Fixes to Random Buildings:

1) Correct texture mapping so textures aren't flipped!
2) Add constraints to medium buildings (not taller than they are wide)
This commit is contained in:
Stuart Buchanan
2012-05-04 21:12:41 +01:00
parent 1eb846a93a
commit 91cf3d4def
2 changed files with 28 additions and 19 deletions

View File

@@ -132,8 +132,7 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin
float ch = building.height;
// 0,0,0 is the bottom center of the front
// face, e.g. where the front door would be
// face, e.g. where the front door would be
// BASEMENT
// This exteds 10m below the main section
@@ -269,10 +268,10 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin
int row = ((int) (mt_rand(&seed) * 1000)) % 5;
float base_y = (float) row * 16.0 * 3.0 / 1024.0;
float top_y = base_y + 16.0 * (float) building.floors / 1024.0;
float left_x = 0.0f;
float right_x = 32.0 / 1024.0 * round((float) building.width / 6.0f);
float front_x = 384.0/1024.0;
float back_x = 384.0/1024.0 + 32.0 / 1024.0 * round((float) building.depth/ 6.0f);
float left_x = 32.0 / 1024.0 * round((float) building.width / 6.0f);
float right_x = 0.0f;
float front_x = 384.0/1024.0 + 32.0 / 1024.0 * round((float) building.depth/ 6.0f);
float back_x = 384.0/1024.0;
// BASEMENT - uses the baseline texture
for (unsigned int i = 0; i < 16; i++) {
@@ -307,10 +306,10 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin
if (building.pitched) {
// Use the entire height of the roof texture
top_y = base_y + 16.0 * 3.0 / 1024.0;
left_x = 512/1024.0;
right_x = 512/1024.0 + 32.0 / 1024.0 * round(building.width / 6.0f);
front_x = 480.0/1024.0;
back_x = 512.0/1024.0;
left_x = 512/1024.0 + 32.0 / 1024.0 * round(building.width / 6.0f);
right_x = 512/1024.0;
front_x = 512.0/1024.0;
back_x = 480.0/1024.0;
// Front
t->push_back( osg::Vec2( right_x, base_y) ); // bottom right
@@ -337,8 +336,8 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin
t->push_back( osg::Vec2( front_x, top_y ) ); // top right
} else {
// Flat roof
left_x = 512.0/1024.0;
right_x = 640.0/1024.0;
left_x = 640.0/1024.0;
right_x = 512.0/1024.0;
// Use the entire height of the roof texture
top_y = base_y + 16.0 * 3.0 / 1024.0;
@@ -355,8 +354,8 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin
int column = ((int) (mt_rand(&seed) * 1000)) % 5;
float base_y = 288 / 1024.0;
float top_y = base_y + 16.0 * (float) building.floors / 1024.0;
float left_x = column * 192.0 /1024.0;
float right_x = left_x + 32.0 / 1024.0 * round((float) building.width / 10.0f);
float left_x = column * 192.0 /1024.0 + 32.0 / 1024.0 * round((float) building.width / 10.0f);
float right_x = column * 192.0 /1024.0;
// BASEMENT - uses the baseline texture
for (unsigned int i = 0; i < 16; i++) {
@@ -392,8 +391,8 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin
if (building.pitched) {
base_y = 288.0/1024.0;
top_y = 576.0/1024.0;
left_x = 960.0/1024.0;
right_x = 1.0;
left_x = 1.0;
right_x = 960.0/1024.0;
// Front
t->push_back( osg::Vec2( right_x, base_y) ); // bottom right
t->push_back( osg::Vec2( left_x, base_y) ); // bottom left
@@ -421,7 +420,9 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin
// Flat roof
base_y = 416/1024.0;
top_y = 576.0/1024.0;
right_x = left_x + 32.0 / 1024.0 * 6.0;
left_x = (column + 1)* 192.0 /1024.0;
right_x = column * 192.0 /1024.0;
//right_x = left_x + 32.0 / 1024.0 * 6.0;
t->push_back( osg::Vec2( right_x, base_y) ); // bottom right
t->push_back( osg::Vec2( left_x, base_y) ); // bottom left
@@ -435,8 +436,8 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin
int column = ((int) (mt_rand(&seed) * 1000)) % 8;
float base_y = 576 / 1024.0;
float top_y = base_y + 16.0 * (float) building.floors / 1024.0;
float left_x = column * 128.0 /1024.0;
float right_x = left_x + 32.0 / 1024.0 * round((float) building.width / 20.0f);
float left_x = column * 128.0 /1024.0 + 32.0 / 1024.0 * round((float) building.width / 20.0f);
float right_x = column * 128.0 /1024.0;
// BASEMENT - uses the baseline texture
for (unsigned int i = 0; i < 16; i++) {

View File

@@ -615,6 +615,7 @@ struct SGTileGeometryBin {
floors = SGMisc<double>::round(mat->get_building_small_min_floors() + mt_rand(&seed) * (mat->get_building_small_max_floors() - mat->get_building_small_min_floors()));
height = floors * (2.8 + mt_rand(&seed));
// Small buildings are never deeper than they are wide.
if (depth > width) { depth = width; }
pitched = (mt_rand(&seed) < mat->get_building_small_pitch());
@@ -624,6 +625,13 @@ struct SGTileGeometryBin {
depth = mat->get_building_medium_min_depth() + mt_rand(&seed) * mt_rand(&seed) * (mat->get_building_medium_max_depth() - mat->get_building_medium_min_depth());
floors = SGMisc<double>::round(mat->get_building_medium_min_floors() + mt_rand(&seed) * (mat->get_building_medium_max_floors() - mat->get_building_medium_min_floors()));
height = floors * (2.8 + mt_rand(&seed));
while ((height > width) && (floors > mat->get_building_medium_min_floors())) {
// Ensure that medium buildings aren't taller than they are wide
floors--;
height = floors * (2.8 + mt_rand(&seed));
}
pitched = (mt_rand(&seed) < mat->get_building_medium_pitch());
} else {
buildingtype = SGBuildingBin::LARGE;