Question

Height Map from DirectX Mesh

Asked by: stonstad

What is the easiest way in managed DirectX to calculate a height-map at runtime using a directX (.X) mesh?

Here is how I am currently load meshes:

public void LoadMesh(string directory, string file)
{
     ExtendedMaterial[] mtrl;
     GraphicsStream adj;

     // Load our Mesh
     m_Mesh = Mesh.FromFile(directory + file, MeshFlags.Managed, m_Device, out adj, out mtrl);

     // If we have any materials, store them
     if ((mtrl != null) && (mtrl.Length > 0))
     {
          m_MeshMaterials = new Material[mtrl.Length];
          m_MeshTextures = new Texture[mtrl.Length];

          // Store each material and texture
          for (int i = 0; i < mtrl.Length; i++)
          {
                    m_MeshMaterials[i] = mtrl[i].Material3D;

                    if ((mtrl[i].TextureFilename != null) && (mtrl[i].TextureFilename != string.Empty))
                    {
                              // We have a texture, try to load it
                              m_MeshTextures[i] = TextureLoader.FromFile(m_Device, directory + mtrl[i].TextureFilename);
                    }
             }
}

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Asked On
2004-07-05 at 13:20:49ID21048350
Tags

directx

,

mesh

,

height

Topic

DirectX Graphics & Game Programming

Participating Experts
1
Points
500
Comments
7

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Answers

 

by: shirsoftPosted on 2004-07-22 at 00:39:57ID: 11609946

Do u want to create a 2d grayscale image from a 3d mesh? if so go on and read.
Its been ages since i programmed in dx still i can give  u my algo.
Iam assuming that the mesh is a axis aligned though it can be done w/o that too
Say the mesh has the height val in the z coord.
First find the bounds of the 3d mesh in the x,y plane
Also find the min z and max z value of the mesh
Also the dim of the image is known to you. And the color value of the image can be from 0-255
Now u have to do a linear scaling + translation of the x,y,z coords of the mesh to the image
Note: Only processing the vertices is sufficeient, no need to do this for the every triangle.

 

by: stonstadPosted on 2004-07-23 at 19:15:33ID: 11626476

Hi shirsoft,

I am interested in creating a vector of 2d float values which represent mesh's y-axis height for a given (x,z) coordinate.  I came up with an approach (shown below); however, I think there may be a better way of doing it.

public ArrayList CalculateHeight(Mesh mesh, int meshLength)
{
   float maxHeight = 20000.0f;
   float distance = 0.0f;
   ArrayList heightMap = new ArrayList();

   IntersectInformation tmp = new IntersectInformation();
   for (int z=0; z < meshLength; z++)
      for (int x=-512; x < meshLength; x++)
      {
         mesh.Intersect(new Vector3(x, maxHeight, z), new Vector3(0.0f, -1.0f, 0.0f), ref tmp);
         distance = tmp.Dist - maxHeight;
         heightMap.Add(distance);
      }
   
   return heightMap;
}

 

by: shirsoftPosted on 2004-07-24 at 01:48:01ID: 11627492

Array list is not pretty useful in its current form.
Ques1. What will u do with these height values. Do u want to render it to screen or store it as an image?

Ques2. distance = tmp.Dist - maxHeight;//why are u subtracting maxHeight. I assume that intersect returns the height at which the ray intersects the mesh.
 Calling the intersect everytime is very inefficient and can be significantly be optimized

Ques3. Why are u calling the intersect function in the first place, the mesh already has that height

p.s.
Is the above languague .NET coz i don't understand the function header:
"public ArrayList CalculateHeight(Mesh mesh, int meshLength)"
This is not C++

 

by: stonstadPosted on 2004-07-24 at 12:28:15ID: 11629228

The integer values are for collision detection with a planar terrain.  Intersect returns the distance, not height.  The mesh does have height - but does it make sense to interpolate this height on-the-fly from vertices or calculate a height map first?  It's C# and Managed DirectX.  :)

 

by: shirsoftPosted on 2004-07-24 at 13:04:45ID: 11629330

Ok , i get ur pt now.. actually ur case is a bit different in the sense that people use some software or write their own func to create a grayscale image of the HM where the color represents the height of the map. This is then used to render the terrain
Here's my soln which has  assumptions

1. Weak assumption:
 The  terrain has a fixed no of  points and the num of pts in the 2directions are fixed.
This is made to create an array of 2d Points

float height_values[MAX_X][MAX_Z];
but the array size can be dynamic also, for the time being the above is assumed

2. Strong Assumption:
  The terrain is axis aligned i.e the terrain lies in the XZ plane and its height varies along the Y-axis only (xyz are cyclic though)
here's the psuedo code

//Vector3 is a psuedo class
Vector3   max = max value of the terrain along x and z axis ignoring y
Vector3   min  = min value of the terrain along x and z axis ignoring y

float size_x = max.x-min.x;
float size_z = max.z-min.z;

//Our array will also be of [size_x][size_z]
float height_values[size_x][size_z];


for(int i  = start vertex of mesh; i < size of mesh ; i++)
{
   Vector3 currVec = mesh.getVertex(i);
   height_values[(int)(currVec.x - min.x)][(int)(currVec.z - min.z)] = currVec.y;//???
  //Not sure about that, i still can't figure out why the distance
//Note: this is what i meant by mapping to a 2d grid, now this is fast
}

bool DoesIntersect(Vector3 inputVec)
{
float ht =  height_values[(int)(inputVec.x - min.x)][(int)(inputVec.z - min.z)] ;
if(ht - inputVec.y> 0)
return true;
else
return false;
}


 

by: stonstadPosted on 2004-07-24 at 20:42:03ID: 11630623

I agree - you have the right approach.  Given the original question, how is this accomplished using a DirectX mesh? :)    That I am able to tell, there is no getVertex(i) method, which is why I am at a loss.  =)

"What is the easiest way in managed DirectX to calculate a height-map at runtime using a directX (.X) mesh?"

 

by: shirsoftPosted on 2004-07-24 at 23:34:02ID: 11630879

I just had a look at the dx 9 sdk and here 's what i get:
1. ID3DXBaseMesh::GetDeclaration get the syntax in which the various vertices are stored
2. ID3DXBaseMesh::GetVertexBuffer gets the vertex buffer

From 1 and 2 we get a vertex buffer whose usage is known , know one can read the various x,y,z, coordinates from it... that 's how the agp does

20120131-EE-VQP-002

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