Refactored vegetation presence
This commit is contained in:
parent
cd7f30ecae
commit
48dc1a8f25
19 changed files with 134 additions and 88 deletions
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@ -54,7 +54,7 @@ void DefinitionNode::setName(const std::string &name)
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this->name = name;
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}
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Scenery* DefinitionNode::getScenery()
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const Scenery* DefinitionNode::getScenery() const
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{
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if (parent)
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{
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@ -26,7 +26,7 @@ public:
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inline const std::string &getTypeName() const {return type_name;}
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virtual Scenery* getScenery();
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virtual const Scenery* getScenery() const;
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inline const DefinitionNode *getParent() const {return parent;}
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inline const DefinitionNode *getRoot() const {return root;}
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@ -102,7 +102,7 @@ Scenery::FileOperationResult Scenery::loadGlobal(const std::string &filepath)
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return FILE_OPERATION_OK;
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}
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Scenery* Scenery::getScenery()
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const Scenery* Scenery::getScenery() const
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{
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return this;
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}
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@ -33,7 +33,7 @@ public:
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FileOperationResult saveGlobal(const std::string &filepath) const;
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FileOperationResult loadGlobal(const std::string &filepath);
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virtual Scenery* getScenery() override;
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virtual const Scenery* getScenery() const override;
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void autoPreset(int seed=0);
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@ -50,7 +50,7 @@ void TextureLayerDefinition::validate()
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material->validate();
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/* Update zone height range */
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Scenery* scenery = getScenery();
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const Scenery* scenery = getScenery();
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if (scenery)
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{
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TerrainDefinition* terrain = scenery->getTerrain();
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@ -11,12 +11,6 @@ static DefinitionNode* _layer_constructor(Layers* parent)
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VegetationDefinition::VegetationDefinition(DefinitionNode* parent) :
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Layers(parent, "vegetation", _layer_constructor)
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{
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debug_model = new VegetationModelDefinition(this);
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}
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VegetationDefinition::~VegetationDefinition()
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{
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delete debug_model;
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}
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void VegetationDefinition::applyPreset(VegetationPreset preset)
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@ -15,7 +15,6 @@ class DEFINITIONSHARED_EXPORT VegetationDefinition : public Layers
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{
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public:
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VegetationDefinition(DefinitionNode* parent);
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virtual ~VegetationDefinition();
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/**
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* Get a vegetation layer by its position.
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@ -27,9 +26,6 @@ public:
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VEGETATION_PRESET_TEMPERATE
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} VegetationPreset;
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void applyPreset(VegetationPreset preset);
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// TEMP
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VegetationModelDefinition *debug_model;
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};
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}
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@ -4,3 +4,8 @@ VegetationInstance::VegetationInstance(const VegetationModelDefinition &model, c
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model(model), base(base), size(size), angle(angle)
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{
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}
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VegetationInstance VegetationInstance::displace(const Vector3 &location, const Vector3 &normal) const
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{
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return VegetationInstance(model, location, size, angle);
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}
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@ -1,19 +1,19 @@
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#ifndef VEGETATIONINSTANCE_H
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#define VEGETATIONINSTANCE_H
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#include "software_global.h"
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#include "definition_global.h"
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#include "Vector3.h"
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namespace paysages {
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namespace software {
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namespace definition {
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/**
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* Single instance of a vegetation layer (e.g. a single tree).
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*
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* This is used as potential hit on vegetation lookup.
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*/
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class SOFTWARESHARED_EXPORT VegetationInstance
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class DEFINITIONSHARED_EXPORT VegetationInstance
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{
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public:
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VegetationInstance(const VegetationModelDefinition &model, const Vector3 &base, double size=1.0, double angle=0.0);
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@ -22,6 +22,11 @@ public:
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inline const Vector3 &getBase() const {return base;}
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inline double getSize() const {return size;}
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/**
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* Return a copy of this instance, with terrain displacement applied.
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*/
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VegetationInstance displace(const Vector3 &location, const Vector3 &normal) const;
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private:
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const VegetationModelDefinition &model;
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Vector3 base;
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@ -1,49 +1,16 @@
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#include "VegetationLayerDefinition.h"
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#include "TerrainHeightMap.h"
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#include "VegetationModelDefinition.h"
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#include "VegetationPresenceDefinition.h"
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VegetationLayerDefinition::VegetationLayerDefinition(DefinitionNode* parent) :
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DefinitionNode(parent, "layer")
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{
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//area = new TerrainHeightMap();
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model = new VegetationModelDefinition(this);
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}
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VegetationLayerDefinition::~VegetationLayerDefinition()
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{
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//delete area;
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delete model;
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}
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void VegetationLayerDefinition::save(PackStream *stream) const
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{
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//area->save(stream);
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model->save(stream);
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}
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void VegetationLayerDefinition::load(PackStream *stream)
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{
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//area->load(stream);
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model->load(stream);
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}
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void VegetationLayerDefinition::copy(DefinitionNode *destination_) const
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{
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VegetationLayerDefinition *destination = (VegetationLayerDefinition *)destination_;
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//area->copy(destination->area);
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model->copy(destination->model);
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}
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void VegetationLayerDefinition::validate()
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{
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//area->validate();
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model->validate();
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presence = new VegetationPresenceDefinition(this);
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}
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void VegetationLayerDefinition::applyPreset(VegetationLayerPreset preset)
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{
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// TODO
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model->randomize();
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}
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@ -15,12 +15,9 @@ class DEFINITIONSHARED_EXPORT VegetationLayerDefinition : public DefinitionNode
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{
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public:
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VegetationLayerDefinition(DefinitionNode *parent);
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virtual ~VegetationLayerDefinition();
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virtual void save(PackStream *stream) const override;
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virtual void load(PackStream *stream) override;
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virtual void copy(DefinitionNode *destination) const override;
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virtual void validate() override;
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inline const VegetationPresenceDefinition *getPresence() const {return presence;}
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inline const VegetationModelDefinition *getModel() const {return model;}
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typedef enum
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{
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@ -32,7 +29,7 @@ private:
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/**
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* Geographic area of presence of this layer.
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*/
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TerrainHeightMap *area;
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VegetationPresenceDefinition *presence;
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/**
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* Base vegetation model to use for this layer.
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21
src/definition/VegetationPresenceDefinition.cpp
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21
src/definition/VegetationPresenceDefinition.cpp
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@ -0,0 +1,21 @@
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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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#include "VegetationInstance.h"
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VegetationPresenceDefinition::VegetationPresenceDefinition(VegetationLayerDefinition *parent):
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DefinitionNode(parent, "presence")
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{
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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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// TEMP debug implementation
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double x = (xmin + xmax) / 2.0;
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double z = (zmax + zmin) / 2.0;
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double y = getScenery()->getTerrain()->getInterpolatedHeight(x, z, true, true);
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result->push_back(VegetationInstance(model, Vector3(x, y, z), 0.2));
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return true;
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}
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34
src/definition/VegetationPresenceDefinition.h
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34
src/definition/VegetationPresenceDefinition.h
Normal file
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@ -0,0 +1,34 @@
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#ifndef VEGETATIONPRESENCEDEFINITION_H
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#define VEGETATIONPRESENCEDEFINITION_H
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#include "definition_global.h"
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#include "DefinitionNode.h"
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namespace paysages {
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namespace definition {
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/**
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* Definition of the presence of vegetation at locations.
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*/
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class DEFINITIONSHARED_EXPORT VegetationPresenceDefinition: public DefinitionNode
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{
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public:
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VegetationPresenceDefinition(VegetationLayerDefinition *parent);
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/**
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* Collect instances in a rectangle area.
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*
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* If *outcomers* is true, the rectangle area will be expanded to included potential instances that does not originate
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* in the area, but may have leaves in it.
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*
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* The location vector set in collected instances is based on raw terrain height, without displacement.
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* It's the renderer role to apply the correct displacement.
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*/
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bool collectInstances(std::vector<VegetationInstance> *result, const VegetationModelDefinition &model, double xmin, double zmin, double xmax, double zmax, bool outcomers=true) const;
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};
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}
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}
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#endif // VEGETATIONPRESENCEDEFINITION_H
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@ -30,6 +30,7 @@ SOURCES += \
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VegetationLayerDefinition.cpp \
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VegetationDefinition.cpp \
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VegetationModelDefinition.cpp \
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VegetationInstance.cpp \
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PaintedGrid.cpp \
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PaintedGridBrush.cpp \
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PaintedGridData.cpp \
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@ -42,7 +43,8 @@ SOURCES += \
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IntNode.cpp \
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IntDiff.cpp \
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GodRaysDefinition.cpp \
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TimeManager.cpp
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TimeManager.cpp \
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VegetationPresenceDefinition.cpp
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HEADERS +=\
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definition_global.h \
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@ -62,6 +64,7 @@ HEADERS +=\
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VegetationLayerDefinition.h \
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VegetationDefinition.h \
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VegetationModelDefinition.h \
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VegetationInstance.h \
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PaintedGrid.h \
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PaintedGridBrush.h \
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PaintedGridData.h \
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@ -74,7 +77,8 @@ HEADERS +=\
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IntNode.h \
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IntDiff.h \
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GodRaysDefinition.h \
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TimeManager.h
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TimeManager.h \
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VegetationPresenceDefinition.h
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unix:!symbian {
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maemo5 {
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@ -38,6 +38,8 @@ namespace definition {
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class VegetationDefinition;
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class VegetationLayerDefinition;
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class VegetationModelDefinition;
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class VegetationPresenceDefinition;
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class VegetationInstance;
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class PaintedGrid;
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class PaintedGridData;
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class PaintedGridBrush;
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@ -9,17 +9,20 @@
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#include "Scenery.h"
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#include "TerrainRenderer.h"
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#include "VegetationDefinition.h"
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#include "VegetationLayerDefinition.h"
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#include "VegetationPresenceDefinition.h"
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#include "VegetationInstance.h"
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#include "VegetationResult.h"
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#include "LightComponent.h"
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const double DEBUG_DENSITY_FACTOR = 0.5;
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// TEMP
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/**
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* Grid iterator to collect instances of a layer, in small squares.
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*/
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class VegetationGridIterator: public SpaceGridIterator
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{
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public:
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VegetationGridIterator(const SpaceSegment &segment, VegetationRenderer *renderer, VegetationModelDefinition *model, bool only_hit):
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segment(segment), renderer(renderer), model(model), only_hit(only_hit)
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VegetationGridIterator(const SpaceSegment &segment, VegetationRenderer *renderer, VegetationLayerDefinition *layer, bool only_hit):
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segment(segment), renderer(renderer), layer(layer), only_hit(only_hit)
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{
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}
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@ -27,17 +30,24 @@ public:
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virtual bool onCell(int x, int, int z) override
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{
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double dx = ((double)x + 0.5) * DEBUG_DENSITY_FACTOR;
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double dz = ((double)z + 0.5) * DEBUG_DENSITY_FACTOR;
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Vector3 base = renderer->getParent()->getTerrainRenderer()->getResult(dx, dz, 1, 1).location;
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VegetationInstance instance(*model, base, 0.2);
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std::vector<VegetationInstance> instances;
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layer->getPresence()->collectInstances(&instances, *layer->getModel(), x - 0.5, z - 0.5, x + 0.5, z + 0.5);
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for (auto &instance: instances)
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{
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result = renderer->renderInstance(segment, instance, only_hit);
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return not result.hit;
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if (result.hit)
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{
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return false;
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}
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}
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return true;
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}
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private:
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const SpaceSegment &segment;
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VegetationRenderer *renderer;
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VegetationModelDefinition *model;
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VegetationLayerDefinition *layer;
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RayCastingResult result;
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bool only_hit;
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};
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@ -52,10 +62,18 @@ void VegetationRenderer::setEnabled(bool enabled)
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this->enabled = enabled;
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}
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RayCastingResult VegetationRenderer::renderInstance(const SpaceSegment &segment, const VegetationInstance &instance, bool only_hit)
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RayCastingResult VegetationRenderer::renderInstance(const SpaceSegment &segment, const VegetationInstance &instance, bool only_hit, bool displaced)
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{
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RayCastingResult final;
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if (!displaced)
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{
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// Recursive call on displaced instance
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const Vector3 &base = instance.getBase();
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TerrainRenderer::TerrainResult terrain = parent->getTerrainRenderer()->getResult(base.x, base.z, true, true);
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VegetationInstance displaced_instance = instance.displace(terrain.location, terrain.normal);
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return renderInstance(segment, displaced_instance, only_hit, true);
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}
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RayCastingResult final;
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VegetationModelRenderer model_renderer(parent, &instance.getModel());
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SpaceSegment scaled_segment(segment.getStart().sub(instance.getBase()).scale(1.0 / instance.getSize()),
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segment.getEnd().sub(instance.getBase()).scale(1.0 / instance.getSize()));
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RayCastingResult VegetationRenderer::getResult(const SpaceSegment &segment, bool only_hit)
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{
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if (enabled)
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{
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VegetationDefinition *vegetation = parent->getScenery()->getVegetation();
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int n = vegetation->count();
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// TODO Don't stop at first layer, find the nearest hit
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for (int i = 0; i < n; i++)
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{
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// Find instances potentially crossing the segment
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// TODO Collect the nearest hit, don't stop at the first one
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VegetationGridIterator it(segment, this, parent->getScenery()->getVegetation()->debug_model, only_hit);
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if (not segment.projectedOnYPlane().scaled(1.0 / DEBUG_DENSITY_FACTOR).iterateOnGrid(it))
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VegetationGridIterator it(segment, this, vegetation->getVegetationLayer(i), only_hit);
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if (not segment.projectedOnYPlane().iterateOnGrid(it))
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{
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return it.getResult();
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}
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else
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{
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return RayCastingResult();
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}
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return RayCastingResult();
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}
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else
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{
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@ -22,8 +22,12 @@ public:
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/**
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* Perform ray casting on a single instance.
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*
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* If *only_hit* is true, only care about hitting or not, do not compute the color.
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*
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* If *displaced* is true, *instance* is considered on already displaced terrain, else, terrain displacement is applied.
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*/
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RayCastingResult renderInstance(const SpaceSegment &segment, const VegetationInstance &instance, bool only_hit=false);
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RayCastingResult renderInstance(const SpaceSegment &segment, const VegetationInstance &instance, bool only_hit=false, bool displaced=false);
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/**
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* Perform ray casting on a given segment.
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@ -59,7 +59,6 @@ SOURCES += SoftwareRenderer.cpp \
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GodRaysResult.cpp \
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VegetationRasterizer.cpp \
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VegetationRenderer.cpp \
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VegetationInstance.cpp \
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VegetationResult.cpp
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HEADERS += SoftwareRenderer.h\
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@ -109,7 +108,6 @@ HEADERS += SoftwareRenderer.h\
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GodRaysResult.h \
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VegetationRasterizer.h \
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VegetationRenderer.h \
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VegetationInstance.h \
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VegetationResult.h
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unix:!symbian {
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@ -55,7 +55,6 @@ namespace software {
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class GodRaysSampler;
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class GodRaysResult;
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class VegetationResult;
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class VegetationInstance;
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class VegetationRenderer;
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class VegetationModelRenderer;
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