Fixed the heights of the trees and houses
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@ -424,8 +424,10 @@ static osg::Geode* createObjects( osg::HeightField * grid, unsigned int density
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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colours->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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for( unsigned int x = 0; x < grid->getNumColumns() - 1; x++ ) {
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for( unsigned int y = 0; y < grid->getNumRows() - 1; y++ ) {
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for( unsigned int x = 0; x < grid->getNumColumns() - 1; x++ )
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{
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for( unsigned int y = 0; y < grid->getNumRows() - 1; y++ )
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{
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float z00 = grid->getHeight( x,y );
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float z01 = grid->getHeight( x,y+1 );
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@ -437,10 +439,11 @@ static osg::Geode* createObjects( osg::HeightField * grid, unsigned int density
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if( z < 400 ) continue;
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if( z > 500 ) continue;
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osg::Vec3 o( x * grid->getXInterval(), y * grid->getYInterval(), 0 );
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osg::Vec3 o( float(x) * grid->getXInterval(), float(y) * grid->getYInterval(), 0.0f );
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o += grid->getOrigin();
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for( unsigned int d = 0; d < density; d++ ) {
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for( unsigned int d = 0; d < density; d++ )
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{
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osg::Vec3 p( float( rand() ) / RAND_MAX, float( rand() ) / RAND_MAX, 0 );
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z = ( 1.f - p[0] ) * ( 1.f - p[1] ) * z00 +
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@ -448,14 +451,12 @@ static osg::Geode* createObjects( osg::HeightField * grid, unsigned int density
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( p[0] ) * ( p[1] ) * z11 +
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( p[0] ) * ( 1.f - p[1] ) * z10;
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p.set( p[0] * grid->getXInterval(), p[1] * grid->getYInterval(), z - 2.0 );
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p += o;
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osg::Vec3 pos(o + osg::Vec3(p.x() * grid->getXInterval(), p.y() * grid->getYInterval(), z));
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if( rand() % 3 > 0 )
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addTree( p, vertices, normals, texCoords );
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addTree( pos, vertices, normals, texCoords );
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else
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addHouse( p, vertices, normals, texCoords );
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addHouse( pos, vertices, normals, texCoords );
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}
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}
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@ -480,7 +481,8 @@ osg::Node* createIsland(const osg::Vec3& center = osg::Vec3( 0,0,0 ), float radi
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osg::Image::NO_DELETE );
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osg::ref_ptr<osg::Image> colorMap = NULL; // osgDB::readImageFile("Images/colorMap.png");
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if ( !colorMap ) {
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if ( !colorMap )
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{
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struct colorElevation
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{
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@ -525,11 +527,14 @@ osg::Node* createIsland(const osg::Vec3& center = osg::Vec3( 0,0,0 ), float radi
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}
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}
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osg::Vec3 origin(center - osg::Vec3( radius, radius, 0 ));
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origin.z() = 0.0;
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osg::HeightField* grid = new osg::HeightField;
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grid->allocate(heightMap->s(),heightMap->t());
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grid->setOrigin( center - osg::Vec3( radius, radius, 0 ) );
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grid->setXInterval(radius*2.0f/grid->getNumColumns() );
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grid->setYInterval(radius*2.0f/grid->getNumRows());
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grid->setOrigin( origin );
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grid->setXInterval( radius*2.0f/(grid->getNumColumns()-1.0) );
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grid->setYInterval( radius*2.0f/(grid->getNumRows()-1.0) );
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for( unsigned int r=0;r<grid->getNumRows()-0;++r)
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{
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@ -567,7 +572,8 @@ osg::Node* createIsland(const osg::Vec3& center = osg::Vec3( 0,0,0 ), float radi
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return group.release();
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}
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////////////////////////////////////////////////////////////////////////////////
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namespace ModelFour {
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namespace ModelFour
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{
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osg::Node* createModel(osg::ArgumentParser& /*arguments*/)
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{
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