Class: Terrain
- Inherits:
-
Object
- Object
- Terrain
- Defined in:
- lib/examples/GlStuff/terrain.rb
Instance Attribute Summary collapse
-
#height_map_image ⇒ Object
Returns the value of attribute height_map_image.
-
#terrain_grid_length ⇒ Object
Returns the value of attribute terrain_grid_length.
-
#terrain_grid_width ⇒ Object
Returns the value of attribute terrain_grid_width.
-
#terrain_normals ⇒ Object
Returns the value of attribute terrain_normals.
Instance Method Summary collapse
- #compute_normals ⇒ Object
- #create_display_list(x_offset, y_offset, z_offset) ⇒ Object
-
#initialize(surface) ⇒ Terrain
constructor
A new instance of Terrain.
- #load_from_surface ⇒ Object
- #terrain_cross_product(x1, z1, x2, z2, x3, z3) ⇒ Object
- #terrain_scale(minnum, maxnum) ⇒ Object
Constructor Details
#initialize(surface) ⇒ Terrain
Returns a new instance of Terrain.
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# File 'lib/examples/GlStuff/terrain.rb', line 5 def initialize(surface) @height_map_image = surface @terrain_normals = Array.new load_from_surface() #compute_normals() end |
Instance Attribute Details
#height_map_image ⇒ Object
Returns the value of attribute height_map_image.
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# File 'lib/examples/GlStuff/terrain.rb', line 3 def height_map_image @height_map_image end |
#terrain_grid_length ⇒ Object
Returns the value of attribute terrain_grid_length.
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# File 'lib/examples/GlStuff/terrain.rb', line 3 def terrain_grid_length @terrain_grid_length end |
#terrain_grid_width ⇒ Object
Returns the value of attribute terrain_grid_width.
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# File 'lib/examples/GlStuff/terrain.rb', line 3 def terrain_grid_width @terrain_grid_width end |
#terrain_normals ⇒ Object
Returns the value of attribute terrain_normals.
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# File 'lib/examples/GlStuff/terrain.rb', line 3 def terrain_normals @terrain_normals end |
Instance Method Details
#compute_normals ⇒ Object
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# File 'lib/examples/GlStuff/terrain.rb', line 125 def compute_normals norm1,norm2 = Vector3.new, Vector3.new @terrain_normals = Array.new(@terrain_grid_width * @terrain_grid_length * 3) return if @terrain_normals.nil? for i in 0..@terrain_grid_length - 1 for j in 0..@terrain_grid_width - 1 norm1.clear norm2.clear if i == 0 && j == 0 norm1 = terrain_cross_product(0,0, 0,1, 1,0) norm1.normalize() elsif j == @terrain_grid_width-1 && i == @terrain_grid_length-1 norm1 = terrain_cross_product(j,i, j,i-1, j-1,i) norm1.normalize() elsif j == 0 && i == @terrain_grid_length-1 norm1 = terrain_cross_product(j,i, j,i-1, j+1, i) norm1.normalize() elsif j == @terrain_grid_width - 1 && i == 0 norm1 = terrain_cross_product(j,i, j,i+1, j-1,i) elsif i == 0 norm1 = terrain_cross_product(j,0, j-1,0, j,1) norm1.normalize norm2 = terrain_cross_product(j,0, j,1, j+1,0) norm2.normalize norm1 += norm2 elsif j == 0 norm1 = terrain_cross_product(0,i, 1,i, 0,i-1) norm1.normalize norm2 = terrain_cross_product(j,0, j,1, j+1,0) norm2.normalize norm1 += norm2 elsif i == @terrain_grid_length-1 norm1 = terrain_cross_product(j,i, j,i-1, j+1,i); norm1.normalize norm2 = terrain_cross_product(j,i, j+1,i, j,i-1); norm2.normalize norm1 += norm2 elsif (j == @terrain_grid_width-1) norm1 = terrain_cross_product(j,i, j,i-1, j-1,i); norm1.normalize norm2 = terrain_cross_product(j,i, j-1,i, j,i+1); norm2.normalize norm1 += norm2; else norm1 = terrain_cross_product(j,i, j-1,i, j-1,i+1).unit norm2 = terrain_cross_product(j,i, j-1,i+1, j,i+1).unit norm1 += norm2; norm2 = terrain_cross_product(j,i, j,i+1, j+1,i+1).unit norm1 += norm2; norm2 = terrain_cross_product(j,i, j+1,i+1, j+1,i).unit norm1 += norm2 norm2 = terrain_cross_product(j,i, j+1,i, j+1,i-1).unit norm1 += norm2 norm2 = terrain_cross_product(j,i, j+1,i-1, j,i-1).unit norm1 += norm2 norm2 = terrain_cross_product(j,i, j,i-1, j-1,i-1).unit norm1 += norm2 norm2 = terrain_cross_product(j,i, j-1,i-1, j-1,i).unit norm1 += norm2 end norm1.normalize norm1.z = - norm1.z component = 0 for k in 0..3 case k when 0 component = norm1.x when 1 component = norm1.y when 2 component = norm1.z end @terrain_normals[3*(i*@terrain_grid_width + j) + k] = component; end end end end |
#create_display_list(x_offset, y_offset, z_offset) ⇒ Object
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# File 'lib/examples/GlStuff/terrain.rb', line 55 def create_display_list(x_offset, y_offset, z_offset) start_w = (@terrain_grid_width / 2.0) - @terrain_grid_width start_l = (-@terrain_grid_length / 2.0) + @terrain_grid_length terrain_dl = glGenLists(1) glNewList(terrain_dl, GL_COMPILE) for i in 0..(@terrain_grid_length - 2) glBegin(GL_TRIANGLE_STRIP) for j in 0..(@terrain_grid_width - 2) unless @terrain_normals.empty? glNormal3f(@terrain_normals[3*((i+1)*@terrain_grid_width)], @terrain_normals[3*((i+1)*@terrain_grid_width)+1], @terrain_normals[3*((i+1)*@terrain_grid_width)+2] ) end glVertex3f( start_w + j, @terrain_heights[(i+1)*@terrain_grid_width + (j)], start_l - (i+1) ) unless @terrain_normals.empty? glNormal3f(@terrain_normals[3*(i+@terrain_grid_width + j)], @terrain_normals[3*(i+@terrain_grid_width + j)+1], @terrain_normals[3*(i+@terrain_grid_width + j)+2] ) end aux = 3 * ((i+1) * @terrain_grid_length + j) glVertex3f( (start_w + j), @terrain_heights[(i * @terrain_grid_width) + j], (start_l - i) ) end glEnd() end glEndList() terrain_dl end |
#load_from_surface ⇒ Object
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# File 'lib/examples/GlStuff/terrain.rb', line 12 def load_from_surface mode = @height_map_image.depth puts mode @terrain_grid_width = @height_map_image.width @terrain_grid_length = @height_map_image.height @terrain_heights = Array.new( @terrain_grid_width * @terrain_grid_length) pixels = @height_map_image.pixels() #puts pixels puts pixels.size for i in 0..@terrain_grid_length-1 for j in 0..@terrain_grid_width-1 #aux = mode * (i * @terrain_grid_width + j) #index = aux + (mode - 1) #puts@height_map_image.get_at(i,j)[1] #if index < pixels.size point_height = @height_map_image.get_at(i,j)[0] / 255.0 #puts point_height #end @terrain_heights[i * @terrain_grid_width + j] = point_height end end for i in 0..10 #puts @terrain_heights[i * 1000] end end |
#terrain_cross_product(x1, z1, x2, z2, x3, z3) ⇒ Object
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# File 'lib/examples/GlStuff/terrain.rb', line 39 def terrain_cross_product(x1, z1, x2, z2, x3, z3) v1 = v2 = aux = Vector3.new v1.x = (x2 - x1 ) v1.y = -@terrain_heights[z1 * @terrain_grid_width + x1] + @terrain_heights[z2 * @terrain_grid_width + x2] v1.z = (z2 - z1) v2.x = (x3 - x1) v2.y = -@terrain_heights[z1 * @terrain_grid_width + x1] + @terrain_heights[z3 * @terrain_grid_width + x3] v2.z = (z3 - z1) v1 -= v1.crossProduct(v2) end |
#terrain_scale(minnum, maxnum) ⇒ Object
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# File 'lib/examples/GlStuff/terrain.rb', line 100 def terrain_scale(minnum, maxnum) if minnum > maxnum aux = minnum minnum = maxnum maxnum = aux end amp = maxnum - minnum total = @terrain_grid_width * @terrain_grid_length min_val = @terrain_heights.min max_val = @terrain_heights.max for i in 0..total-2 height = (@terrain_heights[i] - min_val) / (max_val - min_val) if height == nil next end @terrain_heights[i] = (height * amp) - minnum #puts @terrain_heights[i] end compute_normals() end |