我正在尝试从Vector3元素列表中实现绘制三角形。
以前我使用高度图来创建顶点和索引,但是这很好,因为它是2d数组中的矩形而不是列表。
我如何处理(或修改)现有代码来处理列表而不是二维数组。
我现有的顶点代码:
public VertexPositionNormalTexture[] getVerticies(float[,] heightData)
{
VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[terrainLength * terrainWidth];
for (int y = 0; y < terrainLength; y++)
{
for (int x = 0; x < terrainWidth; x++)
{
// position the vertices so that the heightfield is centered
// around x=0,z=0
vertices[x + y * terrainWidth].Position.X = terrainScale * (x - ((terrainWidth - 1) / 2.0f));
vertices[x + y * terrainWidth].Position.Z = terrainScale * (y - ((terrainLength - 1) / 2.0f));
vertices[x + y * terrainWidth].Position.Y = (heightData[x, y] - 1);
vertices[x + y * terrainWidth].TextureCoordinate.X = (float)x / terrainScale;
vertices[x + y * terrainWidth].TextureCoordinate.Y = (float)y / terrainScale;
}
}
return vertices;
}
以下是索引的代码:
public int[] getIndicies()
{
int counter = 0;
int [] indices = new int[(terrainWidth - 1) * (terrainLength - 1) * 6];
for (int y = 0; y < terrainLength - 1; y++)
{
for (int x = 0; x < terrainWidth - 1; x++)
{
int lowerLeft = x + y * terrainWidth;
int lowerRight = (x + 1) + y * terrainWidth;
int topLeft = x + (y + 1) * terrainWidth;
int topRight = (x + 1) + (y + 1) * terrainWidth;
indices[counter++] = topLeft;
indices[counter++] = lowerRight;
indices[counter++] = lowerLeft;
indices[counter++] = topLeft;
indices[counter++] = topRight;
indices[counter++] = lowerRight;
}
}
return indices;
}
答案 0 :(得分:0)
您正在查看List<List<float>
或您在此处使用的任何类型。
语法可能略有改变。