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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
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doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<hr><h1>vegetable.cpp</h1><a href="vegetable_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 +00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font> +00008 <font class="comment"> *</font> +00009 <font class="comment"> * This file is part of NEVRAX NEL.</font> +00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font> +00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font> +00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font> +00013 <font class="comment"> * any later version.</font> +00014 <font class="comment"></font> +00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font> +00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font> +00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font> +00018 <font class="comment"> * General Public License for more details.</font> +00019 <font class="comment"></font> +00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font> +00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font> +00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font> +00023 <font class="comment"> * MA 02111-1307, USA.</font> +00024 <font class="comment"> */</font> +00025 +00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font> +00027 +00028 <font class="preprocessor">#include "<a class="code" href="vegetable_8h.html">3d/vegetable.h</a>"</font> +00029 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font> +00030 <font class="preprocessor">#include "<a class="code" href="vegetable__manager_8h.html">3d/vegetable_manager.h</a>"</font> +00031 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font> +00032 +00033 +00034 <font class="keyword">using</font> <font class="keyword">namespace </font>std; +00035 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC; +00036 +00037 +00038 <font class="keyword">namespace </font>NL3D +00039 { +00040 +00041 +00042 <font class="comment">// ***************************************************************************</font> +00043 <font class="comment">// Generate random value, but seed is spacial. Take a high frequency, so it gets more the aspect of random.</font> +00044 <font class="keyword">static</font> CNoiseValue <a class="code" href="namespaceNL3D.html#a472">RandomGenerator</a>(0,1, 7.68f); +00045 +00046 +00047 <font class="comment">// ***************************************************************************</font> +<a name="l00048"></a><a class="code" href="classNL3D_1_1CVegetable.html#a0">00048</a> CVegetable::CVegetable() +00049 { +00050 <font class="comment">// Ground style density.</font> +00051 <a class="code" href="classNL3D_1_1CVegetable.html#z878_1">setAngleGround</a>(0); +00052 +00053 <font class="comment">// Density not maximised.</font> +00054 <a class="code" href="classNL3D_1_1CVegetable.html#m2">MaxDensity</a>= -1; +00055 +00056 <font class="comment">// No scale.</font> +00057 <a class="code" href="classNL3D_1_1CVegetable.html#m3">Sxy</a>.Abs= <a class="code" href="classNL3D_1_1CVegetable.html#m4">Sz</a>.Abs= 1; +00058 <a class="code" href="classNL3D_1_1CVegetable.html#m3">Sxy</a>.Rand= <a class="code" href="classNL3D_1_1CVegetable.html#m4">Sz</a>.Rand= 0; +00059 <font class="comment">// No rotation.</font> +00060 <a class="code" href="classNL3D_1_1CVegetable.html#m5">Rx</a>.Abs= <a class="code" href="classNL3D_1_1CVegetable.html#m6">Ry</a>.Abs= <a class="code" href="classNL3D_1_1CVegetable.html#m7">Rz</a>.Abs= 0; +00061 <a class="code" href="classNL3D_1_1CVegetable.html#m5">Rx</a>.Rand= <a class="code" href="classNL3D_1_1CVegetable.html#m6">Ry</a>.Rand= <a class="code" href="classNL3D_1_1CVegetable.html#m7">Rz</a>.Rand= 0; +00062 <font class="comment">// No BendFactor.</font> +00063 <a class="code" href="classNL3D_1_1CVegetable.html#m8">BendFactor</a>.Abs= 1; +00064 <a class="code" href="classNL3D_1_1CVegetable.html#m8">BendFactor</a>.Rand= 0; +00065 <a class="code" href="classNL3D_1_1CVegetable.html#m10">BendFrequencyFactor</a>= 1; +00066 +00067 <font class="comment">// Appear at 0.</font> +00068 <a class="code" href="classNL3D_1_1CVegetable.html#m12">DistType</a>= 0; +00069 +00070 <a class="code" href="classNL3D_1_1CVegetable.html#o5">_Manager</a>= NULL; +00071 } +00072 +00073 +00074 <font class="comment">// ***************************************************************************</font> +<a name="l00075"></a><a class="code" href="classNL3D_1_1CVegetable.html#z878_1">00075</a> <font class="keywordtype">void</font> CVegetable::setAngleGround(<font class="keywordtype">float</font> cosAngleMin) +00076 { +00077 <a class="code" href="classNL3D_1_1CVegetable.html#o4">_AngleType</a>= <a class="code" href="classNL3D_1_1CVegetable.html#z878_0s4">AngleGround</a>; +00078 +00079 <a class="code" href="classNL3D_1_1CVegetable.html#o0">_CosAngleMin</a>= cosAngleMin; +00080 <font class="comment">// We must be at densityFactor==1, when cosAngle==1, keeping the same formula.</font> +00081 <a class="code" href="classNL3D_1_1CVegetable.html#o1">_CosAngleMax</a>= 1 + (1-cosAngleMin); +00082 +00083 <font class="comment">// precalc</font> +00084 <a class="code" href="classNL3D_1_1CVegetable.html#o2">_CosAngleMiddle</a>= (<a class="code" href="classNL3D_1_1CVegetable.html#o0">_CosAngleMin</a> + <a class="code" href="classNL3D_1_1CVegetable.html#o1">_CosAngleMax</a>)/2; +00085 <a class="code" href="classNL3D_1_1CVegetable.html#o3">_OOCosAngleDist</a>= <a class="code" href="classNL3D_1_1CVegetable.html#o1">_CosAngleMax</a> - <a class="code" href="classNL3D_1_1CVegetable.html#o2">_CosAngleMiddle</a>; +00086 <font class="keywordflow">if</font>(_OOCosAngleDist) +00087 <a class="code" href="classNL3D_1_1CVegetable.html#o3">_OOCosAngleDist</a>= 1.0f / <a class="code" href="classNL3D_1_1CVegetable.html#o3">_OOCosAngleDist</a>; +00088 } +00089 +00090 <font class="comment">// ***************************************************************************</font> +<a name="l00091"></a><a class="code" href="classNL3D_1_1CVegetable.html#z878_2">00091</a> <font class="keywordtype">void</font> CVegetable::setAngleCeiling(<font class="keywordtype">float</font> cosAngleMax) +00092 { +00093 <a class="code" href="classNL3D_1_1CVegetable.html#o4">_AngleType</a>= <a class="code" href="classNL3D_1_1CVegetable.html#z878_0s5">AngleCeiling</a>; +00094 +00095 <a class="code" href="classNL3D_1_1CVegetable.html#o1">_CosAngleMax</a>= cosAngleMax; +00096 <font class="comment">// We must be at densityFactor==1, when cosAngle==-1, keeping the same formula.</font> +00097 <a class="code" href="classNL3D_1_1CVegetable.html#o0">_CosAngleMin</a>= -1 - (cosAngleMax-(-1)); +00098 +00099 <font class="comment">// precalc</font> +00100 <a class="code" href="classNL3D_1_1CVegetable.html#o2">_CosAngleMiddle</a>= (<a class="code" href="classNL3D_1_1CVegetable.html#o0">_CosAngleMin</a> + <a class="code" href="classNL3D_1_1CVegetable.html#o1">_CosAngleMax</a>)/2; +00101 <a class="code" href="classNL3D_1_1CVegetable.html#o3">_OOCosAngleDist</a>= <a class="code" href="classNL3D_1_1CVegetable.html#o1">_CosAngleMax</a> - <a class="code" href="classNL3D_1_1CVegetable.html#o2">_CosAngleMiddle</a>; +00102 <font class="keywordflow">if</font>(_OOCosAngleDist) +00103 <a class="code" href="classNL3D_1_1CVegetable.html#o3">_OOCosAngleDist</a>= 1.0f / <a class="code" href="classNL3D_1_1CVegetable.html#o3">_OOCosAngleDist</a>; +00104 } +00105 +00106 <font class="comment">// ***************************************************************************</font> +<a name="l00107"></a><a class="code" href="classNL3D_1_1CVegetable.html#z878_3">00107</a> <font class="keywordtype">void</font> CVegetable::setAngleWall(<font class="keywordtype">float</font> cosAngleMin, <font class="keywordtype">float</font> cosAngleMax) +00108 { +00109 <a class="code" href="classNL3D_1_1CVegetable.html#o4">_AngleType</a>= <a class="code" href="classNL3D_1_1CVegetable.html#z878_0s6">AngleWall</a>; +00110 +00111 <a class="code" href="classNL3D_1_1CVegetable.html#o0">_CosAngleMin</a>= cosAngleMin; +00112 <a class="code" href="classNL3D_1_1CVegetable.html#o1">_CosAngleMax</a>= cosAngleMax; +00113 +00114 <font class="comment">// precalc</font> +00115 <a class="code" href="classNL3D_1_1CVegetable.html#o2">_CosAngleMiddle</a>= (<a class="code" href="classNL3D_1_1CVegetable.html#o0">_CosAngleMin</a> + <a class="code" href="classNL3D_1_1CVegetable.html#o1">_CosAngleMax</a>)/2; +00116 <a class="code" href="classNL3D_1_1CVegetable.html#o3">_OOCosAngleDist</a>= <a class="code" href="classNL3D_1_1CVegetable.html#o1">_CosAngleMax</a> - <a class="code" href="classNL3D_1_1CVegetable.html#o2">_CosAngleMiddle</a>; +00117 <font class="keywordflow">if</font>(_OOCosAngleDist) +00118 <a class="code" href="classNL3D_1_1CVegetable.html#o3">_OOCosAngleDist</a>= 1.0f / <a class="code" href="classNL3D_1_1CVegetable.html#o3">_OOCosAngleDist</a>; +00119 } +00120 +00121 +00122 <font class="comment">// ***************************************************************************</font> +<a name="l00123"></a><a class="code" href="classNL3D_1_1CVegetable.html#a1">00123</a> <font class="keywordtype">void</font> CVegetable::registerToManager(CVegetableManager *manager) +00124 { +00125 <a class="code" href="debug_8h.html#a6">nlassert</a>(manager); +00126 <a class="code" href="classNL3D_1_1CVegetable.html#o5">_Manager</a>= manager; +00127 <a class="code" href="classNL3D_1_1CVegetable.html#o6">_VegetableShape</a>= <a class="code" href="classNL3D_1_1CVegetable.html#o5">_Manager</a>->getVegetableShape(<a class="code" href="classNL3D_1_1CVegetable.html#m0">ShapeName</a>); +00128 } +00129 +00130 +00131 <font class="comment">// ***************************************************************************</font> +<a name="l00132"></a><a class="code" href="classNL3D_1_1CVegetable.html#c0">00132</a> <font class="keywordtype">void</font> CVegetable::generateGroupEx(<font class="keywordtype">float</font> nbInst, <font class="keyword">const</font> CVector &posInWorld, <font class="keyword">const</font> CVector &surfaceNormal, uint vegetSeed, std::vector<CVector2f> &instances)<font class="keyword"> const</font> +00133 <font class="keyword"></font>{ +00134 +00135 <font class="comment">// Density modulation.</font> +00136 <font class="comment">//===================</font> +00137 +00138 <font class="comment">// compute cos of angle between surfaceNormal and K(0,0,1).</font> +00139 <font class="keywordtype">float</font> cosAngle= surfaceNormal.z; +00140 <font class="comment">// compute angleFactor density. Use a quadratic, because f'(_CosAngleMiddle)==0.</font> +00141 <font class="keywordtype">float</font> angleFact= 1 - <a class="code" href="namespaceNLMISC.html#a214">sqr</a>((cosAngle - <a class="code" href="classNL3D_1_1CVegetable.html#o2">_CosAngleMiddle</a>) * <a class="code" href="classNL3D_1_1CVegetable.html#o3">_OOCosAngleDist</a>); +00142 angleFact= max(0.f, angleFact); +00143 <font class="comment">// modulate density with angleFactor.</font> +00144 nbInst*= angleFact; +00145 +00146 <font class="comment">// Now, 0<=nbInst<+oo. If we have 0.1, it means that we have 10% chance to spawn an instance.</font> +00147 <font class="comment">// So add a "random" value (with help of a noise with High frequency)</font> +00148 <font class="comment">// if nbInst==0, we should never have any instance (which may arise if evalOneLevelRandom()==1).</font> +00149 <font class="comment">// hence the 0.99f* which ensure that we do nbInst+= [0..1[.</font> +00150 nbInst+= 0.99f * <a class="code" href="namespaceNL3D.html#a472">RandomGenerator</a>.evalOneLevelRandom(posInWorld); +00151 +00152 <font class="comment">// and then get only the integral part.</font> +00153 sint nbInstances= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(nbInst); +00154 nbInstances= max(0, nbInstances); +00155 +00156 <font class="comment">// resize the instances</font> +00157 instances.resize(nbInstances); +00158 +00159 <font class="comment">// Position generation.</font> +00160 <font class="comment">//===================</font> +00161 <font class="comment">// For now, generate them randomly.</font> +00162 <font class="keyword">static</font> CVector2f dSeed(0.513f, 0.267f); <font class="comment">// random values.</font> +00163 CVector seed= posInWorld; +00164 seed.z+= vegetSeed * 0.723f; <font class="comment">// 0.723f is a random value.</font> +00165 <font class="keywordflow">for</font>(sint i=0; i<nbInstances; i++) +00166 { +00167 instances[i].x= <a class="code" href="namespaceNL3D.html#a472">RandomGenerator</a>.evalOneLevelRandom(seed); +00168 seed.x+= dSeed.x; +00169 instances[i].y= <a class="code" href="namespaceNL3D.html#a472">RandomGenerator</a>.evalOneLevelRandom(seed); +00170 seed.y+= dSeed.y; +00171 } +00172 } +00173 +00174 +00175 <font class="comment">// ***************************************************************************</font> +<a name="l00176"></a><a class="code" href="classNL3D_1_1CVegetable.html#a2">00176</a> <font class="keywordtype">void</font> CVegetable::generateGroup(<font class="keyword">const</font> CVector &posInWorld, <font class="keyword">const</font> CVector &surfaceNormal, <font class="keywordtype">float</font> area, uint vegetSeed, std::vector<CVector2f> &instances)<font class="keyword"> const</font> +00177 <font class="keyword"></font>{ +00178 <font class="comment">// number of instances to generate</font> +00179 <font class="keywordtype">float</font> dens= <a class="code" href="classNL3D_1_1CVegetable.html#m1">Density</a>.eval(posInWorld); +00180 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CVegetable.html#m2">MaxDensity</a> >= 0) +00181 dens= <a class="code" href="bit__set_8cpp.html#a0">min</a>(dens, <a class="code" href="classNL3D_1_1CVegetable.html#m2">MaxDensity</a>); +00182 <font class="keywordtype">float</font> nbInst= area * dens; +00183 +00184 <font class="comment">// modulate by normal and generate them.</font> +00185 <a class="code" href="classNL3D_1_1CVegetable.html#c0">generateGroupEx</a>(nbInst, posInWorld, surfaceNormal, vegetSeed, instances); +00186 } +00187 +00188 +00189 <font class="comment">// ***************************************************************************</font> +<a name="l00190"></a><a class="code" href="classNL3D_1_1CVegetable.html#a3">00190</a> <font class="keywordtype">void</font> CVegetable::generateGroupBiLinear(<font class="keyword">const</font> CVector &posInWorld, <font class="keyword">const</font> CVector posInWorldBorder[4], <font class="keyword">const</font> CVector &surfaceNormal, <font class="keywordtype">float</font> area, uint vegetSeed, std::vector<CVector2f> &instances)<font class="keyword"> const</font> +00191 <font class="keyword"></font>{ +00192 sint i; +00193 <font class="keyword">const</font> <font class="keywordtype">float</font> evenDistribFact= 12.25f; <font class="comment">// an arbitrary value to have a higher frequency for random.</font> +00194 +00195 <font class="comment">// compute how many instances to generate on borders of the patch</font> +00196 <font class="comment">// ==================</font> +00197 <font class="keywordtype">float</font> edgeDensity[4]; +00198 <font class="keywordflow">for</font>(i=0; i<4; i++) +00199 { +00200 <font class="comment">// Get number of instances generated on edges</font> +00201 edgeDensity[i]= area * <a class="code" href="classNL3D_1_1CVegetable.html#m1">Density</a>.eval(posInWorldBorder[i]); +00202 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CVegetable.html#m2">MaxDensity</a> >= 0) +00203 edgeDensity[i]= <a class="code" href="bit__set_8cpp.html#a0">min</a>(edgeDensity[i], area * <a class="code" href="classNL3D_1_1CVegetable.html#m2">MaxDensity</a>); +00204 edgeDensity[i]= max(0.f, edgeDensity[i]); +00205 } +00206 <font class="comment">// Average on center of the patch for each direction.</font> +00207 <font class="keywordtype">float</font> edgeDensityCenterX; +00208 <font class="keywordtype">float</font> edgeDensityCenterY; +00209 edgeDensityCenterX= 0.5f * (edgeDensity[0] + edgeDensity[1]); +00210 edgeDensityCenterY= 0.5f * (edgeDensity[2] + edgeDensity[3]); +00211 +00212 +00213 <font class="comment">// Average for all the patch</font> +00214 <font class="keywordtype">float</font> nbInstAverage= 0.5f * (edgeDensityCenterX + edgeDensityCenterY); +00215 +00216 +00217 <font class="comment">// generate instances on the patch</font> +00218 <font class="comment">// ==================</font> +00219 <a class="code" href="classNL3D_1_1CVegetable.html#c0">generateGroupEx</a>(nbInstAverage, posInWorld, surfaceNormal, vegetSeed, instances); +00220 +00221 +00222 +00223 <font class="comment">// move instances x/y to follow edge repartition</font> +00224 <font class="comment">// ==================</font> +00225 <font class="comment">// If on a direction, both edges are 0 density, then must do a special formula</font> +00226 <font class="keywordtype">bool</font> middleX= edgeDensityCenterX<=1; +00227 <font class="keywordtype">bool</font> middleY= edgeDensityCenterY<=1; +00228 <font class="keywordtype">float</font> OOEdgeDCX=0.0; +00229 <font class="keywordtype">float</font> OOEdgeDCY=0.0; +00230 <font class="keywordflow">if</font>(!middleX) OOEdgeDCX= 1.0f / edgeDensityCenterX; +00231 <font class="keywordflow">if</font>(!middleY) OOEdgeDCY= 1.0f / edgeDensityCenterY; +00232 <font class="comment">// for all instances</font> +00233 <font class="keywordflow">for</font>(i=0; i<(sint)instances.size(); i++) +00234 { +00235 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= instances[i].x; +00236 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= instances[i].y; +00237 <font class="comment">// a seed for random.</font> +00238 CVector randSeed(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*evenDistribFact, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*evenDistribFact, 0); +00239 +00240 <font class="comment">// X change.</font> +00241 <font class="keywordflow">if</font>(middleX) +00242 { +00243 <font class="comment">// instances are grouped at middle. this is the bijection of easeInEaseOut</font> +00244 <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> - <a class="code" href="classNL3D_1_1CVegetable.html#f0">easeInEaseOut</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>); +00245 <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> - <a class="code" href="classNL3D_1_1CVegetable.html#f0">easeInEaseOut</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>); +00246 instances[i].x= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>; +00247 } +00248 <font class="keywordflow">else</font> +00249 { +00250 <font class="comment">// Swap X, randomly. swap more on border</font> +00251 <font class="comment">// evaluate the density in X direction we have at this point.</font> +00252 <font class="keywordtype">float</font> densX= edgeDensity[0]*(1-<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>) + edgeDensity[1]* <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> ; +00253 <font class="comment">// If on the side of the lowest density</font> +00254 <font class="keywordflow">if</font>(densX < edgeDensityCenterX) +00255 { +00256 <font class="comment">// may swap the position </font> +00257 <font class="keywordtype">float</font> rdSwap= (densX * OOEdgeDCX ); +00258 <font class="comment">// (densX * OOEdgeDCX) E [0..1[. The more it is near 0, the more is has chance to be swapped.</font> +00259 rdSwap+= <a class="code" href="namespaceNL3D.html#a472">RandomGenerator</a>.evalOneLevelRandom( randSeed ); +00260 <font class="keywordflow">if</font>(rdSwap<1) +00261 instances[i].x= 1 - instances[i].x; +00262 } +00263 } +00264 +00265 <font class="comment">// Y change.</font> +00266 <font class="keywordflow">if</font>(middleY) +00267 { +00268 <font class="comment">// instances are grouped at middle. this is the bijection of easeInEaseOut</font> +00269 <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> - <a class="code" href="classNL3D_1_1CVegetable.html#f0">easeInEaseOut</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>); +00270 <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> - <a class="code" href="classNL3D_1_1CVegetable.html#f0">easeInEaseOut</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>); +00271 instances[i].y= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>; +00272 } +00273 <font class="keywordflow">else</font> +00274 { +00275 <font class="comment">// Swap Y, randomly. swap more on border</font> +00276 <font class="comment">// evaluate the density in Y direction we have at this point.</font> +00277 <font class="keywordtype">float</font> densY= edgeDensity[2]*(1-<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>) + edgeDensity[3]* <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> ; +00278 <font class="comment">// If on the side of the lowest density</font> +00279 <font class="keywordflow">if</font>(densY < edgeDensityCenterY) +00280 { +00281 <font class="comment">// may swap the position </font> +00282 <font class="keywordtype">float</font> rdSwap= (densY * OOEdgeDCY); +00283 <font class="comment">// (densY * OOEdgeDCY) E [0..1[. The more it is near 0, the more is has chance to be swapped.</font> +00284 rdSwap+= <a class="code" href="namespaceNL3D.html#a472">RandomGenerator</a>.evalOneLevelRandom( randSeed ); +00285 <font class="keywordflow">if</font>(rdSwap<1) +00286 instances[i].y= 1 - instances[i].y; +00287 } +00288 } +00289 +00290 } +00291 +00292 } +00293 +00294 +00295 <font class="comment">// ***************************************************************************</font> +<a name="l00296"></a><a class="code" href="classNL3D_1_1CVegetable.html#a4">00296</a> <font class="keywordtype">void</font> CVegetable::reserveIgAddInstances(CVegetableInstanceGroupReserve &vegetIgReserve, TVegetableWater vegetWaterState, uint numInstances)<font class="keyword"> const</font> +00297 <font class="keyword"></font>{ +00298 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CVegetable.html#o5">_Manager</a>); +00299 +00300 <font class="keywordflow">if</font> (_VegetableShape) +00301 <a class="code" href="classNL3D_1_1CVegetable.html#o5">_Manager</a>->reserveIgAddInstances(vegetIgReserve, <a class="code" href="classNL3D_1_1CVegetable.html#o6">_VegetableShape</a>, (CVegetableManager::TVegetableWater)vegetWaterState, numInstances); +00302 } +00303 +00304 +00305 <font class="comment">// ***************************************************************************</font> +<a name="l00306"></a><a class="code" href="classNL3D_1_1CVegetable.html#a5">00306</a> <font class="keywordtype">void</font> CVegetable::generateInstance(CVegetableInstanceGroup *ig, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &posInWorld, +00307 <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CRGBAF.html">NLMISC::CRGBAF</a> &modulateAmbientColor, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CRGBAF.html">NLMISC::CRGBAF</a> &modulateDiffuseColor, <font class="keywordtype">float</font> blendDistMax, +00308 TVegetableWater vegetWaterState, CVegetableUV8 dlmUV)<font class="keyword"> const</font> +00309 <font class="keyword"></font>{ +00310 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CVegetable.html#o5">_Manager</a>); +00311 +00312 +00313 CVector seed= posInWorld.<a class="code" href="classNLMISC_1_1CMatrix.html#z291_4">getPos</a>(); +00314 +00315 <font class="comment">// Generate Matrix.</font> +00316 <font class="comment">// ===============</font> +00317 +00318 <font class="comment">// Generate a random Scale / Rotation matrix.</font> +00319 CMatrix randomMat; +00320 <font class="comment">// setup rotation</font> +00321 CVector rot; +00322 rot.x= <a class="code" href="classNL3D_1_1CVegetable.html#m5">Rx</a>.eval(seed); +00323 rot.y= <a class="code" href="classNL3D_1_1CVegetable.html#m6">Ry</a>.eval(seed); +00324 rot.z= <a class="code" href="classNL3D_1_1CVegetable.html#m7">Rz</a>.eval(seed); +00325 randomMat.setRot(rot, CMatrix::ZXY); +00326 <font class="comment">// scale.</font> +00327 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CVegetable.html#m3">Sxy</a>.Abs!=0 || <a class="code" href="classNL3D_1_1CVegetable.html#m3">Sxy</a>.Rand!=0 || <a class="code" href="classNL3D_1_1CVegetable.html#m4">Sz</a>.Abs!=0 || <a class="code" href="classNL3D_1_1CVegetable.html#m4">Sz</a>.Rand!=0) +00328 { +00329 CVector scale; +00330 scale.x= scale.y= <a class="code" href="classNL3D_1_1CVegetable.html#m3">Sxy</a>.eval(seed); +00331 scale.z= <a class="code" href="classNL3D_1_1CVegetable.html#m4">Sz</a>.eval(seed); +00332 randomMat.scale(scale); +00333 } +00334 +00335 <font class="comment">// Final Matrix.</font> +00336 CMatrix finalMatrix; +00337 finalMatrix= posInWorld * randomMat; +00338 +00339 <font class="comment">// Generate Color and factor</font> +00340 <font class="comment">// ===============</font> +00341 CRGBAF materialColor(1,1,1,1); +00342 <font class="comment">// evaluate gradients. If none, color not modified.</font> +00343 <a class="code" href="classNL3D_1_1CVegetable.html#m11">Color</a>.eval(seed, materialColor); +00344 <font class="comment">// modulate with user</font> +00345 CRGBAF ambient, diffuse; +00346 ambient= modulateAmbientColor * materialColor; +00347 diffuse= modulateDiffuseColor * materialColor; +00348 +00349 <font class="comment">// Generate a bendFactor</font> +00350 <font class="keywordtype">float</font> bendFactor= <a class="code" href="classNL3D_1_1CVegetable.html#m8">BendFactor</a>.eval(seed); +00351 <font class="comment">// Generate a bendPhase</font> +00352 <font class="keywordtype">float</font> bendPhase= <a class="code" href="classNL3D_1_1CVegetable.html#m9">BendPhase</a>.eval(seed); +00353 +00354 +00355 <font class="comment">// Append to the vegetableManager</font> +00356 <font class="comment">// ===============</font> +00357 <font class="keywordflow">if</font> (_VegetableShape) +00358 { +00359 <a class="code" href="classNL3D_1_1CVegetable.html#o5">_Manager</a>->addInstance(ig, <a class="code" href="classNL3D_1_1CVegetable.html#o6">_VegetableShape</a>, finalMatrix, ambient, diffuse, +00360 bendFactor, bendPhase, <a class="code" href="classNL3D_1_1CVegetable.html#m10">BendFrequencyFactor</a>, blendDistMax, +00361 (CVegetableManager::TVegetableWater)vegetWaterState, dlmUV); +00362 } +00363 } +00364 +00365 +00366 <font class="comment">// ***************************************************************************</font> +<a name="l00367"></a><a class="code" href="classNL3D_1_1CVegetable.html#a6">00367</a> <font class="keywordtype">void</font> CVegetable::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &f) +00368 { +00369 <font class="comment">/*</font> +00370 <font class="comment"> Version 1:</font> +00371 <font class="comment"> - add BendFrequencyFactor</font> +00372 <font class="comment"> Version 0:</font> +00373 <font class="comment"> - base version</font> +00374 <font class="comment"> */</font> +00375 sint ver= f.<a class="code" href="classNLMISC_1_1IStream.html#a29">serialVersion</a>(1); +00376 +00377 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CVegetable.html#m0">ShapeName</a>); +00378 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CVegetable.html#m1">Density</a>); +00379 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CVegetable.html#m2">MaxDensity</a>); +00380 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CVegetable.html#o0">_CosAngleMin</a>, <a class="code" href="classNL3D_1_1CVegetable.html#o1">_CosAngleMax</a>, <a class="code" href="classNL3D_1_1CVegetable.html#o2">_CosAngleMiddle</a>, <a class="code" href="classNL3D_1_1CVegetable.html#o3">_OOCosAngleDist</a>); +00381 f.<a class="code" href="classNLMISC_1_1IStream.html#a6">serialEnum</a>(<a class="code" href="classNL3D_1_1CVegetable.html#o4">_AngleType</a>); +00382 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CVegetable.html#m3">Sxy</a>, <a class="code" href="classNL3D_1_1CVegetable.html#m4">Sz</a>); +00383 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CVegetable.html#m5">Rx</a>, <a class="code" href="classNL3D_1_1CVegetable.html#m6">Ry</a>, <a class="code" href="classNL3D_1_1CVegetable.html#m7">Rz</a>); +00384 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CVegetable.html#m8">BendFactor</a>); +00385 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CVegetable.html#m9">BendPhase</a>); +00386 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CVegetable.html#m11">Color</a>); +00387 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CVegetable.html#m12">DistType</a>); +00388 +00389 <font class="keywordflow">if</font>(ver>=1) +00390 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CVegetable.html#m10">BendFrequencyFactor</a>); +00391 <font class="keywordflow">else</font> +00392 <a class="code" href="classNL3D_1_1CVegetable.html#m10">BendFrequencyFactor</a>= 1; +00393 } +00394 +00395 +00396 } <font class="comment">// NL3D</font> +</pre></div> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |