Terrain + water in C#
Terrain + water in C#
Good day,night everybody!!!
I made some island with Terragen and ScapeMarker.
Now i have a quastion.
How can i add some water to my terrain?
Which code in c# should i use?
I made some island with Terragen and ScapeMarker.
Now i have a quastion.
How can i add some water to my terrain?
Which code in c# should i use?
The same as in C++. Look at the C# example n°8 in the Irrlicht SDK
Irrlicht .NET complete and Cross Platform Wrapper
The kid on my avatar wrote:A painless lesson is one without any meaning
I looked!!
I look in this tut 8 but!!! this example work with mesh rooms.3ds
So I should ask little bit another way. How can I integrete water in example12.cs?
What should i do? [/code]
Code: Select all
IAnimatedMesh mesh= smgr.GetMesh(
path+"room.3ds");
smgr.MeshManipulator.MakePlanarTextureMapping(
mesh.GetMesh(0), 0.008f);
ISceneNode node = smgr.AddAnimatedMeshSceneNode(mesh, null, 0);
node.SetMaterialTexture(
0,driver.GetTexture(path+"wall.jpg"));
node.GetMaterial(0).EmissiveColor.Set(0,0,0,0);
//
mesh = smgr.AddHillPlaneMesh("myHill",
new Dimension2Df(20,20),
new Dimension2D(40,40),new Material(),0,
new Dimension2Df(0,0),
new Dimension2Df(10,10));
node = smgr.AddWaterSurfaceSceneNode(mesh.GetMesh(0),3.0f,300.0f,30.0f,null,0); //HERE USED ONE MESH!!!NOT HEIGHTMAP!!!
node.Position=new Vector3D(0,7,0);
node.SetMaterialTexture(0, driver.GetTexture(path+"water.jpg"));
node.SetMaterialTexture(1, driver.GetTexture(path+"stones.jpg"));
node.SetMaterialType(MaterialType.REFLECTION_2_LAYER);
What should i do? [/code]
Well, theorically your water is placed at a y-level... For instance if you think that every height under WaterLevel is under water and over is... over water.
Then you just create an hill plane mesh which has your terrain's size and placed it at :
vector3(terraincenter.X, WaterLevel, terraincenter.Z)
It's not very clear but it is because there is absolutely no difference between the water in example 8 and integrating water in example 12... Just some values such as the water's positions and hill length change depending on your terrain but all the rest is exactly the same. Take a look at Irrlicht.NET's documentation of AddHillPlaneMesh and AddWaterSurfaceSceneNode
Then you just create an hill plane mesh which has your terrain's size and placed it at :
vector3(terraincenter.X, WaterLevel, terraincenter.Z)
It's not very clear but it is because there is absolutely no difference between the water in example 8 and integrating water in example 12... Just some values such as the water's positions and hill length change depending on your terrain but all the rest is exactly the same. Take a look at Irrlicht.NET's documentation of AddHillPlaneMesh and AddWaterSurfaceSceneNode
Irrlicht .NET complete and Cross Platform Wrapper
The kid on my avatar wrote:A painless lesson is one without any meaning
:(
This a code where a mistake?
Code: Select all
terrain = smgr.AddTerrainSceneNode(
path + "/terrain/terrain-heightmap.bmp", null, -1,
new Vector3D(), new Vector3D(40, 4.4f, 40), new Color(255, 255, 255, 255));
terrain.SetMaterialFlag(MaterialFlag.LIGHTING, false);
terrain.SetMaterialType(MaterialType.DETAIL_MAP);
terrain.SetMaterialTexture(0, driver.GetTexture(path + "/terrain/terrain-texture.jpg"));
terrain.SetMaterialTexture(1, driver.GetTexture(path + "/terrain/detailmap3.jpg"));
ITriangleSelector selector =
smgr.CreateTerrainTriangleSelector(terrain, 0);
terrain.ScaleTexture(1.0f, 20.0f);
IAnimatedMesh mesh = smgr.GetMesh(
path + "/terrain/terrain-heightmap.bmp");
mesh = smgr.AddHillPlaneMesh("myHill",
new Dimension2Df(20, 20),
new Dimension2D(40, 40), new Material(), 0,
new Dimension2Df(0, 0),
new Dimension2Df(10, 10));
terrain = smgr.AddWaterSurfaceSceneNode(mesh.GetMesh(0), 3.0f, 300.0f, 30.0f, null, 0);
terrain.Position = new Vector3D(0, 7, 0);
terrain.SetMaterialTexture(0, driver.GetTexture(path + "water.jpg"));
terrain.SetMaterialTexture(1, driver.GetTexture(path + "stones.jpg"));
terrain.SetMaterialType(MaterialType.REFLECTION_2_LAYER);
vs2005 showed: :twisted:
Error 1 Cannot implicitly convert type 'Irrlicht.Scene.ISceneNode' to 'Irrlicht.Scene.ITerrainSceneNode'.
what should i change in code? :o
Where you define :
terrain
Change :
by
and please don't set the same reference to the water node and the terrain node.
For instance change "terrain = smgr.AddWaterSurfaceSceneNode(mesh.GetMesh(0), 3.0f, 300.0f, 30.0f, null, 0); "
by "ISceneNode water = smgr.AddWaterSurfaceSceneNode(mesh.GetMesh(0), 3.0f, 300.0f, 30.0f, null, 0); "
terrain
Change :
Code: Select all
ISceneNode terrain;
Code: Select all
ITerrainSceneNode terrain;
For instance change "terrain = smgr.AddWaterSurfaceSceneNode(mesh.GetMesh(0), 3.0f, 300.0f, 30.0f, null, 0); "
by "ISceneNode water = smgr.AddWaterSurfaceSceneNode(mesh.GetMesh(0), 3.0f, 300.0f, 30.0f, null, 0); "
Irrlicht .NET complete and Cross Platform Wrapper
The kid on my avatar wrote:A painless lesson is one without any meaning
Thanks this worked!
It`s worked!But look at screenshots http://www.box.net/public/96lidl2gjs Terrain without water!!!
And
http://www.box.net/public/7xmz4akp16With water!!!
code:
where my misteike? [/url]
And
http://www.box.net/public/7xmz4akp16With water!!!
code:
Code: Select all
IAnimatedMesh mesh = smgr.GetMesh(
path + "/terrain/terrain-heightmap.bmp");
mesh = smgr.AddHillPlaneMesh("myHill",
new Dimension2Df(20, 20),
new Dimension2D(40, 40), new Material(), 0,
new Dimension2Df(0, 0),
new Dimension2Df(10, 10));
ISceneNode water = smgr.AddWaterSurfaceSceneNode(mesh.GetMesh(0), 3.0f, 300.0f, 30.0f, null, 0);
terrain.Position = new Vector3D(0, 7, 0);
terrain.SetMaterialTexture(0, driver.GetTexture(path + "water.jpg"));
terrain.SetMaterialTexture(1, driver.GetTexture(path + "detailmap3.jpg"));
terrain.SetMaterialType(MaterialType.REFLECTION_2_LAYER);
Code: Select all
ISceneNode water = smgr.AddWaterSurfaceSceneNode(mesh.GetMesh(0), 3.0f, 300.0f, 30.0f, null, 0);
terrain.Position = new Vector3D(0, 7, 0);
terrain.SetMaterialTexture(0, driver.GetTexture(path + "water.jpg"));
terrain.SetMaterialTexture(1, driver.GetTexture(path + "detailmap3.jpg"));
terrain.SetMaterialType(MaterialType.REFLECTION_2_LAYER);
You are applying the water texture and effect to your terrain not to the water scene node !
Irrlicht .NET complete and Cross Platform Wrapper
The kid on my avatar wrote:A painless lesson is one without any meaning
Code: Select all
terrain.Position = new Vector3D(0, 7, 0);
terrain.SetMaterialTexture(0, driver.GetTexture(path + "water.jpg"));
terrain.SetMaterialTexture(1, driver.GetTexture(path + "detailmap3.jpg"));
terrain.SetMaterialType(MaterialType.REFLECTION_2_LAYER);
Irrlicht .NET complete and Cross Platform Wrapper
The kid on my avatar wrote:A painless lesson is one without any meaning
I alredy understud this
THANK YOU SO MUCH FOR YOUR HELP!!!!
Here is code maybe somebody need this in further:
THANK YOU SO MUCH FOR YOUR HELP!!!!
Here is code maybe somebody need this in further:
Code: Select all
/*
Lets start like the HelloWorld example: We include
the irrlicht header files and an additional file to be able
to ask the user for a driver type using the console.
*/
using System;
using System.Text;
using System.IO;
using Irrlicht;
using Irrlicht.Video;
using Irrlicht.Core;
using Irrlicht.Scene;
using Irrlicht.GUI;
namespace _12.TerrainRendering
{
class Program : IEventReceiver
{
string path = "../../media/";
ITerrainSceneNode terrain;
bool isWireframe = false;
//ISceneNode node=null;
/// <summary>
/// Main entry point for the program.
/// </summary>
/// <param name="args">Arguments to pass the software.</param>
[STAThread]
static void Main(string[] args)
{
Program prog = new Program();
prog.run();
}
/* In the beginning there is nothing special. We include the needed header files
and create an event listener to listen if the user presses the 'W' key so we
can switch to wireframe mode and if he presses 'D' we toggle to material
between solid and detail mapped.
*/
public bool OnEvent(Event p_event)
{
// check if user presses the key 'W' or 'D'
if (p_event.Type == EventType.KeyInput &&
!p_event.KeyPressedDown)
{
switch (p_event.Key)
{
case KeyCode.KEY_KEY_W:
isWireframe = !isWireframe;
terrain.SetMaterialFlag(MaterialFlag.WIREFRAME, isWireframe);
break;
case KeyCode.KEY_KEY_D:
terrain.SetMaterialType(
terrain.GetMaterial(0).Type == MaterialType.SOLID ?
MaterialType.DETAIL_MAP : MaterialType.SOLID);
return true;
}
}
return false;
}
public void run()
{
/* The start of the main function starts like in most other example.
We ask the user for the desired renderer and start it up.
*/
// ask user for driver
DriverType driverType;
// Ask user to select driver:
StringBuilder sb = new StringBuilder();
sb.Append("Please select the driver you want for this example:\n");
sb.Append("\n(a) Direct3D 9.0c\n(b) Direct3D 8.1\n(c) OpenGL 1.5");
sb.Append("\n(d) Software Renderer\n(e)Apfelbaum Software Renderer");
sb.Append("\n(f) Null Device\n(otherKey) exit\n\n");
// Get the user's input:
TextReader tIn = Console.In;
TextWriter tOut = Console.Out;
tOut.Write(sb.ToString());
string input = tIn.ReadLine();
// Select device based on user's input:
switch (input)
{
case "a":
driverType = DriverType.DIRECT3D9;
break;
case "b":
driverType = DriverType.DIRECT3D8;
break;
case "c":
driverType = DriverType.OPENGL;
break;
case "d":
driverType = DriverType.SOFTWARE;
break;
case "e":
driverType = DriverType.SOFTWARE2;
break;
case "f":
driverType = DriverType.NULL_DRIVER;
break;
default:
return;
}
// Create device and exit if creation fails:
IrrlichtDevice device = new IrrlichtDevice(
driverType, new Dimension2D(640, 480), 32, false, true, true);
if (device == null)
{
tOut.Write("Device creation failed.");
return;
}
/* set this as event receiver*/
device.EventReceiver = this;
/*************************************************/
/* First, we add standard stuff to the scene: A nice irrlicht engine logo,
a small help text, a user controlled camera, and we disable the mouse
cursor.*/
ISceneManager smgr = device.SceneManager;
IVideoDriver driver = device.VideoDriver;
IGUIEnvironment env = device.GUIEnvironment;
driver.SetTextureCreationFlag(TextureCreationFlag.ALWAYS_32_BIT, true);
// add irrlicht logo
/*env.AddImage(driver.GetTexture(path + "irrlichtlogoalpha.tga"),
new Position2D(10, 10), true, null, 0, "");*/
// add some help text
IGUIStaticText text = env.AddStaticText(
"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map",
new Rect(10, 453, 200, 475), true, true, null, -1);
// add camera
ICameraSceneNode camera =
smgr.AddCameraSceneNodeFPS(null, 100.0f, 1200.0f, -1);
camera.Position = new Vector3D(0, 1000, 0);
camera.Target = new Vector3D(2397 * 2, 343 * 2, 2700 * 2);
camera.FarValue = 12000.0f;
// disable mouse cursor
device.CursorControl.Visible = false;
/* Here comes the terrain renderer scene node: We add it just like any other scene
node to the scene using ISceneManager::addTerrainSceneNode(). The only parameter
we use is a file name to the heightmap we use. A heightmap is simply a gray
scale texture. The terrain renderer loads it and creates the 3D terrain
from it.
To make the terrain look more big, we change the scale factor of it to
(40, 4.4, 40). Because we don't have any dynamic lights in the scene, we
switch off the lighting, and we set the file terrain-texture.jpg as texture
for the terrain and detailmap3.jpg as second texture, called detail map.
At last, we set the scale values for the texture: The first texture will be
repeated only one time over the whole terrain, and the second one (detail map)
20 times.
*/
// add terrain scene node
terrain = smgr.AddTerrainSceneNode(
path + "terrain-heightmap.bmp", null, -1,
new Vector3D(0, 0, 0), new Vector3D(40, 4.4f, 40), new Color(255, 255, 255, 255));
terrain.SetMaterialFlag(MaterialFlag.LIGHTING, false);
terrain.SetMaterialType(MaterialType.DETAIL_MAP);
terrain.SetMaterialTexture(0, driver.GetTexture(path + "terrain-texture.jpg"));
terrain.SetMaterialTexture(1, driver.GetTexture(path + "detailmap3.jpg"));
terrain.ScaleTexture(1.0f, 20.0f);
/* To be able to do collision with the terrain, we create a triangle selector.
If you want to know what triangle selectors do, just take a look into the
collision tutorial. The terrain triangle selector works together with the
terrain. To demonstrate this, we create a collision response animator and
attach it to the camera, so that the camera will not be able to fly through
the terrain.*/
// create triangle selector for the terrain
ITriangleSelector selector =
smgr.CreateTerrainTriangleSelector(terrain, 0);
// create collision response animator and attach it to the camera
ISceneNodeAnimator anim = smgr.CreateCollisionResponseAnimator(
selector, camera, new Vector3D(60, 100, 60),
new Vector3D(0, 0, 0),
new Vector3D(0, 50, 0), 0.0005f);
camera.AddAnimator(anim);
//we add the skybox which we already used in lots of Irrlicht examples.
driver.SetTextureCreationFlag(TextureCreationFlag.CREATE_MIP_MAPS, false);
smgr.AddSkyBoxSceneNode(
driver.GetTexture(path + "irrlicht2_up.jpg"),
driver.GetTexture(path + "irrlicht2_dn.jpg"),
driver.GetTexture(path + "irrlicht2_lf.jpg"),
driver.GetTexture(path + "irrlicht2_rt.jpg"),
driver.GetTexture(path + "irrlicht2_ft.jpg"),
driver.GetTexture(path + "irrlicht2_bk.jpg"), null, 0);
driver.SetTextureCreationFlag(TextureCreationFlag.CREATE_MIP_MAPS, true);
/*adding some water from example 8*/
IAnimatedMesh mesh = smgr.GetMesh(
path + "terrain-heightmap.bmp");
mesh = smgr.AddHillPlaneMesh("myHill",
new Dimension2Df(20, 20),
new Dimension2D(90, 90), new Material(), 1,
new Dimension2Df(0, 0),
new Dimension2Df(10, 10));
ISceneNode water = smgr.AddWaterSurfaceSceneNode //!!!!(mesh.GetMesh(0), 3.0f, 300.0f, 30.0f, null, 0);
water.Position = new Vector3D(5000, 50, 5000);
water.Scale = new Vector3D(15, 5, 15);
water.SetMaterialFlag(MaterialFlag.LIGHTING, false);
//this made water visuable, but i can't get the same effect as in example 8 in bin directory...
water.SetMaterialTexture(0, driver.GetTexture(path + "water.jpg"));
water.SetMaterialTexture(1, driver.GetTexture(path + "terrain-texture.jpg"));
water.SetMaterialType(MaterialType.REFLECTION_2_LAYER);
/* That's it, draw everything. Now you know how to use terrain
in Irrlicht.
*/
int lastFPS = -1;
while (device.Run())
{
if (device.WindowActive)
{
device.VideoDriver.BeginScene(true, true, new Color(0, 200, 200, 200));
device.SceneManager.DrawAll();
device.VideoDriver.EndScene();
int fps = device.VideoDriver.FPS;
if (lastFPS != fps)
{
device.WindowCaption = "Irrlicht Engine - Terrain example [" +
device.VideoDriver.Name + "] FPS:" + fps.ToString();
lastFPS = fps;
}
}
}
/*
In the end, delete the Irrlicht device.
*/
// Instead of device.drop, we'll use:
GC.Collect();
}
}
}
// Retrieved from "http://www.irrforge.org/index.php/CS_Tutorial_12"
// This page has been accessed 228 times. This page was last modified 06:58, 20 Jan 2006.
more&more
I have now littel bit igger quastion.
possible make water a littel TRANSPARENT.
Now i have this
http://www.box.net/public/cieqejalr2
but i want like this:
http://www.earthsculptor.com/uiterrain.jpg
it's possible?
possible make water a littel TRANSPARENT.
Now i have this
http://www.box.net/public/cieqejalr2
but i want like this:
http://www.earthsculptor.com/uiterrain.jpg
it's possible?