Stop objects from overlapping the edge of the triangle in which they are placed. This should stop buildings encroaching roads etc.
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2a9d39f201
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@ -235,7 +235,8 @@ public:
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}
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}
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void addRandomPoints(float coverage,
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void addRandomPoints(double coverage,
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double spacing,
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osg::Texture2D* object_mask,
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std::vector<std::pair<SGVec3f, float> >& points)
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{
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@ -271,6 +272,13 @@ public:
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float c = 1 - a - b;
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SGVec3f randomPoint = a*v0 + b*v1 + c*v2;
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// Check that the point is sufficiently far from
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// the edge of the triangle by measuring the distance
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// from the three lines that make up the triangle.
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if (((length(cross(randomPoint - v0, randomPoint - v1)) / length(v1 - v0)) > spacing) &&
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((length(cross(randomPoint - v1, randomPoint - v2)) / length(v2 - v1)) > spacing) &&
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((length(cross(randomPoint - v2, randomPoint - v0)) / length(v0 - v2)) > spacing) )
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{
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if (object_mask != NULL) {
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SGVec2f texCoord = a*t0 + b*t1 + c*t2;
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@ -287,6 +295,7 @@ public:
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} else {
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points.push_back(std::make_pair(randomPoint, mt_rand(&seed)));
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}
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}
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num -= 1.0;
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}
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}
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@ -536,6 +536,7 @@ struct SGTileGeometryBin {
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std::vector<std::pair<SGVec3f, float> > randomPoints;
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i->second.addRandomPoints(object->get_coverage_m2(),
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object->get_spacing_m(),
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mat->get_object_mask(i->second),
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randomPoints);
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std::vector<std::pair<SGVec3f, float> >::iterator l;
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