From Geoff Michel, fix for the scaling of the random number generation.
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@ -139,7 +139,7 @@ protected:
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};
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class LinearConstraint: public osgUtil::DelaunayConstraint {
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/** forces edges of a "Images/road" to fit triangles
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/** forces edges of a "road" to fit triangles
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* if 2 roads cross, then the overlap will be replaced by a 'cross road'
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* and the roads built up to the cross roads with a texture along its length. */
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public:
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@ -265,8 +265,8 @@ osg::Vec3d getpt(const int np)
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int i=np/maxp;
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int j=np%maxp;
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// make the random scale 0.00 if you want an equispaced XY grid.
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float x=3000.0/(maxp-1)*i+0.00052*rand();
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float y=3000.0/(maxp-1)*j+0.0005*rand();
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float x=3000.0/(maxp-1)*i+16.*(float)rand()/RAND_MAX;
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float y=3000.0/(maxp-1)*j+16.*(float)rand()/RAND_MAX;
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float z=getheight(x,y);
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if (np>=maxp*maxp) z=-1.e32;
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return osg::Vec3d(x,y,z);
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@ -380,7 +380,7 @@ osg::Group *makedelaunay(const int ndcs)
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osg::ref_ptr<LinearConstraint> forestroad3;
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osg::ref_ptr<osgUtil::DelaunayConstraint> dc;
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std::ostringstream what;
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if (1==1) { // add a simple constraint of few points
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if (1==0) { // add a simple constraint of few points
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osg::ref_ptr<osgUtil::DelaunayConstraint> dc=new osgUtil::DelaunayConstraint;
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osg::Vec3Array *bounds=new osg::Vec3Array;
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unsigned int nmax=4;
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@ -638,7 +638,7 @@ osg::Group *makedelaunay(const int ndcs)
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dc2->setTexture("Images/purpleFlowers.png");
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geode->addDrawable(dc2->makeAreal(arpts.get())); // this creates fill in geometry
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if (ndcs>4) { // a simple "Images/road"
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if (ndcs>4) { // a simple "road"
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trig->removeInternalTriangles(dc3.get());
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dc3->setTexture ("Images/road.png");
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dc3->setTexrep(40,9.5); // texture is repeated at this frequency
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@ -1125,7 +1125,7 @@ osg::DrawArrays* LinearConstraint::makeRoad(void ) const
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}
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osg::Vec3Array *LinearConstraint::getRoadNormals(const osg::Vec3Array*) const
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osg::Vec3Array *LinearConstraint::getRoadNormals(const osg::Vec3Array *points) const
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{
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osg::Vec3Array *nrms=new osg::Vec3Array;
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for(unsigned int i=0;i<_midline->size();i++) {
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