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CHAPTER 5 GETTING THE MOST OUT OF VERTICES
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for (int y = 0; y < height; y++) heightData[x, y] = input.ReadObject<float>(); Terrain terrain = new Terrain(vb, ib, bEffect, grass, heightData); return terrain; } } So far for the body of the content pipeline, the image that is used as the input of the content pipeline is actually processed into a TerrainContent object in the Process method: [ContentProcessor] public class HeightMapProcessor : ContentProcessor<TextureContent, TerrainContent> { public override TerrainContent Process(TextureContent input, ContentProcessorContext context) { TextureContent usualImage = context.Convert<TextureContent, TextureContent>(input, "TextureProcessor"); usualImage.ConvertBitmapType(typeof(PixelBitmapContent<Color>)); PixelBitmapContent<Color> image = (PixelBitmapContent<Color>)usualImage.Faces[0][0]; float[,] heightData = HeightMapToArray(image); VertexPositionNormalTexture[] vertices = CreateTerrainVertices(heightData); int[] indices = CreateTerrainIndices(heightData); vertices = GenerateNormalsForTriangleStrip(vertices, indices); ExternalReference<TextureContent> grassAsset = new ExternalReference<TextureContent>("Grass.dds"); TextureContent grass = context.BuildAndLoadAsset<TextureContent, TextureContent>(grassAsset, "TextureProcessor"); TerrainContent tc = new TerrainContent(vertices, indices, grass, heightData); return tc; } private float[,] HeightMapToArray(PixelBitmapContent<Color> image) { //see Recipe 5-8 }
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CHAPTER 5 GETTING THE MOST OUT OF VE RTICES
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private VertexPositionNormalTexture[] CreateTerrainVertices(float[,] heightData) { //see Recipe 5-8 } private int[] CreateTerrainIndices(float[,] heightData) { //see Recipe 5-8 } private VertexPositionNormalTexture[] GenerateNormalsForTriangleStrip(VertexPositionNormalTexture[] vertices, int[] indices) { //see Recipe 5-7 } }
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5-12. Write a Custom Content Importer: Loading a Terrain from a CSV File
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The Problem
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You want to load a file of a custom format into your XNA project. Because the extension and/or the structure of your file will be different from default file formats, the default XNA content pipeline does not know how to import and process the file into a useful game object.
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You will need to write a custom content importer, capable of reading in the file from disk and formatting the useful data into an object, ready to be processed by a processor. Because you ve already learned how to build a custom processor, TypeReader, and TypeWriter in recipe 5-11, this recipe will focus on the custom importer only. The ContentImporter should read in the data from disk and format it into an object. For example, you can read in a model saved in a custom format and create a NodeContent object from this data. From this NodeContent object on, you can use the processor, TypeWriter, and TypeReader available in the XNA Framework. This example will go one step further. Your importer will create an object of a custom class. Therefore, you should also define a custom processor, capable of processing this class into an object that should be serialized into a binary file. In this example, you will start from data stored in a comma-separated file (CSV) and process it into a TerrainContent object. Have a look at Figure 5-23 to see where the focus of this recipe is. The custom importer will read in data from a CSV file and create a CSVImporterToProcessor object based on the data. The custom CSVImporterToProcessor will process the data in this CSVImporterToProcessor object class into a TerrainContent object. From then on, the TypeWriter and TypeReader defined in the previous recipe will take care of the serializing and deserializing.
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CHAPTER 5 GETTING THE MOST OUT OF VERTICES
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C O M P I L E
CSV File T I M E
Custom CSVImporter CSVImporterToProcessor Object CSVHeightMapProcessor TerrainContent Object
Binary File (.xnb) R U N T I M E
TypeWriter (Serializer)
TypeReader (Deserializer) Terrain Object XNA Game Project
Figure 5-23. Defining a custom content importer and its place in the content pipeline Because both the importer and processor are invoked at compile time, you might wonder what good it is to split up the processing task between the importer and the processor. For example, wouldn t it be much simpler to just define a method that reads in a CSV file and shapes this data into a TerrainContent object instead of having two methods and an intermediate CSVImporterToProcessor object The benefit of splitting things up is that you can reuse a processor for multiple importers (or vice versa). For example, the XNA Framework comes with a processor capable of transforming a NodeContent object into a ModelContent object. If you import a model from a different format than .x or .fbx, all you have to do is write an importer that creates a NodeContent from your file, with the default ModelProcessor taking your job from there. As a second example, instead of following this recipe, you could define your own CSV importer, which would create a TextureContent object from the CSV file. This TextureContent can be processed into a regular Texture2D object, or it can be processed into a TerrainContent object using the HeightMapProcessor of the previous recipe! To be complete, this recipe shows how to define a custom importer outputting an object of a custom class.
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