: TShapeNode;
Grid: TElevationGridNode;
X, Z: Cardinal;
begin
Transform := Node as TTransformNode; // created by CreateNode
Transform.ClearChildren;
Transform.Translation := Vector3(OutputRange.Left, 0, OutputRange.Bottom);
Shape := TShapeNode.Create;
Grid := TElevationGridNode.Create;
Shape.FdGeometry.Value := Grid;
Grid.FdCreaseAngle.Value := 4; { > pi, to be perfectly smooth }
Grid.FdXDimension.Value := Divisions;
Grid.FdZDimension.Value := Divisions;
Grid.FdXSpacing.Value := OutputRange.Width / (Divisions - 1);
Grid.FdZSpacing.Value := OutputRange.Height / (Divisions - 1);
Grid.FdHeight.Items.Count := Divisions * Divisions;
for X := 0 to Divisions - 1 do
for Z := 0 to Divisions - 1 do
begin
Grid.FdHeight.Items.List^[X + Z * Divisions] := Height(
MapRange(X, 0, Divisions - 1, InputRange.Left , InputRange.Right),
MapRange(Z, 0, Divisions - 1, InputRange.Bottom, InputRange.Top));
end;
Shape.Appearance := Appearance;
// at the end, as this may cause Scene.ChangedAll
Transform.AddChildren(Shape);
end;
function TTerrain.CreateTriangulatedNode(const Divisions: Cardinal;
const InputRange, OutputRange: TFloatRectangle;
const Appearance: TAppearanceNode): TAbstractChildNode;
var
Geometry: TIndexedTriangleStripSetNode;
CoordNode: TCoordinateNode;
NormalNode: TNormalNode;
Shape: TShapeNode;
begin
Geometry := TIndexedTriangleStripSetNode.Create;
CoordNode := TCoordinateNode.Create;
Geometry.Coord := CoordNode;
NormalNode := TNormalNode.Create;
Geometry.Normal := NormalNode;
Shape := TShapeNode.Create;
Shape.Geometry := Geometry;
Shape.Appearance := Appearance;
Result := Shape;
UpdateTriangulatedNode(Result, Divisions, InputRange, OutputRange);
end;
procedure TTerrain.UpdateTriangulatedNode(const Node: TAbstractChildNode;
const Divisions: Cardinal; const InputRange, OutputRange: TFloatRectangle);
var
DivisionsPlus1: Cardinal;
Coord, Normal: TVector3List;
Index: TLongIntList;
FaceNormals: TVector3List;
procedure CalculatePosition(const I, J: Cardinal; out Position: TVector3);
var
QueryPosition: TVector2;
begin
QueryPosition[0] := InputRange.Width * I / (Divisions-1) + InputRange.Left;
QueryPosition[1] := InputRange.Height * J / (Divisions-1) + InputRange.Bottom;
Position[0] := OutputRange.Width * I / (Divisions-1) + OutputRange.Left;
Position[2] := OutputRange.Height * J / (Divisions-1) + OutputRange.Bottom;
Position[1] := Height(QueryPosition[0], QueryPosition[1]);
end;
function Idx(const I, J: Integer): Integer;
begin
Result := I + J * DivisionsPlus1;
end;
procedure CalculateFaceNormal(const I, J: Cardinal; out Normal: TVector3);
var
P, PX, PY: PVector3;
begin
P := Coord.Ptr(Idx(I, J));
PX := Coord.Ptr(Idx(I + 1, J));
PY := Coord.Ptr(Idx(I, J + 1));
Normal := TVector3.CrossProduct(
(PY^ - P^),
(PX^ - P^)).Normalize;
end;
procedure CalculateNormal(const I, J: Cardinal; out Normal: TVector3);
function FaceNormal(const DeltaX, DeltaY: Integer): TVector3;
begin
Result := FaceNormals.List^[Idx(I + DeltaX, J + DeltaY)];
end;
begin
Normal := FaceNormal(0, 0);
if (I > 0) then
Normal := Normal + FaceNormal(-1, 0);
if (J > 0) then
Normal := Normal + FaceNormal(0, -1);
if (I > 0) and (J > 0) then
Normal := Normal + FaceNormal(-1, -1);
Normal.NormalizeMe;
end;
var
Shape: TShapeNode;
Geometry: TIndexedTriangleStripSetNode;
CoordNode: TCoordinateNode;
NormalNode: TNormalNode;
I, J: Cardinal;
IndexPtr: PLongInt;
begin
{ extract nodes from Node, assuming it was created by CreateTriangulatedNode }
Shape := Node as TShapeNode;
Geometry := Shape.Geometry as TIndexedTriangleStripSetNode;
CoordNode := Geometry.Coord as TCoordinateNode;
NormalNode := Geometry.Normal as TNormalNode;
{ Divisions-1 squares (edges) along the way,
Divisions points along the way.
Calculate positions for Divisions + 1 points
(+ 1 additional for normal calculation). }
DivisionsPlus1 := Divisions + 1;
Index := Geometry.FdIndex.Items;
Coord := CoordNode.FdPoint.Items;
Normal := NormalNode.FdVector.Items;
{ We will render Divisions^2 points, but we want to calculate
(Divisions + 1)^2 points : to be able to calculate normal vectors.
Normals for the last row and last column will not be calculated,
and will not be used. }
Coord.Count := Sqr(DivisionsPlus1);
Normal.Count := Sqr(DivisionsPlus1);
{ calculate Coord }
for I := 0 to Divisions do
for J := 0 to Divisions do
CalculatePosition(I, J, Coord.List^[Idx(I, J)]);
CoordNode.FdPoint.Changed;
{ calculate Normals }
FaceNormals := TVector3List.Create;
try
FaceNormals.Count := Sqr(DivisionsPlus1);
{ calculate per-face (flat) normals }
for I := 0 to Divisions - 1 do
for J := 0 to Divisions - 1 do
CalculateFaceNormal(I, J, FaceNormals.List^[Idx(I, J)]);
{ calculate smooth vertex normals }
for I := 0 to Divisions - 1 do
for J := 0 to Divisions - 1 do
CalculateNormal(I, J, Normal.List^[Idx(I, J)]);
finally FreeAndNil(FaceNormals) end;
NormalNode.FdVector.Changed;
{ calculate Index }
Index.Count := (Divisions - 1) * (Divisions * 2 + 1);
IndexPtr := PLongInt(Index.List);
for I := 1 to Divisions - 1 do
begin
for J := 0 to Divisions - 1 do
begin
// order to make it CCW when viewed from above
IndexPtr^ := Idx(I , J); Inc(IndexPtr);
IndexPtr^ := Idx(I - 1, J); Inc(IndexPtr);
end;
IndexPtr^ := -1;
Inc(IndexPtr);
end;
Geometry.FdIndex.Changed;
end;
{ TTerrainImage ------------------------------------------------------------ }
constructor TTerrainImage.Create;
begin
inherited;
FImageHeightScale := 1.0;
FImageX1 := -1;
FImageY1 := -1;
FImageX2 := 1;
FImageY2 := 1;
end;
destructor TTerrainImage.Destroy;
begin
ClearImage;
inherited;
end;
procedure TTerrainImage.LoadImage(const AImageURL: string);
var
NewImage: TGrayscaleImage;
begin
NewImage := CastleImages.LoadImage(AImageURL, [TGrayscaleImage]) as TGrayscaleImage;
FreeAndNil(FImage);
FImage := NewImage;
FImageURL := AImageURL;
end;
procedure TTerrainImage.ClearImage;
begin
FreeAndNil(FImage);
FImageURL := '';
end;
function TTerrainImage.Height(const X, Y: Single): Single;
var
PX, PY: Integer;
begin
if FImage <> nil then
begin
PX := Floor( ((X - ImageX1) / (ImageX2 - ImageX1)) * FImage.Width );
PY := Floor( ((Y - ImageY1) / (ImageY2 - ImageY1)) * FImage.Height);
if ImageRepeat then
begin
PX := PX mod FImage.Width;
PY := PY mod FImage.Height;
if PX < 0 then PX += FImage.Width;
if PY < 0 then PY += FImage.Height;
end else
begin
ClampVar(PX, 0, FImage.Width - 1);
ClampVar(PY, 0, FImage.Height - 1);
end;
Result := (FImage.PixelPtr(PX, PY)^ / High(Byte)) * ImageHeightScale;
end else
Result := 0;
end;
{ TTerrainCasScript -------------------------------------------------------- }
constructor TTerrainCasScript.Create(const FunctionExpression: string);
begin
inherited Create;
FXVariable := TCasScriptFloat.Create(false);
FXVariable.Name := 'x';
FXVariable.OwnedByParentExpression := false;
FYVariable := TCasScriptFloat.Create(false);
FYVariable.Name := 'y';
FYVariable.OwnedByParentExpression := false;
FFunction := ParseFloatExpression(FunctionExpression, [FXVariable, FYVariable]);
end;
destructor TTerrainCasScript.Destroy;
begin
FFunction.FreeByParentExpression;
FFunction := nil;
FreeAndNil(FXVariable);
FreeAndNil(FYVariable);
inherited;
end;
function TTerrainCasScript.Height(const X, Y: Single): Single;
begin
Result := inherited;
FXVariable.Value := X;
FYVariable.Value := Y;
Result += (FFunction.Execute as TCasScriptFloat).Value;
end;
{ TTerrainNoise ------------------------------------------------------------ }
constructor TTerrainNoise.Create;
begin
inherited Create;
FOctaves := 4.0;
FSmoothness := 2.0;
FAmplitude := 1.0;
FFrequency := 1.0;
FInterpolation := niCosine;
FBlur := false;
UpdateNoiseMethod;
end;
procedure TTerrainNoise.UpdateNoiseMethod;
begin
if Blur then
case Interpolation of
niNone: NoiseMethod := @BlurredInterpolatedNoise2D_None;
niLinear: NoiseMethod := @BlurredInterpolatedNoise2D_Linear;
niCosine: NoiseMethod := @BlurredInterpolatedNoise2D_Cosine;
niSpline: NoiseMethod := @BlurredInterpolatedNoise2D_Spline;
else raise EInternalError.Create('TTerrainNoise.UpdateNoiseMethod(Interpolation?)');
end else
case Interpolation of
niNone: NoiseMethod := @InterpolatedNoise2D_None;
niLinear: NoiseMethod := @InterpolatedNoise2D_Linear;
niCosine: NoiseMethod := @InterpolatedNoise2D_Cosine;
niSpline: NoiseMethod := @InterpolatedNoise2D_Spline;
else raise EInternalError.Create('TTerrainNoise.UpdateNoiseMethod(Interpolation?)');
end
end;
procedure TTerrainNoise.SetInterpolation(const Value: TNoiseInterpolation);
begin
FInterpolation := Value;
UpdateNoiseMethod;
end;
procedure TTerrainNoise.SetBlur(const Value: boolean);
begin
FBlur := Value;
UpdateNoiseMethod;
end;
function TTerrainNoise.Height(const X, Y: Single): Single;
// const
// { Idea, maybe useful --- apply heterogeneous only on higher octaves.
// Note that 1st octave is anyway always without heterogeneous,
// so this is really useful only if setting to >= 2. }
// HomogeneousOctaves = 2;
var
A, F, NoiseAccumulator: Single;
function NextOctave(const OctaveNumber: Cardinal): Single;
begin
{ An explicit check for "Heterogeneous = 0" case is needed.
Otherwise, when Heterogeneous = 0, "NoiseAccumulator /= Heterogeneous"
calculates "0 / 0", which will not get us what we want.
(What we want is to have NoiseAccumulator=+infinity,
so that it gets clamped to 1, but it seems FPC 2.2.4 doesn't do this.
FPC 2.4.0 seems to land on +infinity more often,
but not when using Spline interpolation... Looks like "0 / 0"
is simply undefined, and unsafe to use.)
Note there's no need to check for IsZero(Heterogeneous).
When Heterogeneous is close to zero, but not exactly zero,
the +infinity trick will make the later code behave Ok. }
if Heterogeneous = 0 then
Exit(NoiseMethod(X * F, Y * F, OctaveNumber + Seed) * A);
NoiseAccumulator /= Heterogeneous;
{ Following Musgrave's dissertation, we should now force
NoiseAccumulator to <0, 1> range.
We know our NoiseMethod is always positive, and we require
Amplitude, Heterogeneous and such to also be always positive.
So we already know NoiseAccumulator is always >= 0. }
MinVar(NoiseAccumulator, 1);
NoiseAccumulator *= NoiseMethod(X * F, Y * F, OctaveNumber + Seed);
Result := NoiseAccumulator * A;
end;
var
I: Cardinal;
begin
Result := inherited;
A := Amplitude;
F := Frequency;
{ This will accumulate multiplication of noise octaves.
Initial value is chosen so that at first step (I = 1)
NoiseAccumulator will become 1.0, and then NoiseMethod() * A. }
NoiseAccumulator := Heterogeneous;
for I := 1 to Trunc(Octaves) do
begin
Result += NextOctave(I);
F *= 2;
A /= Smoothness;
end;
{ Add last octave's remainder.
Just like a normal octave, but multiply by Frac(Octaves). }
Result += Frac(Octaves) * NextOctave(Trunc(Octaves) + 1);
end;
{ TTerrainGrid ------------------------------------------------------------- }
constructor TTerrainGrid.Create;
begin
inherited;
FGridX1 := 0;
FGridY1 := 0;
FGridX2 := 1;
FGridY2 := 1;
FGridHeightScale := 1;
end;
function TTerrainGrid.Height(const X, Y: Single): Single;
begin
{ TODO: for now, just take the nearest point, no bilinear filtering. }
Result := GridHeight(
Clamped(Round(MapRange(X, GridX1, GridX2, 0, GridSizeX - 1)), 0, GridSizeX - 1),
Clamped(Round(MapRange(Y, GridY1, GridY2, 0, GridSizeY - 1)), 0, GridSizeY - 1)) * GridHeightScale;
end;
{ TTerrainSRTM ------------------------------------------------------------- }
constructor TTerrainSRTM.CreateFromFile(const URL: string);
var
Stream: TStream;
P: PSmallInt;
I: Cardinal;
LastCorrectHeight: SmallInt;
begin
inherited Create;
Stream := Download(URL, [soForceMemoryStream]);
try
Stream.ReadBuffer(FData, SizeOf(FData));
finally FreeAndNil(Stream) end;
LastCorrectHeight := 0; { any sensible value }
P := @(FData[0, 0]);
for I := 1 to 1201 * 1201 do
begin
{$ifdef ENDIAN_LITTLE}
P^ := Swap(P^);
{$endif ENDIAN_LITTLE}
{ Fix unknown data by setting to last correct seen value.
Since we scan data cell-by-cell, in a row, this is in practice
somewhat excusable approach. Of course, we could do something much better
(filling unknown values by interpolating values from around). }
if P^ = Low(SmallInt) then
P^ := LastCorrectHeight else
LastCorrectHeight := P^;
Inc(P);
end;
end;
function TTerrainSRTM.GridHeight(const X, Y: Cardinal): Single;
begin
Result := FData[X, Y];
end;
function TTerrainSRTM.GridSizeX: Cardinal;
begin
Result := 1201;
end;
function TTerrainSRTM.GridSizeY: Cardinal;
begin
Result := 1201;
end;
end.
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