2015-10-18 20:15:19 +00:00
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#include "VegetationPresenceDefinition.h"
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#include "Scenery.h"
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#include "TerrainDefinition.h"
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#include "VegetationLayerDefinition.h"
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2015-10-18 22:30:20 +00:00
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#include "VegetationModelDefinition.h"
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2015-10-18 20:15:19 +00:00
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#include "VegetationInstance.h"
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2015-10-18 22:30:20 +00:00
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#include "FloatNode.h"
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#include "NoiseNode.h"
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#include "NoiseGenerator.h"
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2015-10-18 20:15:19 +00:00
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VegetationPresenceDefinition::VegetationPresenceDefinition(VegetationLayerDefinition *parent):
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DefinitionNode(parent, "presence")
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{
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2015-10-18 22:30:20 +00:00
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noise = new NoiseNode(this);
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noise->setLevels(4);
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interval = new FloatNode(this, "interval", 0.1);
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2015-10-18 20:15:19 +00:00
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}
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bool VegetationPresenceDefinition::collectInstances(std::vector<VegetationInstance> *result, const VegetationModelDefinition &model, double xmin, double zmin, double xmax, double zmax, bool outcomers) const
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{
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2015-10-18 22:30:20 +00:00
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bool added = 0;
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const NoiseGenerator *generator = noise->getGenerator();
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double interval_value = interval->getValue();
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double xstart = xmin - fmod(xmin, interval_value);
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double zstart = zmin - fmod(zmin, interval_value);
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for (double x = xstart; x < xmax; x += interval_value)
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{
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for (double z = zstart; z < zmax; z += interval_value)
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{
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double noise_presence = generator->get2DTotal(x * 0.1, z * 0.1);
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if (noise_presence > 0.0)
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{
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double size = 0.1 + 0.2 * fabs(generator->get2DTotal(z * 10.0, x * 10.0)) * (noise_presence * 0.5 + 0.5);
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double angle = 3.0 * generator->get2DTotal(-x * 20.0, z * 20.0); // TODO balanced distribution
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double xoffset = fabs(generator->get2DTotal(x * 12.0, -z * 12.0));
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double zoffset = fabs(generator->get2DTotal(-x * 27.0, -z * 27.0));
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double y = getScenery()->getTerrain()->getInterpolatedHeight(x + xoffset, z + zoffset, true, true);
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result->push_back(VegetationInstance(model, Vector3(x + xoffset, y, z + zoffset), size, angle));
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added++;
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}
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}
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}
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return added > 0;
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2015-10-18 20:15:19 +00:00
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}
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