Retire tree-density and wood-size, as they have been superseded by object masking.

This commit is contained in:
Stuart Buchanan 2012-02-07 21:12:41 +00:00
parent 593c884f14
commit 6bc9eb950f
4 changed files with 30 additions and 137 deletions

View File

@ -238,8 +238,6 @@ SGMaterial::read_properties(const SGReaderWriterOptions* options,
mipmap = props->getBoolValue("mipmap", true);
light_coverage = props->getDoubleValue("light-coverage", 0.0);
wood_coverage = props->getDoubleValue("wood-coverage", 0.0);
wood_size = props->getDoubleValue("wood-size", 0.0);
tree_density = props->getDoubleValue("tree-density", 1.0);
tree_height = props->getDoubleValue("tree-height-m", 0.0);
tree_width = props->getDoubleValue("tree-width-m", 0.0);
tree_range = props->getDoubleValue("tree-range-m", 0.0);

View File

@ -151,20 +151,6 @@ public:
*/
inline double get_wood_coverage () const { return wood_coverage; }
/**
* Get the density of the wood
*
* @return The area (m^2) covered by each tree in the wood.
*/
inline double get_tree_density () const { return tree_density; }
/**
* Get the size of each wood
*
* @return the average area (m^2) of each wood
*/
inline double get_wood_size () const { return wood_size; }
/**
* Get the tree height.
*
@ -318,12 +304,6 @@ private:
// coverage of woods
double wood_coverage;
// The size of each wood
double wood_size;
// Tree density within the wood
double tree_density;
// Range at which trees become visible
double tree_range;

View File

@ -171,8 +171,6 @@ public:
// Computes and adds random surface points to the points list for tree
// coverage.
void addRandomTreePoints(float wood_coverage,
float tree_density,
float wood_size,
osg::Texture2D* object_mask,
float vegetation_density,
std::vector<SGVec3f>& points)
@ -193,7 +191,6 @@ public:
if (area <= SGLimitsf::min())
continue;
if (object_mask != NULL) {
// For partial units of area, use a zombie door method to
// create the proper random chance of a point being created
// for this triangle
@ -217,106 +214,26 @@ public:
float c = 1.0f - a - b;
SGVec3f randomPoint = a*v0 + b*v1 + c*v2;
if (object_mask != NULL) {
SGVec2f texCoord = a*t0 + b*t1 + c*t2;
// Check this random point against the object mask
// green channel.
// green (for trees) channel.
osg::Image* img = object_mask->getImage();
unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
if (mt_rand(&seed) < img->getColor(x, y).g()) {
points.push_back(randomPoint);
}
}
} else {
// For partial units of area, use a zombie door method to
// create the proper random chance of a point being created
// for this triangle
float unit = area + mt_rand(&seed)*wood_coverage;
int woodcount = (int) (unit / wood_coverage);
if (wood_size < 1.0) {
// A wood size of 0 is used for an even spread of woodland,
// where each wood contains a single tree. In this case we
// need to apply the vegetation_density to the wood count rather
// than the tree density.
woodcount = woodcount * vegetation_density;
}
for (int j = 0; j < woodcount; j++) {
if (wood_size < area) {
// We need to place a wood within the triangle and populate it
// Determine the center of the wood
float x = mt_rand(&seed);
float y = mt_rand(&seed);
// Determine the size of this wood in m^2, and the number
// of trees in the wood
float ws = wood_size + wood_size * (mt_rand(&seed) - 0.5f);
unsigned total_trees = ws / tree_density;
if (wood_size >= 1.0) {
total_trees = total_trees * vegetation_density;
}
float wood_length = sqrt(ws);
// From our wood size, work out the fraction on the two axis.
// This will be used as a factor when placing trees in the wood.
float x_tree_factor = wood_length / length(v1 -v0);
float y_tree_factor = wood_length / length(v2 -v0);
for (unsigned k = 0; k <= total_trees; k++) {
float a = x + x_tree_factor * (mt_rand(&seed) - 0.5f);
float b = y + y_tree_factor * (mt_rand(&seed) - 0.5f);
// In some cases, the triangle side lengths are so small that the
// tree_factors become so large as to make placing the tree within
// the triangle almost impossible. In this case, we place them
// randomly across the triangle.
if (a < 0.0f || a > 1.0f) a = mt_rand(&seed);
if (b < 0.0f || b > 1.0f) b = mt_rand(&seed);
if ( a + b > 1.0f ) {
a = 1.0f - a;
b = 1.0f - b;
}
float c = 1.0f - a - b;
SGVec3f randomPoint = a*v0 + b*v1 + c*v2;
// The red channel contains the rotation for this object
points.push_back(randomPoint);
}
} else {
// This triangle is too small to contain a complete wood, so just
// distribute trees across it.
unsigned total_trees = area / tree_density;
for (unsigned k = 0; k <= total_trees; k++) {
float a = mt_rand(&seed);
float b = mt_rand(&seed);
if ( a + b > 1.0f ) {
a = 1.0f - a;
b = 1.0f - b;
}
float c = 1.0f - a - b;
SGVec3f randomPoint = a*v0 + b*v1 + c*v2;
SGVec2f texCoord = a*t0 + b*t1 + c*t2;
points.push_back(randomPoint);
}
}
}
}
}
}
void addRandomPoints(float coverage,
osg::Texture2D* object_mask,

View File

@ -493,8 +493,6 @@ struct SGTileGeometryBin {
std::vector<SGVec3f> randomPoints;
i->second.addRandomTreePoints(wood_coverage,
mat->get_tree_density(),
mat->get_wood_size(),
mat->get_object_mask(i->second),
vegetation_density,
randomPoints);