Add generation of plantation vegetation to TileDetailsCallback.
Plantations are regularly spaced vegetation. This effect is switched on by the is_plantation material property. Vegetation is laid out at integer spacings in x and y, with the spacing determined by the usual coverage properties.
This commit is contained in:
@@ -285,100 +285,154 @@ public:
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}
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}
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}
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}
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}
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}
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void addRandomTreePoints(float wood_coverage,
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void addRandomTreePoints(float wood_coverage,
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osg::Texture2D* object_mask,
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osg::Texture2D* object_mask,
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float vegetation_density,
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float vegetation_density,
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float cos_max_density_angle,
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float cos_max_density_angle,
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float cos_zero_density_angle,
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float cos_zero_density_angle,
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bool is_plantation,
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std::vector<SGVec3f>& points,
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std::vector<SGVec3f>& points,
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std::vector<SGVec3f>& normals)
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std::vector<SGVec3f>& normals)
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{
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{
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if ( !geometries.empty() ) {
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if ( !geometries.empty() ) {
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const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
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const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
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const osg::Vec2Array* texcoords = dynamic_cast<osg::Vec2Array*>(geometries[0]->getTexCoordArray(0));
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const osg::Vec2Array* texcoords = dynamic_cast<osg::Vec2Array*>(geometries[0]->getTexCoordArray(0));
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int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
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int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
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if ( numPrimitiveSets > 0 ) {
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if ( numPrimitiveSets > 0 ) {
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const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
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const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
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unsigned int numIndices = ps->getNumIndices();
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unsigned int numIndices = ps->getNumIndices();
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for ( unsigned int i=2; i<numIndices; i+= 3 ) {
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for ( unsigned int i=2; i<numIndices; i+= 3 ) {
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SGVec3f v0 = toSG(vertices->operator[](ps->index(i-2)));
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SGVec3f v0 = toSG(vertices->operator[](ps->index(i-2)));
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SGVec3f v1 = toSG(vertices->operator[](ps->index(i-1)));
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SGVec3f v1 = toSG(vertices->operator[](ps->index(i-1)));
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SGVec3f v2 = toSG(vertices->operator[](ps->index(i-0)));
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SGVec3f v2 = toSG(vertices->operator[](ps->index(i-0)));
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SGVec2f t0 = toSG(texcoords->operator[](ps->index(i-2)));
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SGVec2f t0 = toSG(texcoords->operator[](ps->index(i-2)));
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SGVec2f t1 = toSG(texcoords->operator[](ps->index(i-1)));
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SGVec2f t1 = toSG(texcoords->operator[](ps->index(i-1)));
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SGVec2f t2 = toSG(texcoords->operator[](ps->index(i-0)));
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SGVec2f t2 = toSG(texcoords->operator[](ps->index(i-0)));
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SGVec3f normal = cross(v1 - v0, v2 - v0);
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SGVec3f normal = cross(v1 - v0, v2 - v0);
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// Ensure the slope isn't too steep by checking the
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// Ensure the slope isn't too steep by checking the
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// cos of the angle between the slope normal and the
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// cos of the angle between the slope normal and the
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// vertical (conveniently the z-component of the normalized
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// vertical (conveniently the z-component of the normalized
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// normal) and values passed in.
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// normal) and values passed in.
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float alpha = normalize(normal).z();
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float alpha = normalize(normal).z();
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float slope_density = 1.0;
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float slope_density = 1.0;
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if (alpha < cos_zero_density_angle)
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if (alpha < cos_zero_density_angle)
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continue; // Too steep for any vegetation
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continue; // Too steep for any vegetation
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if (alpha < cos_max_density_angle) {
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if (alpha < cos_max_density_angle) {
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slope_density =
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slope_density =
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(alpha - cos_zero_density_angle) / (cos_max_density_angle - cos_zero_density_angle);
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(alpha - cos_zero_density_angle) / (cos_max_density_angle - cos_zero_density_angle);
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}
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}
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// Compute the area
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// Compute the area
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float area = 0.5f*length(normal);
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float area = 0.5f*length(normal);
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if (area <= SGLimitsf::min())
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if (area <= SGLimitsf::min())
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continue;
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continue;
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// Determine the number of trees, taking into account vegetation
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if (!is_plantation) {
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// density (which is linear) and the slope density factor.
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// Determine the number of trees, taking into account vegetation
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// Use a zombie door method to create the proper random chance
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// density (which is linear) and the slope density factor.
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// of a tree being created for partial values.
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// Use a zombie door method to create the proper random chance
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int woodcount = (int) (vegetation_density * vegetation_density *
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// of a tree being created for partial values.
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slope_density *
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int woodcount = (int) (vegetation_density * vegetation_density *
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area / wood_coverage + mt_rand(&seed));
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slope_density *
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area / wood_coverage + mt_rand(&seed));
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for (int j = 0; j < woodcount; j++) {
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for (int j = 0; j < woodcount; j++) {
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float a = mt_rand(&seed);
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// Use barycentric coordinates
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float b = mt_rand(&seed);
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float a = mt_rand(&seed);
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float b = mt_rand(&seed);
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if ( a + b > 1.0f ) {
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a = 1.0f - a;
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if ( a + b > 1.0f ) {
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b = 1.0f - b;
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a = 1.0f - a;
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}
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b = 1.0f - b;
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}
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float c = 1.0f - a - b;
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float c = 1.0f - a - b;
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SGVec3f randomPoint = a*v0 + b*v1 + c*v2;
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SGVec3f randomPoint = a*v0 + b*v1 + c*v2;
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if (object_mask != NULL) {
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if (object_mask != NULL) {
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SGVec2f texCoord = a*t0 + b*t1 + c*t2;
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SGVec2f texCoord = a*t0 + b*t1 + c*t2;
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// Check this random point against the object mask
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// Check this random point against the object mask
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// green (for trees) channel.
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// green (for trees) channel.
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osg::Image* img = object_mask->getImage();
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osg::Image* img = object_mask->getImage();
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unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
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unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
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unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
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unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
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if (mt_rand(&seed) < img->getColor(x, y).g()) {
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if (mt_rand(&seed) < img->getColor(x, y).g()) {
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// The red channel contains the rotation for this object
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// The red channel contains the rotation for this object
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points.push_back(randomPoint);
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points.push_back(randomPoint);
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normals.push_back(normalize(normal));
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normals.push_back(normalize(normal));
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}
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} else {
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points.push_back(randomPoint);
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normals.push_back(normalize(normal));
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}
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}
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}
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} else {
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} else { // regularly-spaced vegetation
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points.push_back(randomPoint);
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// separate vegetation in integral 1m units
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normals.push_back(normalize(normal));
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int separation = (int) ceil(sqrt(wood_coverage));
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}
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float max_x = ceil(max(max(v1.x(),v2.x()),v0.x()));
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float min_x = floor(min(min(v1.x(),v2.x()),v0.x()));
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float max_y = ceil(max(max(v1.y(),v2.y()),v0.y()));
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float min_y = floor(min(min(v1.y(),v2.y()),v0.y()));
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/* equation of the plane ax+by+cz+d=0, need d */
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float d = -1*(normal.x()*v0.x() + normal.y()*v0.y()+normal.z()*v0.z());
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/* Now loop over a grid, skipping points not in the triangle */
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int x_steps = (int) (max_x - min_x)/separation;
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int y_steps = (int) (max_y - min_y)/separation;
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SGVec2f v02d = SGVec2f(v0.x(),v0.y());
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SGVec2f v12d = SGVec2f(v1.x(),v1.y());
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SGVec2f v22d = SGVec2f(v2.x(),v2.y());
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for (int jx = 0; jx < x_steps; jx++) {
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float ptx = min_x + jx * separation;
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for (int jy = 0; jy < y_steps; jy++) {
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float pty = min_y + jy * separation;
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SGVec2f newpt = SGVec2f(ptx,pty);
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if (!point_in_triangle(newpt,v02d,v12d,v22d))
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continue;
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// z = (-ax-by-d)/c; c is not zero as
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// that would be alpha of 1.0
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float ptz = (-normal.x()*ptx - normal.y()*pty-d)/normal.z();
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SGVec3f randomPoint = SGVec3f(ptx,pty,ptz);
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if (object_mask != NULL) {
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// Check this point against the object mask
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// green (for trees) channel.
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osg::Image* img = object_mask->getImage();
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unsigned int x = (int) (img->s() * newpt.x()) % img->s();
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unsigned int y = (int) (img->t() * newpt.y()) % img->t();
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if (mt_rand(&seed) < img->getColor(x, y).g()) {
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// The red channel contains the rotation for this object
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points.push_back(randomPoint);
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normals.push_back(normalize(normal));
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}
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} else {
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points.push_back(randomPoint);
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normals.push_back(normalize(normal));
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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#if 0
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#if 0
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// debug : this will save the tile as a shapefile that can be viewed in QGIS.
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// debug : this will save the tile as a shapefile that can be viewed in QGIS.
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// NOTE: this is really slow....
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// NOTE: this is really slow....
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@@ -216,6 +216,7 @@ public:
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float vegetation_density,
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float vegetation_density,
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float cos_max_density_angle,
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float cos_max_density_angle,
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float cos_zero_density_angle,
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float cos_zero_density_angle,
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bool is_plantation,
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std::vector<SGVec3f>& points,
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std::vector<SGVec3f>& points,
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std::vector<SGVec3f>& normals)
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std::vector<SGVec3f>& normals)
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{
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{
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@@ -249,50 +250,104 @@ public:
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float area = 0.5f*length(normal);
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float area = 0.5f*length(normal);
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if (area <= SGLimitsf::min())
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if (area <= SGLimitsf::min())
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continue;
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continue;
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if (!is_plantation) {
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// Determine the number of trees, taking into account vegetation
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// Determine the number of trees, taking into account vegetation
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// density (which is linear) and the slope density factor.
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// density (which is linear) and the slope density factor.
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// Use a zombie door method to create the proper random chance
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// Use a zombie door method to create the proper random chance
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// of a tree being created for partial values.
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// of a tree being created for partial values.
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int woodcount = (int) (vegetation_density * vegetation_density *
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int woodcount = (int) (vegetation_density * vegetation_density *
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slope_density *
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slope_density *
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area / wood_coverage + mt_rand(&seed));
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area / wood_coverage + mt_rand(&seed));
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for (int j = 0; j < woodcount; j++) {
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for (int j = 0; j < woodcount; j++) {
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float a = mt_rand(&seed);
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float a = mt_rand(&seed);
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float b = mt_rand(&seed);
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float b = mt_rand(&seed);
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if ( a + b > 1.0f ) {
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if ( a + b > 1.0f ) {
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a = 1.0f - a;
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a = 1.0f - a;
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b = 1.0f - b;
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b = 1.0f - b;
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}
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float c = 1.0f - a - b;
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SGVec3f randomPoint = a*v0 + b*v1 + c*v2;
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if (object_mask != NULL) {
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SGVec2f texCoord = a*t0 + b*t1 + c*t2;
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// Check this random point against the object mask
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// green (for trees) channel.
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osg::Image* img = object_mask->getImage();
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unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
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unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
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if (mt_rand(&seed) < img->getColor(x, y).g()) {
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// The red channel contains the rotation for this object
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points.push_back(randomPoint);
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normals.push_back(normalize(normal));
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}
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}
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} else {
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points.push_back(randomPoint);
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float c = 1.0f - a - b;
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normals.push_back(normalize(normal));
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}
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SGVec3f randomPoint = a*v0 + b*v1 + c*v2;
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if (object_mask != NULL) {
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SGVec2f texCoord = a*t0 + b*t1 + c*t2;
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// Check this random point against the object mask
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// green (for trees) channel.
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osg::Image* img = object_mask->getImage();
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unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
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unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
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if (mt_rand(&seed) < img->getColor(x, y).g()) {
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// The red channel contains the rotation for this object
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points.push_back(randomPoint);
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normals.push_back(normalize(normal));
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}
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} else {
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points.push_back(randomPoint);
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normals.push_back(normalize(normal));
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}
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}
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} else { // regularly-spaced vegetation
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int separation = (int) ceil(sqrt(wood_coverage));
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float max_x = ceil(max(max(v1.x(),v2.x()),v0.x()));
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float min_x = floor(min(min(v1.x(),v2.x()),v0.x()));
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float max_y = ceil(max(max(v1.y(),v2.y()),v0.y()));
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float min_y = floor(min(min(v1.y(),v2.y()),v0.y()));
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// equation of the plane ax+by+cz+d=0, need d
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float d = -1*(normal.x()*v0.x() + normal.y()*v0.y()+normal.z()*v0.z());
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// Now loop over a grid, skipping points not in the triangle
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int x_steps = (int) (max_x - min_x)/separation;
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int y_steps = (int) (max_y - min_y)/separation;
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SGVec2f v02d = SGVec2f(v0.x(),v0.y());
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SGVec2f v12d = SGVec2f(v1.x(),v1.y());
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SGVec2f v22d = SGVec2f(v2.x(),v2.y());
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for (int jx = 0; jx < x_steps; jx++) {
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float ptx = min_x + jx * separation;
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for (int jy = 0; jy < y_steps; jy++) {
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float pty = min_y + jy * separation;
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SGVec2f newpt = SGVec2f(ptx,pty);
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if (!point_in_triangle(newpt,v02d,v12d,v22d))
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continue;
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// z = (-ax-by-d)/c; c is not zero as
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// that would be alpha of 1.0
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float ptz = (-normal.x()*ptx - normal.y()*pty-d)/normal.z();
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SGVec3f randomPoint = SGVec3f(ptx,pty,ptz);
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if (object_mask != NULL) {
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// Check this point against the object mask
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// green (for trees) channel.
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osg::Image* img = object_mask->getImage();
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unsigned int x = (int) (img->s() * newpt.x()) % img->s();
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unsigned int y = (int) (img->t() * newpt.y()) % img->t();
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if (mt_rand(&seed) < img->getColor(x, y).g()) {
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// The red channel contains the rotation for this object
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points.push_back(randomPoint);
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normals.push_back(normalize(normal));
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}
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} else {
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points.push_back(randomPoint);
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normals.push_back(normalize(normal));
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}
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}
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}
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}
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}
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}
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}
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}
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}
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void addRandomPoints(double coverage,
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void addRandomPoints(double coverage,
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double spacing,
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double spacing,
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osg::Texture2D* object_mask,
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osg::Texture2D* object_mask,
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@@ -753,6 +753,7 @@ public:
|
|||||||
vegetation_density,
|
vegetation_density,
|
||||||
mat->get_cos_tree_max_density_slope_angle(),
|
mat->get_cos_tree_max_density_slope_angle(),
|
||||||
mat->get_cos_tree_zero_density_slope_angle(),
|
mat->get_cos_tree_zero_density_slope_angle(),
|
||||||
|
mat->get_is_plantation(),
|
||||||
randomPoints,
|
randomPoints,
|
||||||
randomPointNormals);
|
randomPointNormals);
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user