Updates to buildings and trees

1) Clean up after ourselves - remove memory leak
2) Face buildings the right way
This commit is contained in:
Stuart Buchanan
2012-05-10 23:03:38 +01:00
parent 234e778e8f
commit a83f5deaac
4 changed files with 83 additions and 69 deletions
+71 -68
View File
@@ -137,74 +137,74 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin
// BASEMENT
// This exteds 10m below the main section
// Front face
v->push_back( osg::Vec3( 0, cw, -10) * transformMat ); // bottom right
v->push_back( osg::Vec3( 0, -cw, -10) * transformMat ); // bottom left
v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // top left
v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // top right
v->push_back( osg::Vec3( 0, -cw, -10) * transformMat ); // bottom right
v->push_back( osg::Vec3( 0, cw, -10) * transformMat ); // bottom left
v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // top left
v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // top right
for (int i=0; i<4; ++i)
n->push_back( osg::Vec3(-1, 0, 0) * rotationMat ); // normal
n->push_back( osg::Vec3(1, 0, 0) * rotationMat ); // normal
// Left face
v->push_back( osg::Vec3( 0, -cw, -10) * transformMat ); // bottom right
v->push_back( osg::Vec3( cd, -cw, -10) * transformMat ); // bottom left
v->push_back( osg::Vec3( cd, -cw, 0) * transformMat ); // top left
v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // top right
v->push_back( osg::Vec3( -cd, -cw, -10) * transformMat ); // bottom right
v->push_back( osg::Vec3( 0, -cw, -10) * transformMat ); // bottom left
v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // top left
v->push_back( osg::Vec3( -cd, -cw, 0) * transformMat ); // top right
for (int i=0; i<4; ++i)
n->push_back( osg::Vec3(0, -1, 0) * rotationMat ); // normal
// Back face
v->push_back( osg::Vec3( cd, -cw, -10) * transformMat ); // bottom right
v->push_back( osg::Vec3( cd, cw, -10) * transformMat ); // bottom left
v->push_back( osg::Vec3( cd, cw, 0) * transformMat ); // top left
v->push_back( osg::Vec3( cd, -cw, 0) * transformMat ); // top right
v->push_back( osg::Vec3( -cd, cw, -10) * transformMat ); // bottom right
v->push_back( osg::Vec3( -cd, -cw, -10) * transformMat ); // bottom left
v->push_back( osg::Vec3( -cd, -cw, 0) * transformMat ); // top left
v->push_back( osg::Vec3( -cd, cw, 0) * transformMat ); // top right
for (int i=0; i<4; ++i)
n->push_back( osg::Vec3(1, 0, 0) * rotationMat ); // normal
n->push_back( osg::Vec3(-1, 0, 0) * rotationMat ); // normal
// Right face
v->push_back( osg::Vec3( cd, cw, -10) * transformMat ); // bottom right
v->push_back( osg::Vec3( 0, cw, -10) * transformMat ); // bottom left
v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // top left
v->push_back( osg::Vec3( cd, cw, 0) * transformMat ); // top right
v->push_back( osg::Vec3( 0, cw, -10) * transformMat ); // bottom right
v->push_back( osg::Vec3( -cd, cw, -10) * transformMat ); // bottom left
v->push_back( osg::Vec3( -cd, cw, 0) * transformMat ); // top left
v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // top right
for (int i=0; i<4; ++i)
n->push_back( osg::Vec3(0, 1, 0) * rotationMat ); // normal
// MAIN BODY
// Front face
v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // bottom right
v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // bottom left
v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // top left
v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // top right
v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // bottom right
v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // bottom left
v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // top left
v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // top right
for (int i=0; i<4; ++i)
n->push_back( osg::Vec3(-1, 0, 0) * rotationMat ); // normal
n->push_back( osg::Vec3(1, 0, 0) * rotationMat ); // normal
// Left face
v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // bottom right
v->push_back( osg::Vec3( cd, -cw, 0) * transformMat ); // bottom left
v->push_back( osg::Vec3( cd, -cw, ch) * transformMat ); // top left
v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // top right
v->push_back( osg::Vec3( -cd, -cw, 0) * transformMat ); // bottom right
v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // bottom left
v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // top left
v->push_back( osg::Vec3( -cd, -cw, ch) * transformMat ); // top right
for (int i=0; i<4; ++i)
n->push_back( osg::Vec3(0, -1, 0) * rotationMat ); // normal
// Back face
v->push_back( osg::Vec3( cd, -cw, 0) * transformMat ); // bottom right
v->push_back( osg::Vec3( cd, cw, 0) * transformMat ); // bottom left
v->push_back( osg::Vec3( cd, cw, ch) * transformMat ); // top left
v->push_back( osg::Vec3( cd, -cw, ch) * transformMat ); // top right
v->push_back( osg::Vec3( -cd, cw, 0) * transformMat ); // bottom right
v->push_back( osg::Vec3( -cd, -cw, 0) * transformMat ); // bottom left
v->push_back( osg::Vec3( -cd, -cw, ch) * transformMat ); // top left
v->push_back( osg::Vec3( -cd, cw, ch) * transformMat ); // top right
for (int i=0; i<4; ++i)
n->push_back( osg::Vec3(1, 0, 0) * rotationMat ); // normal
n->push_back( osg::Vec3(-1, 0, 0) * rotationMat ); // normal
// Right face
v->push_back( osg::Vec3( cd, cw, 0) * transformMat ); // bottom right
v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // bottom left
v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // top left
v->push_back( osg::Vec3( cd, cw, ch) * transformMat ); // top right
v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // bottom right
v->push_back( osg::Vec3( -cd, cw, 0) * transformMat ); // bottom left
v->push_back( osg::Vec3( -cd, cw, ch) * transformMat ); // top left
v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // top right
for (int i=0; i<4; ++i)
n->push_back( osg::Vec3(0, 1, 0) * rotationMat ); // normal
@@ -213,46 +213,46 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin
if (building.pitched) {
// Front pitched roof
v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // bottom right
v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // bottom left
v->push_back( osg::Vec3(0.5*cd, -cw, ch+3) * transformMat ); // top left
v->push_back( osg::Vec3(0.5*cd, cw, ch+3) * transformMat ); // top right
v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // bottom right
v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // bottom left
v->push_back( osg::Vec3(-0.5*cd, cw, ch+3) * transformMat ); // top left
v->push_back( osg::Vec3(-0.5*cd, -cw, ch+3) * transformMat ); // top right
for (int i=0; i<4; ++i)
n->push_back( osg::Vec3(-0.707, 0, 0.707) * rotationMat ); // normal
n->push_back( osg::Vec3(0.707, 0, 0.707) * rotationMat ); // normal
// Left pitched roof
v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // bottom right
v->push_back( osg::Vec3( cd, -cw, ch) * transformMat ); // bottom left
v->push_back( osg::Vec3(0.5*cd, -cw, ch+3) * transformMat ); // top left
v->push_back( osg::Vec3(0.5*cd, -cw, ch+3) * transformMat ); // top right
v->push_back( osg::Vec3( -cd, -cw, ch) * transformMat ); // bottom right
v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // bottom left
v->push_back( osg::Vec3(-0.5*cd, -cw, ch+3) * transformMat ); // top left
v->push_back( osg::Vec3(-0.5*cd, -cw, ch+3) * transformMat ); // top right
for (int i=0; i<4; ++i)
n->push_back( osg::Vec3(0, -1, 0) * rotationMat ); // normal
// Back pitched roof
v->push_back( osg::Vec3( cd, -cw, ch) * transformMat ); // bottom right
v->push_back( osg::Vec3( cd, cw, ch) * transformMat ); // bottom left
v->push_back( osg::Vec3(0.5*cd, cw, ch+3) * transformMat ); // top left
v->push_back( osg::Vec3(0.5*cd, -cw, ch+3) * transformMat ); // top right
v->push_back( osg::Vec3( -cd, cw, ch) * transformMat ); // bottom right
v->push_back( osg::Vec3( -cd, -cw, ch) * transformMat ); // bottom left
v->push_back( osg::Vec3(-0.5*cd, -cw, ch+3) * transformMat ); // top left
v->push_back( osg::Vec3(-0.5*cd, cw, ch+3) * transformMat ); // top right
for (int i=0; i<4; ++i)
n->push_back( osg::Vec3(0.707, 0, 0.707) * rotationMat ); // normal
n->push_back( osg::Vec3(-0.707, 0, 0.707) * rotationMat ); // normal
// Right pitched roof
v->push_back( osg::Vec3( cd, cw, ch) * transformMat ); // bottom right
v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // bottom left
v->push_back( osg::Vec3(0.5*cd, cw, ch+3) * transformMat ); // top left
v->push_back( osg::Vec3(0.5*cd, cw, ch+3) * transformMat ); // top right
v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // bottom right
v->push_back( osg::Vec3( -cd, cw, ch) * transformMat ); // bottom left
v->push_back( osg::Vec3(-0.5*cd, cw, ch+3) * transformMat ); // top left
v->push_back( osg::Vec3(-0.5*cd, cw, ch+3) * transformMat ); // top right
for (int i=0; i<4; ++i)
n->push_back( osg::Vec3(0, 1, 0) * rotationMat ); // normal
} else {
// Top face
v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // bottom right
v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // bottom left
v->push_back( osg::Vec3( cd, -cw, ch) * transformMat ); // top left
v->push_back( osg::Vec3( cd, cw, ch) * transformMat ); // top right
v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // bottom right
v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // bottom left
v->push_back( osg::Vec3( -cd, cw, ch) * transformMat ); // top left
v->push_back( osg::Vec3( -cd, -cw, ch) * transformMat ); // top right
for (int i=0; i<4; ++i)
n->push_back( osg::Vec3( 0, 0, 1) * rotationMat ); // normal
@@ -270,8 +270,8 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin
float top_y = base_y + 16.0 * (float) building.floors / 1024.0;
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;
float front_x = 384.0/1024.0;
float back_x = 384.0/1024.0 + 32.0 / 1024.0 * round((float) building.depth/ 6.0f);
// BASEMENT - uses the baseline texture
for (unsigned int i = 0; i < 16; i++) {
@@ -308,8 +308,8 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin
top_y = base_y + 16.0 * 3.0 / 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_x = 480.0/1024.0;
back_x = 512.0/1024.0;
// Front
t->push_back( osg::Vec2( right_x, base_y) ); // bottom right
@@ -391,8 +391,9 @@ 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 = 1.0;
right_x = 960.0/1024.0;
left_x = 960.0/1024.0;
right_x = 1.0;
// Front
t->push_back( osg::Vec2( right_x, base_y) ); // bottom right
t->push_back( osg::Vec2( left_x, base_y) ); // bottom left
@@ -420,9 +421,8 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin
// Flat roof
base_y = 416/1024.0;
top_y = 576.0/1024.0;
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;
left_x = column * 192.0 /1024.0;
right_x = (column + 1)* 192.0 /1024.0;
t->push_back( osg::Vec2( right_x, base_y) ); // bottom right
t->push_back( osg::Vec2( left_x, base_y) ); // bottom left
@@ -645,9 +645,12 @@ osg::Group* createRandomBuildings(SGBuildingBinList buildings, const osg::Matrix
ref_ptr<Group> group = quadbuilding.getRoot();
mt->addChild(group);
mt->addChild(group);
delete bin;
}
buildings.clear();
return mt;
}
+4
View File
@@ -100,6 +100,10 @@ public:
{ return buildings.size(); }
const Building& getBuilding(unsigned i) const
{ return buildings[i]; }
~SGBuildingBin() {
buildings.clear();
}
};
// List of buildings
+4
View File
@@ -337,8 +337,12 @@ osg::Group* createForest(SGTreeBinList& forestList, const osg::Matrix& transform
for (size_t i = 0; i < group->getNumChildren(); ++i)
mt->addChild(group->getChild(i));
delete forest;
}
forestList.clear();
return mt;
}
+4 -1
View File
@@ -60,9 +60,12 @@ public:
const Tree& getTree(unsigned i) const
{ return _trees[i]; }
TreeList _trees;
~TreeBin() {
_trees.clear();
}
};
typedef std::list<TreeBin*> SGTreeBinList;
osg::Group* createForest(SGTreeBinList& forestList, const osg::Matrix& transform,