vegetation: Added basic distribution algorithm

This commit is contained in:
Michaël Lemaire 2015-10-19 00:30:20 +02:00
parent 0ddec2393d
commit d937bd08f6
3 changed files with 38 additions and 7 deletions

View file

@ -155,7 +155,7 @@ void VegetationModelDefinition::randomize()
} }
// Add foliage items // Add foliage items
for (int i = 0; i < 150; i++) for (int i = 0; i < 50; i++)
{ {
double radius = 0.15; double radius = 0.15;
Vector3 dir = Vector3::randomInSphere(1.0 - radius); Vector3 dir = Vector3::randomInSphere(1.0 - radius);

View file

@ -3,19 +3,46 @@
#include "Scenery.h" #include "Scenery.h"
#include "TerrainDefinition.h" #include "TerrainDefinition.h"
#include "VegetationLayerDefinition.h" #include "VegetationLayerDefinition.h"
#include "VegetationModelDefinition.h"
#include "VegetationInstance.h" #include "VegetationInstance.h"
#include "FloatNode.h"
#include "NoiseNode.h"
#include "NoiseGenerator.h"
VegetationPresenceDefinition::VegetationPresenceDefinition(VegetationLayerDefinition *parent): VegetationPresenceDefinition::VegetationPresenceDefinition(VegetationLayerDefinition *parent):
DefinitionNode(parent, "presence") DefinitionNode(parent, "presence")
{ {
noise = new NoiseNode(this);
noise->setLevels(4);
interval = new FloatNode(this, "interval", 0.1);
} }
bool VegetationPresenceDefinition::collectInstances(std::vector<VegetationInstance> *result, const VegetationModelDefinition &model, double xmin, double zmin, double xmax, double zmax, bool outcomers) const bool VegetationPresenceDefinition::collectInstances(std::vector<VegetationInstance> *result, const VegetationModelDefinition &model, double xmin, double zmin, double xmax, double zmax, bool outcomers) const
{ {
// TEMP debug implementation bool added = 0;
double x = (xmin + xmax) / 2.0;
double z = (zmax + zmin) / 2.0; const NoiseGenerator *generator = noise->getGenerator();
double y = getScenery()->getTerrain()->getInterpolatedHeight(x, z, true, true); double interval_value = interval->getValue();
result->push_back(VegetationInstance(model, Vector3(x, y, z), 0.2));
return true; double xstart = xmin - fmod(xmin, interval_value);
double zstart = zmin - fmod(zmin, interval_value);
for (double x = xstart; x < xmax; x += interval_value)
{
for (double z = zstart; z < zmax; z += interval_value)
{
double noise_presence = generator->get2DTotal(x * 0.1, z * 0.1);
if (noise_presence > 0.0)
{
double size = 0.1 + 0.2 * fabs(generator->get2DTotal(z * 10.0, x * 10.0)) * (noise_presence * 0.5 + 0.5);
double angle = 3.0 * generator->get2DTotal(-x * 20.0, z * 20.0); // TODO balanced distribution
double xoffset = fabs(generator->get2DTotal(x * 12.0, -z * 12.0));
double zoffset = fabs(generator->get2DTotal(-x * 27.0, -z * 27.0));
double y = getScenery()->getTerrain()->getInterpolatedHeight(x + xoffset, z + zoffset, true, true);
result->push_back(VegetationInstance(model, Vector3(x + xoffset, y, z + zoffset), size, angle));
added++;
}
}
}
return added > 0;
} }

View file

@ -26,6 +26,10 @@ public:
* It's the renderer role to apply the correct displacement. * It's the renderer role to apply the correct displacement.
*/ */
bool collectInstances(std::vector<VegetationInstance> *result, const VegetationModelDefinition &model, double xmin, double zmin, double xmax, double zmax, bool outcomers=true) const; bool collectInstances(std::vector<VegetationInstance> *result, const VegetationModelDefinition &model, double xmin, double zmin, double xmax, double zmax, bool outcomers=true) const;
private:
NoiseNode *noise;
FloatNode *interval;
}; };
} }