WS30 - Minor roads and coastline improvements

- Correct normals on line features and coastlines
- Ignore coastline segments < 10m
- Clean up logging.
This commit is contained in:
Stuart Buchanan 2021-05-08 20:46:38 +01:00
parent b6c4245b35
commit 81b93cffbb

View File

@ -1757,7 +1757,7 @@ void VPBTechnique::generateLineFeature(BufferData& buffer, Locator* masterLocato
t->push_back(osg::Vec2d(0, yTexBaseA));
// Normal is straight from the quad
osg::Vec3d normal = (end-start)^spanwise;
osg::Vec3d normal = -(end-start)^spanwise;
normal.normalize();
for (unsigned int i = 0; i < 6; i++) n->push_back(normal);
@ -1935,7 +1935,7 @@ void VPBTechnique::applyCoastline(BufferData& buffer, Locator* masterLocator)
if (propertyNode) {
const SGPropertyNode* static_lod = propertyNode->getNode("/sim/rendering/static-lod");
coast_features_lod_range = static_lod->getIntValue("coastline-lod-level", coast_features_lod_range);
coastWidth = static_lod->getIntValue("coastline-width", coastWidth);
coastWidth = static_lod->getFloatValue("coastline-width", coastWidth);
}
if (tileLevel < coast_features_lod_range) {
@ -1998,12 +1998,9 @@ void VPBTechnique::applyCoastline(BufferData& buffer, Locator* masterLocator)
}
}
if (v->size() == 0) {
SG_LOG(SG_TERRAIN, SG_ALERT, "No vertices for coastline! " << loc << " " << bucket);
return;
}
if (v->size() == 0) return;
SG_LOG(SG_TERRAIN, SG_ALERT, "Generating coastline of " << v->size() << " vertices.");
//SG_LOG(SG_TERRAIN, SG_ALERT, "Generating coastline of " << v->size() << " vertices.");
c->push_back(osg::Vec4(1.0,1.0,1.0,1.0));
@ -2074,21 +2071,22 @@ void VPBTechnique::generateCoastlineFeature(BufferData& buffer, Locator* masterL
osg::Vec3d end = *iter;
// Ignore tiny segments - likely artifacts of the elevation slicer
if ((end - start).length2() < 5.0) continue;
// Ignore small segments - we really don't need resolution less than 10m
if ((end - start).length2() < 100.0) continue;
// Find a spanwise vector
osg::Vec3d spanwise = ((end-start) ^ up);
spanwise.normalize();
// Define the coastline extents. Angle it in slightly on the seaward side
// Define the coastline extents. Angle it down slightly on the seaward side (b->d).
// OSM coastlines are always with the
const osg::Vec3d a = start + up;
const osg::Vec3d b = start + last_spanwise * coastline._width;
const osg::Vec3d c = end + up;
const osg::Vec3d d = end + spanwise * coastline._width;
// Determine the x and y texture coordinates for the edges
const float xTex = 0.5 * coastline._width / xsize;
const float xTex = coastline._width / xsize;
const float yTexA = yTexBaseA + (c-a).length() / ysize;
const float yTexB = yTexBaseB + (d-b).length() / ysize;
@ -2110,7 +2108,7 @@ void VPBTechnique::generateCoastlineFeature(BufferData& buffer, Locator* masterL
t->push_back(osg::Vec2d(0, yTexBaseA));
// Normal is straight from the quad
osg::Vec3d normal = (end-start)^spanwise;
osg::Vec3d normal = -(end-start)^spanwise;
normal.normalize();
for (unsigned int i = 0; i < 6; i++) n->push_back(normal);