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i cant transforme a 2d pickture to 3d


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#1 Landi20   Members   -  Reputation: 214

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Posted 02 July 2014 - 10:18 AM

i have this error  unhandled exception of type 'Microsoft.Xna.Framework.Content.ContentLoadException' occurred in Microsoft.Xna.Framework.dll

Additional information: Error loading "terrain". File contains Microsoft.Xna.Framework.Graphics.Texture2D but trying to load as Microsoft.Xna.Framework.Graphics.Model.

i use to make this code this example http://xbox.create.msdn.com/en-US/education/catalog/sample/collision_3d_heightmap

this is my code

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.GamerServices;
using TomShane.Neoforce.Controls;
using XRpgLibrary;
using System.Threading;
using System.Security.Cryptography;
using System.Security;
using Microsoft.Xna.Framework.Input;

namespace TomShane.Neoforce.Central.Code
{
    public class Gameplays : BaseGameState
    {
        const float SphereVelocity = 2;
        GraphicsDeviceManager graphics1;
        // how quickly the sphere can turn from side to side
        const float SphereTurnSpeed = .025f;

        // the radius of the sphere. We'll use this to keep the sphere above the ground,
        // and when computing how far the sphere has rolled.
        const float SphereRadius = 12.0f;

        // This vector controls how much the camera's position is offset from the
        // sphere. This value can be changed to move the camera further away from or
        // closer to the sphere.
        readonly Vector3 CameraPositionOffset = new Vector3(0, 40, 150);

        // This value controls the point the camera will aim at. This value is an offset
        // from the sphere's position.
        readonly Vector3 CameraTargetOffset = new Vector3(0, 30, 0);
        string text = "admin";
         string texto;
        private Label lbusername = null;
        private Manager NeoManager;

        Model terrain;

        Matrix projectionMatrix;
        Matrix viewMatrix;

        Vector3 spherePosition;
        float sphereFacingDirection;
        Matrix sphereRollingMatrix = Matrix.Identity;

        Model sphere;
        HeightMapInfo heightMapInfo;
        public Gameplays(Game game, GameStateManager manager, GraphicsDeviceManager graphics)
            : base(game, manager)
        {
           
            NeoManager = new Manager(game, graphics, "Default");
            graphics1 = graphics;
            //graphics = new GraphicsDeviceManager(Game);
            NeoManager.SkinDirectory = @"C:\Users\Pedro\Dropbox\GAMES\TomShane.Neoforce.Controls.XNA4\Neoforce\Skins";
            NeoManager.AutoUnfocus = false;
           texto = text;
            System.Console.Write(texto);

           

        }
        protected override void LoadContent()
        {



            terrain = Game.Content.Load<Model>("terrain");//error is where

            // The terrain processor attached a HeightMapInfo to the terrain model's
            // Tag. We'll save that to a member variable now, and use it to
            // calculate the terrain's heights later.
            heightMapInfo = terrain.Tag as HeightMapInfo;
            if (heightMapInfo == null)
            {
                string message = "The terrain model did not have a HeightMapInfo " +
                    "object attached. Are you sure you are using the " +
                    "TerrainProcessor?";
                throw new InvalidOperationException(message);
            }

            sphere = Game.Content.Load<Model>("sphere");
            base.LoadContent();


            InitConsole(texto);


            // NeoManager.Add(sidebar);









        }
        public override void Update(GameTime gameTime)
        {
            HandleInput();

            UpdateCamera();
           // StateManager.Update(gameTime);
            //  ControlManager.Update(gameTime, PlayerIndex.One);
            base.Update(gameTime);

            NeoManager.Update(gameTime);
            //   stateManager.PopState();
        }
        public override void Draw(GameTime gameTime)
        {
            //  StateManager.BeginDraw(gameTime);
            NeoManager.BeginDraw(gameTime);

            GraphicsDevice.Clear(Color.CornflowerBlue);

            NeoManager.EndDraw();
            DrawModel(terrain, Matrix.Identity);

            DrawModel(sphere, sphereRollingMatrix *
                Matrix.CreateTranslation(spherePosition));
            //   ControlManager.Draw(GameRef.spriteBatch);
            base.Draw(gameTime);


        }
        void DrawModel(Model model, Matrix worldMatrix)
        {
            Matrix[] boneTransforms = new Matrix[model.Bones.Count];
            model.CopyAbsoluteBoneTransformsTo(boneTransforms);

            foreach (ModelMesh mesh in model.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.World = boneTransforms[mesh.ParentBone.Index] * worldMatrix;
                    effect.View = viewMatrix;
                    effect.Projection = projectionMatrix;

                    effect.EnableDefaultLighting();
                    effect.PreferPerPixelLighting = true;

                    // Set the fog to match the black background color
                    effect.FogEnabled = true;
                    effect.FogColor = Vector3.Zero;
                    effect.FogStart = 1000;
                    effect.FogEnd = 3200;
                }

                mesh.Draw();
            }
        }


      

       



        /// <summary>
        /// Handles input for quitting the game.
        /// </summary>
        private void HandleInput()
        {
            KeyboardState currentKeyboardState = Keyboard.GetState();
            GamePadState currentGamePadState = GamePad.GetState(PlayerIndex.One);

            // Check for exit.
           

            // Now move the sphere. First, we want to check to see if the sphere should
            // turn. turnAmount will be an accumulation of all the different possible
            // inputs.
            float turnAmount = -currentGamePadState.ThumbSticks.Left.X;
            if (currentKeyboardState.IsKeyDown(Keys.A) ||
                currentKeyboardState.IsKeyDown(Keys.Left) ||
                currentGamePadState.DPad.Left == ButtonState.Pressed)
            {
                turnAmount += 1;
            }
            if (currentKeyboardState.IsKeyDown(Keys.D) ||
                currentKeyboardState.IsKeyDown(Keys.Right) ||
                currentGamePadState.DPad.Right == ButtonState.Pressed)
            {
                turnAmount -= 1;
            }

            // clamp the turn amount between -1 and 1, and then use the finished
            // value to turn the sphere.
            turnAmount = MathHelper.Clamp(turnAmount, -1, 1);
            sphereFacingDirection += turnAmount * SphereTurnSpeed;


            // Next, we want to move the sphere forward or back. to do this, 
            // we'll create a Vector3 and modify use the user's input to modify the Z
            // component, which corresponds to the forward direction.
            Vector3 movement = Vector3.Zero;
            movement.Z = -currentGamePadState.ThumbSticks.Left.Y;

            if (currentKeyboardState.IsKeyDown(Keys.W) ||
                currentKeyboardState.IsKeyDown(Keys.Up) ||
                currentGamePadState.DPad.Up == ButtonState.Pressed)
            {
                movement.Z = -1;
            }
            if (currentKeyboardState.IsKeyDown(Keys.S) ||
                currentKeyboardState.IsKeyDown(Keys.Down) ||
                currentGamePadState.DPad.Down == ButtonState.Pressed)
            {
                movement.Z = 1;
            }

            // next, we'll create a rotation matrix from the sphereFacingDirection, and
            // use it to transform the vector. If we didn't do this, pressing "up" would
            // always move the ball along +Z. By transforming it, we can move in the
            // direction the sphere is "facing."
            Matrix sphereFacingMatrix = Matrix.CreateRotationY(sphereFacingDirection);
            Vector3 velocity = Vector3.Transform(movement, sphereFacingMatrix);
            velocity *= SphereVelocity;

            // Now we know how much the user wants to move. We'll construct a temporary
            // vector, newSpherePosition, which will represent where the user wants to
            // go. If that value is on the heightmap, we'll allow the move.
            Vector3 newSpherePosition = spherePosition + velocity;
            if (heightMapInfo.IsOnHeightmap(newSpherePosition))
            {
                // finally, we need to see how high the terrain is at the sphere's new
                // position. GetHeight will give us that information, which is offset by
                // the size of the sphere. If we didn't offset by the size of the
                // sphere, it would be drawn halfway through the world, which looks 
                // a little odd.
                newSpherePosition.Y = heightMapInfo.GetHeight(newSpherePosition) +
                    SphereRadius;
            }
            else
            {
                newSpherePosition = spherePosition;
            }

            // now we need to roll the ball "forward." to do this, we first calculate
            // how far it has moved.
            float distanceMoved = Vector3.Distance(spherePosition, newSpherePosition);

            // The length of an arc on a circle or sphere is defined as L = theta * r,
            // where theta is the angle that defines the arc, and r is the radius of
            // the circle.
            // we know L, that's the distance the sphere has moved. we know r, that's
            // our constant "sphereRadius". We want to know theta - that will tell us
            // how much to rotate the sphere. we rearrange the equation to get...
            float theta = distanceMoved / SphereRadius;

            // now that we know how much to rotate the sphere, we have to figure out 
            // whether it will roll forward or backward. We'll base this on the user's
            // input.
            int rollDirection = movement.Z > 0 ? 1 : -1;

            // finally, we'll roll it by rotating around the sphere's "right" vector.
            sphereRollingMatrix *= Matrix.CreateFromAxisAngle(sphereFacingMatrix.Right,
                theta * rollDirection);

            // once we've finished all computations, we can set spherePosition to the
            // new position that we calculated.
            spherePosition = newSpherePosition;
        }

     

        private void UpdateCamera()
        {
            // The camera's position depends on the sphere's facing direction: when the
            // sphere turns, the camera needs to stay behind it. So, we'll calculate a
            // rotation matrix using the sphere's facing direction, and use it to
            // transform the two offset values that control the camera.
            Matrix cameraFacingMatrix = Matrix.CreateRotationY(sphereFacingDirection);
            Vector3 positionOffset = Vector3.Transform(CameraPositionOffset,
                cameraFacingMatrix);
            Vector3 targetOffset = Vector3.Transform(CameraTargetOffset,
                cameraFacingMatrix);

            // once we've transformed the camera's position offset vector, it's easy to
            // figure out where we think the camera should be.
            Vector3 cameraPosition = spherePosition + positionOffset;

            // We don't want the camera to go beneath the heightmap, so if the camera is
            // over the terrain, we'll move it up.
            if (heightMapInfo.IsOnHeightmap(cameraPosition))
            {
                // we don't want the camera to go beneath the terrain's height +
                // a small offset.
                float minimumHeight =
                    heightMapInfo.GetHeight(cameraPosition) + CameraPositionOffset.Y;

                if (cameraPosition.Y < minimumHeight)
                {
                    cameraPosition.Y = minimumHeight;
                }
            }

            // next, we need to calculate the point that the camera is aiming it. That's
            // simple enough - the camera is aiming at the sphere, and has to take the 
            // targetOffset into account.
            Vector3 cameraTarget = spherePosition + targetOffset;


            // with those values, we'll calculate the viewMatrix.
            viewMatrix = Matrix.CreateLookAt(cameraPosition,
                                              cameraTarget,
                                              Vector3.Up);
        }
        public override void Initialize()
        {
            
            NeoManager.Initialize();
         //   StateManager.Initialize();
            base.Initialize();
            projectionMatrix = Matrix.CreatePerspectiveFieldOfView(
               MathHelper.ToRadians(45.0f), GraphicsDevice.Viewport.AspectRatio, 1f, 10000);
            //  NeoManager.Initialize();
        }
         private void InitConsole(string texto)
        {
            lbusername = new Label(NeoManager);

            TomShane.Neoforce.Controls.TabControl tbc = new TomShane.Neoforce.Controls.TabControl(NeoManager);
            TomShane.Neoforce.Controls.Console con1 = new TomShane.Neoforce.Controls.Console(NeoManager);
            TomShane.Neoforce.Controls.Console con2 = new TomShane.Neoforce.Controls.Console(NeoManager);
            //TomShane.Neoforce.Controls.Console con3 = new TomShane.Neoforce.Controls.Console(Manager);
            //Console con3 = new Console(Manager);

            // Setup of TabControl, which will be holding both consoles
            tbc.Init();
            tbc.AddPage("Global");
            tbc.AddPage("Guild");
            tbc.AddPage("PARTY");
            tbc.AddPage("TRADE");
            tbc.Alpha = 220;
            tbc.Left = 0;
            tbc.Height = 220;
            tbc.Width = 400;
            tbc.Top = NeoManager.TargetHeight - tbc.Height - 32;
            // tbc.Focused = fals;

            tbc.Movable = false;
            tbc.Resizable = false;
            tbc.MinimumHeight = 96;
            tbc.MinimumWidth = 160;

            tbc.TabPages[0].Add(con1);
            tbc.TabPages[1].Add(con2);

            //tbc.TabPages[2].Add(con3);

            con1.Init();
            con1.Sender = texto;
            con2.Init();
            //con3.Init();
            con2.Width = con1.Width = tbc.TabPages[0].ClientWidth;
            con2.Height = con1.Height = tbc.TabPages[0].ClientHeight;
            con2.Anchor = con1.Anchor = Anchors.All;
            con1.Channels.Add(new ConsoleChannel(0, "General", Color.Orange));
            con1.Channels.Add(new ConsoleChannel(1, "Private", Color.White));
            con1.Channels.Add(new ConsoleChannel(2, "System", Color.Yellow));
            con1.Channels.Add(new ConsoleChannel(3, "Guild", Color.Green));
            con1.Channels.Add(new ConsoleChannel(4, "Trade", Color.Red));
            // We want to share channels and message buffer in both consoles
            con2.Channels = con1.Channels;
            con2.MessageBuffer = con1.MessageBuffer;

            // In the second console we display only "Private" messages
            con2.ChannelFilter.Add(3);

            // Select default channels for each tab
            con1.SelectedChannel = 0;
            con2.SelectedChannel = 3;

            //con3.SelectedChannel = 3;

            // Do we want to add timestamp or channel name at the start of every message?
            con1.MessageFormat = ConsoleMessageFormats.All;
            //con2.MessageFormat = ConsoleMessageFormats.All;
            // Handler for altering incoming message
            //  con1.MessageSent += new ConsoleMessageEventHandler(con1_MessageSent);

            // We send initial welcome message to System channel
            con1.MessageBuffer.Add(new ConsoleMessage("System", "WELCOME TO THE SERVER! " + texto, 2));


            NeoManager.Add(tbc);
        }
        ////////////////////////////////////////////////////////////////////////////

        ////////////////////////////////////////////////////////////////////////////
        void con1_MessageSent(object sender, ConsoleMessageEventArgs e)
        {
            if (e.Message.Channel == 0)
            {
                //e.Message.Text = "(!) " + e.Message.Text;
            }//if(e.Message.Sender
        }
        ////////////////////////////////////////////////////////////////////////////

       

    
    }
}


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#2 phil_t   Crossbones+   -  Reputation: 4092

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Posted 02 July 2014 - 10:26 AM

In your content pipeline project, you need to set your terrain image to use the "TerrainProcessor" from the sample, instead of the regular texture processor.



#3 Landi20   Members   -  Reputation: 214

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Posted 02 July 2014 - 10:39 AM

i put like the example with exception this code i post

i don´t understan why don´t work

HeightMapInfoContent class

using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler;
using Microsoft.Xna.Framework;

namespace HeightmapCollisionPipeline
{
    /// <summary>
    /// HeightMapInfoContent contains information about a size and heights of a
    /// heightmap. When the game is being built, it is constructed by the
    /// TerrainProcessor, and attached to the finished terrain's Tag. When the game is
    /// run, it will be read in as a HeightMapInfo.
    /// </summary>
    public class HeightMapInfoContent
    {
        /// <summary>
        /// This propery is a 2D array of floats, and tells us the height that each
        /// position in the heightmap is.
        /// </summary>
        public float[,] Height
        {
            get { return height; }
        }
        float[,] height;

        /// <summary>
        /// TerrainScale is the distance between each entry in the Height property.
        /// For example, if TerrainScale is 30, Height[0,0] and Height[1,0] are 30
        /// units apart.
        /// </summary>
        public float TerrainScale
        {
            get { return terrainScale; }
        }
        private float terrainScale;

        /// <summary>
        /// This constructor will initialize the height array from the values in the 
        /// bitmap. Each pixel in the bitmap corresponds to one entry in the height
        /// array.
        /// </summary>
        public HeightMapInfoContent(PixelBitmapContent<float> bitmap,
            float terrainScale, float terrainBumpiness)
        {
            this.terrainScale = terrainScale;

            height = new float[bitmap.Width, bitmap.Height];
            for (int y = 0; y < bitmap.Height; y++)
            {
                for (int x = 0; x < bitmap.Width; x++)
                {
                    // the pixels will vary from 0 (black) to 1 (white).
                    // by subtracting 1, our heights vary from -1 to 0, which we then
                    // multiply by the "bumpiness" to get our final height.
                    height[x, y] = (bitmap.GetPixel(x, y) - 1) * terrainBumpiness;
                }
            }
        }
    }


    /// <summary>
    /// A TypeWriter for HeightMapInfo, which tells the content pipeline how to save the
    /// data in HeightMapInfo. This class should match HeightMapInfoReader: whatever the
    /// writer writes, the reader should read.
    /// </summary>
    [ContentTypeWriter]
    public class HeightMapInfoWriter : ContentTypeWriter<HeightMapInfoContent>
    {
        protected override void Write(ContentWriter output, HeightMapInfoContent value)
        {
            output.Write(value.TerrainScale);

            output.Write(value.Height.GetLength(0));
            output.Write(value.Height.GetLength(1));
            foreach (float height in value.Height)
            {
                output.Write(height);
            }
        }

        /// <summary>
        /// Tells the content pipeline what CLR type the
        /// data will be loaded into at runtime.
        /// </summary>
        public override string GetRuntimeType(TargetPlatform targetPlatform)
        {
            return "TomShane.Neoforce.Central.Code.HeightMapInfo, " +
                "TomShane.Neoforce.Central.Code, Version=1.0.0.0, Culture=neutral";
        }


        /// <summary>
        /// Tells the content pipeline what worker type
        /// will be used to load the data.
        /// </summary>
        public override string GetRuntimeReader(TargetPlatform targetPlatform)
        {
            return "TomShane.Neoforce.Central.Code.HeightMapInfoReader, " +
                "TomShane.Neoforce.Central.Code=1.0.0.0, Culture=neutral";
        }
    }
}

terrain class

using System.ComponentModel;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline.Processors;


namespace HeightmapCollisionPipeline
{
    /// <summary>
    /// Custom content processor for creating terrain meshes. Given an
    /// input heightfield texture, this processor uses the MeshBuilder
    /// class to programatically generate terrain geometry.
    /// </summary>
    [ContentProcessor]
    public class TerrainProcessor : ContentProcessor<Texture2DContent, ModelContent>
    {
        #region Properties


        private float terrainScale = 30f;
        [DisplayName("Terrain Scale")]
        [DefaultValue(30f)]
        [Description("Scale of the the terrain geometry width and length.")]
        public float TerrainScale
        {
            get { return terrainScale; }
            set { terrainScale = value; }
        }

        private float terrainBumpiness = 640f;
        [DisplayName("Terrain Bumpiness")]
        [DefaultValue(640f)]
        [Description("Scale of the the terrain geometry height.")]
        public float TerrainBumpiness
        {
            get { return terrainBumpiness; }
            set { terrainBumpiness = value; }
        }

        private float texCoordScale = 0.1f;
        [DisplayName("Texture Coordinate Scale")]
        [DefaultValue(0.1f)]
        [Description("Terrain texture tiling density.")]
        public float TexCoordScale
        {
            get { return texCoordScale; }
            set { texCoordScale = value; }
        }

        private string terrainTextureFilename = "rocks.bmp";
        [DisplayName("Terrain Texture")]
        [DefaultValue("rocks.bmp")]
        [Description("The name of the terrain texture.")]
        public string TerrainTextureFilename
        {
            get { return terrainTextureFilename; }
            set { terrainTextureFilename = value; }
        }


        #endregion

        /// <summary>
        /// Generates a terrain mesh from an input heightfield texture.
        /// </summary>
        public override ModelContent Process(Texture2DContent input,
                                             ContentProcessorContext context)
        {
            MeshBuilder builder = MeshBuilder.StartMesh("terrain");

            // Convert the input texture to float format, for ease of processing.
            input.ConvertBitmapType(typeof(PixelBitmapContent<float>));

            PixelBitmapContent<float> heightfield;
            heightfield = (PixelBitmapContent<float>)input.Mipmaps[0];

            // Create the terrain vertices.
            for (int y = 0; y < heightfield.Height; y++)
            {
                for (int x = 0; x < heightfield.Width; x++)
                {
                    Vector3 position;

                    // position the vertices so that the heightfield is centered
                    // around x=0,z=0
                    position.X = terrainScale * (x - ((heightfield.Width - 1) / 2.0f));
                    position.Z = terrainScale * (y - ((heightfield.Height - 1) / 2.0f));

                    position.Y = (heightfield.GetPixel(x, y) - 1) * terrainBumpiness;

                    builder.CreatePosition(position);
                }
            }

            // Create a material, and point it at our terrain texture.
            BasicMaterialContent material = new BasicMaterialContent();
            material.SpecularColor = new Vector3(.4f, .4f, .4f);

            string directory = Path.GetDirectoryName(input.Identity.SourceFilename);
            string texture = Path.Combine(directory, terrainTextureFilename);

            material.Texture = new ExternalReference<TextureContent>(texture);

            builder.SetMaterial(material);

            // Create a vertex channel for holding texture coordinates.
            int texCoordId = builder.CreateVertexChannel<Vector2>(
                                            VertexChannelNames.TextureCoordinate(0));

            // Create the individual triangles that make up our terrain.
            for (int y = 0; y < heightfield.Height - 1; y++)
            {
                for (int x = 0; x < heightfield.Width - 1; x++)
                {
                    AddVertex(builder, texCoordId, heightfield.Width, x, y);
                    AddVertex(builder, texCoordId, heightfield.Width, x + 1, y);
                    AddVertex(builder, texCoordId, heightfield.Width, x + 1, y + 1);

                    AddVertex(builder, texCoordId, heightfield.Width, x, y);
                    AddVertex(builder, texCoordId, heightfield.Width, x + 1, y + 1);
                    AddVertex(builder, texCoordId, heightfield.Width, x, y + 1);
                }
            }

            // Chain to the ModelProcessor so it can convert the mesh we just generated.
            MeshContent terrainMesh = builder.FinishMesh();

            ModelContent model = context.Convert<MeshContent, ModelContent>(terrainMesh,
                                                              "ModelProcessor");

            // generate information about the height map, and attach it to the finished
            // model's tag.
            model.Tag = new HeightMapInfoContent(heightfield, terrainScale,
                terrainBumpiness);

            return model;
        }


        /// <summary>
        /// Helper for adding a new triangle vertex to a MeshBuilder,
        /// along with an associated texture coordinate value.
        /// </summary>
        void AddVertex(MeshBuilder builder, int texCoordId, int w, int x, int y)
        {
            builder.SetVertexChannelData(texCoordId, new Vector2(x, y) * texCoordScale);

            builder.AddTriangleVertex(x + y * w);
        }
    }
}
//HeightMapInfo class
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework;
namespace TomShane.Neoforce.Central.Code
{
    public class HeightMapInfo
    {
        #region Private fields


        // TerrainScale is the distance between each entry in the Height property.
        // For example, if TerrainScale is 30, Height[0,0] and Height[1,0] are 30
        // units apart.        
        private float terrainScale;

        // This 2D array of floats tells us the height that each position in the 
        // heightmap is.
        private float[,] heights;

        // the position of the heightmap's -x, -z corner, in worldspace.
        private Vector3 heightmapPosition;

        // the total width of the heightmap, including terrainscale.
        private float heightmapWidth;

        // the total height of the height map, including terrainscale.
        private float heightmapHeight;


        #endregion


        // the constructor will initialize all of the member variables.
        public HeightMapInfo(float[,] heights, float terrainScale)
        {
            if (heights == null)
            {
                throw new ArgumentNullException("heights");
            }

            this.terrainScale = terrainScale;
            this.heights = heights;

            heightmapWidth = (heights.GetLength(0) - 1) * terrainScale;
            heightmapHeight = (heights.GetLength(1) - 1) * terrainScale;

            heightmapPosition.X = -(heights.GetLength(0) - 1) / 2 * terrainScale;
            heightmapPosition.Z = -(heights.GetLength(1) - 1) / 2 * terrainScale;
        }


        // This function takes in a position, and tells whether or not the position is 
        // on the heightmap.
        public bool IsOnHeightmap(Vector3 position)
        {
            // first we'll figure out where on the heightmap "position" is...
            Vector3 positionOnHeightmap = position - heightmapPosition;

            // ... and then check to see if that value goes outside the bounds of the
            // heightmap.
            return (positionOnHeightmap.X > 0 &&
                positionOnHeightmap.X < heightmapWidth &&
                positionOnHeightmap.Z > 0 &&
                positionOnHeightmap.Z < heightmapHeight);
        }

        // This function takes in a position, and returns the heightmap's height at that
        // point. Be careful - this function will throw an IndexOutOfRangeException if
        // position isn't on the heightmap!
        // This function is explained in more detail in the accompanying doc.
        public float GetHeight(Vector3 position)
        {
            // the first thing we need to do is figure out where on the heightmap
            // "position" is. This'll make the math much simpler later.
            Vector3 positionOnHeightmap = position - heightmapPosition;

            // we'll use integer division to figure out where in the "heights" array
            // positionOnHeightmap is. Remember that integer division always rounds
            // down, so that the result of these divisions is the indices of the "upper
            // left" of the 4 corners of that cell.
            int left, top;
            left = (int)positionOnHeightmap.X / (int)terrainScale;
            top = (int)positionOnHeightmap.Z / (int)terrainScale;

            // next, we'll use modulus to find out how far away we are from the upper
            // left corner of the cell. Mod will give us a value from 0 to terrainScale,
            // which we then divide by terrainScale to normalize 0 to 1.
            float xNormalized = (positionOnHeightmap.X % terrainScale) / terrainScale;
            float zNormalized = (positionOnHeightmap.Z % terrainScale) / terrainScale;

            // Now that we've calculated the indices of the corners of our cell, and
            // where we are in that cell, we'll use bilinear interpolation to calculuate
            // our height. This process is best explained with a diagram, so please see
            // the accompanying doc for more information.
            // First, calculate the heights on the bottom and top edge of our cell by
            // interpolating from the left and right sides.
            float topHeight = MathHelper.Lerp(
                heights[left, top],
                heights[left + 1, top],
                xNormalized);

            float bottomHeight = MathHelper.Lerp(
                heights[left, top + 1],
                heights[left + 1, top + 1],
                xNormalized);

            // next, interpolate between those two values to calculate the height at our
            // position.
            return MathHelper.Lerp(topHeight, bottomHeight, zNormalized);
        }
    }



    /// <summary>
    /// This class will load the HeightMapInfo when the game starts. This class needs 
    /// to match the HeightMapInfoWriter.
    /// </summary>
    public class HeightMapInfoReader : ContentTypeReader<HeightMapInfo>
    {
        protected override HeightMapInfo Read(ContentReader input,
            HeightMapInfo existingInstance)
        {
            float terrainScale = input.ReadSingle();
            int width = input.ReadInt32();
            int height = input.ReadInt32();
            float[,] heights = new float[width, height];

            for (int x = 0; x < width; x++)
            {
                for (int z = 0; z < height; z++)
                {
                    heights[x, z] = input.ReadSingle();
                }
            }
            return new HeightMapInfo(heights, terrainScale);
        }
    }
}



Edited by Landi20, 02 July 2014 - 12:02 PM.


#4 phil_t   Crossbones+   -  Reputation: 4092

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Posted 02 July 2014 - 12:48 PM

What does your project structure layout look like? Which projects/libraries have you created? Is the HeightmapCollisionPipeline stuff in its own project, and does your content project include a reference to that project?

 


i put like the example with exception this code i post

 

I don't understand what you mean. If there is an exception, you need to post what the exception says.


Edited by phil_t, 02 July 2014 - 12:49 PM.


#5 Landi20   Members   -  Reputation: 214

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Posted 02 July 2014 - 01:13 PM

i find the soluction i only change the propritis of terrain to terrain processor

and the graphics is very poor

like you see in this pintscreen

 

658622bd7789960277631b902ab33439.png


Edited by Landi20, 02 July 2014 - 01:23 PM.


#6 phil_t   Crossbones+   -  Reputation: 4092

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Posted 03 July 2014 - 09:21 AM


and the graphics is very poor

 

What does that mean? What is it supposed to look like? What have you tried to do to debug it?



#7 Landi20   Members   -  Reputation: 214

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Posted 03 July 2014 - 11:42 AM

like the example i put in first post



#8 Landi20   Members   -  Reputation: 214

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Posted 18 July 2014 - 10:09 AM

it supposed to look like this 

and i find the what is causing the problem but i don´t know how i fix the problem

  public override void Draw(GameTime gameTime)
        {
            //  StateManager.BeginDraw(gameTime);
            NeoManager.BeginDraw(gameTime);// the problem is this line

            GraphicsDevice.Clear(Color.CornflowerBlue);

            NeoManager.EndDraw();//and this line
            DrawModel(terrain, Matrix.Identity);

            DrawModel(sphere, sphereRollingMatrix *
                Matrix.CreateTranslation(spherePosition));
            //   ControlManager.Draw(GameRef.spriteBatch);
            base.Draw(gameTime);


        }

Attached Thumbnails

  • XNA_Collision4_Heightmap_01_large.jpg

Edited by Landi20, 20 July 2014 - 05:42 PM.


#9 Landi20   Members   -  Reputation: 214

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Posted 24 July 2014 - 12:32 PM

i find the soluction problem as been solve

i only have to reset the graphicsdevice






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