prune empty quadtree leaves created for random vegatation

A lot of empty primitive sets were being left in the per-tile random vegatation quadtree.
This commit is contained in:
Tim Moore 2012-07-20 00:30:53 +02:00
parent 75087095b1
commit 87676fad4d

View File

@ -35,6 +35,7 @@
#include <osg/Math>
#include <osg/MatrixTransform>
#include <osg/Matrix>
#include <osg/NodeVisitor>
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
@ -281,6 +282,42 @@ struct TreeTransformer
Matrix mat;
};
// We may end up with a quadtree with many empty leaves. One might say
// that we should avoid constructing the leaves in the first place,
// but this node visitor tries to clean up after the fact.
struct QuadTreeCleaner : public osg::NodeVisitor
{
QuadTreeCleaner() : NodeVisitor(NodeVisitor::TRAVERSE_ALL_CHILDREN)
{
}
void apply(LOD& lod)
{
for (int i = lod.getNumChildren() - 1; i >= 0; --i) {
EffectGeode* geode = dynamic_cast<EffectGeode*>(lod.getChild(i));
if (!geode)
continue;
bool geodeEmpty = true;
for (unsigned j = 0; j < geode->getNumDrawables(); ++j) {
const Geometry* geom = dynamic_cast<Geometry*>(geode->getDrawable(j));
if (!geom) {
geodeEmpty = false;
break;
}
for (unsigned k = 0; k < geom->getNumPrimitiveSets(); k++) {
const PrimitiveSet* ps = geom->getPrimitiveSet(k);
if (ps->getNumIndices() > 0) {
geodeEmpty = false;
break;
}
}
}
if (geodeEmpty)
lod.removeChildren(i, 1);
}
}
};
// This actually returns a MatrixTransform node. If we rotate the whole
// forest into the local Z-up coordinate system we can reuse the
// primitive tree geometry for all the forests of the same type.
@ -342,8 +379,10 @@ osg::Group* createForest(SGTreeBinList& forestList, const osg::Matrix& transform
}
forestList.clear();
QuadTreeCleaner cleaner;
mt->accept(cleaner);
return mt;
}
}