Retire tree-density and wood-size, as they have been superseded by object masking.
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593c884f14
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@ -238,8 +238,6 @@ SGMaterial::read_properties(const SGReaderWriterOptions* options,
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mipmap = props->getBoolValue("mipmap", true);
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light_coverage = props->getDoubleValue("light-coverage", 0.0);
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wood_coverage = props->getDoubleValue("wood-coverage", 0.0);
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wood_size = props->getDoubleValue("wood-size", 0.0);
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tree_density = props->getDoubleValue("tree-density", 1.0);
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tree_height = props->getDoubleValue("tree-height-m", 0.0);
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tree_width = props->getDoubleValue("tree-width-m", 0.0);
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tree_range = props->getDoubleValue("tree-range-m", 0.0);
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@ -150,20 +150,6 @@ public:
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* @return The area (m^2) covered by each wood.
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*/
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inline double get_wood_coverage () const { return wood_coverage; }
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/**
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* Get the density of the wood
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*
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* @return The area (m^2) covered by each tree in the wood.
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*/
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inline double get_tree_density () const { return tree_density; }
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/**
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* Get the size of each wood
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*
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* @return the average area (m^2) of each wood
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*/
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inline double get_wood_size () const { return wood_size; }
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/**
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* Get the tree height.
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@ -318,12 +304,6 @@ private:
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// coverage of woods
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double wood_coverage;
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// The size of each wood
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double wood_size;
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// Tree density within the wood
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double tree_density;
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// Range at which trees become visible
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double tree_range;
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@ -171,8 +171,6 @@ public:
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// Computes and adds random surface points to the points list for tree
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// coverage.
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void addRandomTreePoints(float wood_coverage,
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float tree_density,
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float wood_size,
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osg::Texture2D* object_mask,
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float vegetation_density,
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std::vector<SGVec3f>& points)
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@ -193,127 +191,46 @@ public:
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if (area <= SGLimitsf::min())
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continue;
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if (object_mask != NULL) {
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// For partial units of area, use a zombie door method to
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// create the proper random chance of a point being created
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// for this triangle
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float unit = area + mt_rand(&seed)*wood_coverage;
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// For partial units of area, use a zombie door method to
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// create the proper random chance of a point being created
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// for this triangle
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float unit = area + mt_rand(&seed)*wood_coverage;
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// Vegetation density is linear, while we're creating woodland
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// by area.
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int woodcount = (int) (vegetation_density *
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vegetation_density *
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unit / wood_coverage);
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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 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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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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// Vegetation density is linear, while we're creating woodland
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// by area.
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int woodcount = (int) (vegetation_density *
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vegetation_density *
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unit / wood_coverage);
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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 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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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 channel.
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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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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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}
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}
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} else {
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// For partial units of area, use a zombie door method to
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// create the proper random chance of a point being created
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// for this triangle
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float unit = area + mt_rand(&seed)*wood_coverage;
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int woodcount = (int) (unit / wood_coverage);
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if (wood_size < 1.0) {
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// A wood size of 0 is used for an even spread of woodland,
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// where each wood contains a single tree. In this case we
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// need to apply the vegetation_density to the wood count rather
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// than the tree density.
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woodcount = woodcount * vegetation_density;
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}
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for (int j = 0; j < woodcount; j++) {
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if (wood_size < area) {
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// We need to place a wood within the triangle and populate it
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// Determine the center of the wood
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float x = mt_rand(&seed);
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float y = mt_rand(&seed);
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// Determine the size of this wood in m^2, and the number
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// of trees in the wood
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float ws = wood_size + wood_size * (mt_rand(&seed) - 0.5f);
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unsigned total_trees = ws / tree_density;
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if (wood_size >= 1.0) {
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total_trees = total_trees * vegetation_density;
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}
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float wood_length = sqrt(ws);
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// From our wood size, work out the fraction on the two axis.
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// This will be used as a factor when placing trees in the wood.
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float x_tree_factor = wood_length / length(v1 -v0);
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float y_tree_factor = wood_length / length(v2 -v0);
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for (unsigned k = 0; k <= total_trees; k++) {
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float a = x + x_tree_factor * (mt_rand(&seed) - 0.5f);
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float b = y + y_tree_factor * (mt_rand(&seed) - 0.5f);
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// In some cases, the triangle side lengths are so small that the
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// tree_factors become so large as to make placing the tree within
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// the triangle almost impossible. In this case, we place them
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// randomly across the triangle.
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if (a < 0.0f || a > 1.0f) a = mt_rand(&seed);
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if (b < 0.0f || b > 1.0f) 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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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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points.push_back(randomPoint);
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}
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} else {
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// This triangle is too small to contain a complete wood, so just
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// distribute trees across it.
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unsigned total_trees = area / tree_density;
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for (unsigned k = 0; k <= total_trees; k++) {
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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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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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SGVec2f texCoord = a*t0 + b*t1 + c*t2;
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points.push_back(randomPoint);
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}
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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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}
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}
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}
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}
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@ -493,8 +493,6 @@ struct SGTileGeometryBin {
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std::vector<SGVec3f> randomPoints;
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i->second.addRandomTreePoints(wood_coverage,
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mat->get_tree_density(),
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mat->get_wood_size(),
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mat->get_object_mask(i->second),
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vegetation_density,
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randomPoints);
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