GETTING THE MOST OUT OF VE RTICES in Office Word

Print DataMatrix in Office Word GETTING THE MOST OUT OF VE RTICES

CHAPTER 5 GETTING THE MOST OUT OF VE RTICES
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Note Again, make sure that the order in which you read objects from the binary file is the same in which
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you ve written them to the file in the TypeWriter.
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Serializing/Deserializing a (2D) Array
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You almost have all the data you need to create a fully working Terrain object. To allow for precise height querying on the Terrain as shown in recipe 5-9, the Terrain also needs a 2D array of floats. Add a variable together with its getter method to your TerrainContent class so it is capable of storing and providing this data: float[,] heightData; public float[,] HeightData { get { return heightData; } } Adjust the constructor of the class so this variable gets filled (look at the full code in The Code to see the full TerrainContent class). In your processor, you have this 2D height array readily available, so pass it to the constructor of the TerrainContent object: TerrainContent tc = new TerrainContent(vertices, indices, grass, heightData); At this point, the TerrainContent object you created will have the array stored, but it will not yet serialize the data. Therefore, add this code to the TypeWriter: int width = value.HeightData.GetLength(0); int height = value.HeightData.GetLength(1); output.WriteObject<int>(width); output.WriteObject<int>(height); for (int x = 0; x < width; x++) for (int y = 0; y < height; y++) output.WriteObject<float>(value.HeightData[x, y]); A 2D array of floats can be serialized by first storing the number of rows and columns of the array and then storing all floats inside the array to the binary file. When it comes to deserializing the 2D array at runtime, you first retrieve the number of rows and columns, so you first can create an empty 2D array of the correct dimensions. Next, you load the floats one after each other into the array. This is done in the TypeReader: int width = input.ReadObject<int>(); int height = input.ReadObject<int>(); float[,] heightData = new float[width, height]; for (int x = 0; x < width; x++) for (int y = 0; y < height; y++) heightData[x, y] = input.ReadObject<float>();
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Creating the Terrain Object
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Now that you have all the data required to create a new Terrain object, simply add these lines to the end of the TypeWriter:
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CHAPTER 5 GETTING THE MOST OUT OF VERTICES
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Terrain terrain = new Terrain(vb, ib, bEffect, grass, heightData); return terrain; This creates a fully working Terrain object, which is passed to the main XNA project as the single result of this custom content pipeline. Import an image file into your XNA project, and select your HeightMapProcessor to process the image! Next, load the resulting Terrain into a variable: terrain = Content.Load<Terrain>("heightmap"); This single line is all that s required to generate a map from an image file.
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The Code
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Here is the TerrainContent class, capable of storing all the data you need to instantiate a fully working Terrain object: public class TerrainContent { VertexBufferContent vbc; IndexCollection ic; BasicMaterialContent bmc; TextureContent grass; float[,] heightData; public public public public public VertexBufferContent VertexBufferCont { get { return vbc; } } IndexCollection IndexCollection { get { return ic; } } BasicMaterialContent BasicMaterialCont { get { return bmc; } } TextureContent GrassTexture { get { return grass; } } float[,] HeightData { get { return heightData; } }
public TerrainContent(VertexPositionNormalTexture[] vertices, int[] indices, TextureContent grass, float[,] heightData) { vbc = new VertexBufferContent(); vbc.Write<VertexPositionNormalTexture>(0, VertexPositionNormalTexture.SizeInBytes, vertices); ic = new IndexCollection(); ic.AddRange(indices); bmc = new BasicMaterialContent(); this.grass = grass; this.heightData = heightData; } } The TypeWriter must be capable of serializing a TerrainContent object. It is important to note that this TypeWriter specifies that the serialized TerrainContent object should be deserialized into a Terrain object. As always, it should also specify which TypeReader is capable of doing this.
CHAPTER 5 GETTING THE MOST OUT OF VE RTICES
[ContentTypeWriter] public class CPTerrainTypeWriter : ContentTypeWriter<TerrainContent> { protected override void Write(ContentWriter output, TerrainContent value) { output.WriteObject<VertexBufferContent>(value.VertexBufferCont); output.WriteObject<IndexCollection>(value.IndexCollection); output.WriteObject<BasicMaterialContent>(value.BasicMaterialCont); output.WriteObject<TextureContent>(value.GrassTexture); int width = value.HeightData.GetLength(0); int height = value.HeightData.GetLength(1); output.WriteObject<int>(width); output.WriteObject<int>(height); for (int x = 0; x < width; x++) for (int y = 0; y < height; y++) output.WriteObject<float>(value.HeightData[x, y]); } public override string GetRuntimeType(TargetPlatform targetPlatform) { return typeof(Terrain).AssemblyQualifiedName; } public override string GetRuntimeReader(TargetPlatform targetPlatform) { return typeof(TerrainTypeReader).AssemblyQualifiedName; } } This is the corresponding TypeReader. Whenever your project starts, it reads the contents of the binary file. From its contents, it generates a VertexBuffer, an IndexBuffer, a BasicEffect, a Texture2D, and a 2D array of floats. All these objects are used to create a Terrain object, which is returned to your XNA code: class TerrainTypeReader : ContentTypeReader<Terrain> { protected override Terrain Read(ContentReader input, Terrain existingInstance) { VertexBuffer vb = input.ReadObject<VertexBuffer>(); IndexBuffer ib = input.ReadObject<IndexBuffer>(); BasicEffect bEffect = input.ReadObject<BasicEffect>(); Texture2D grass = input.ReadObject<Texture2D>(); int width = input.ReadObject<int>(); int height = input.ReadObject<int>(); float[,] heightData = new float[width, height]; for (int x = 0; x < width; x++)
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