From: Stuart Buchanan Date: Thu, 10 May 2012 22:03:38 +0000 (+0100) Subject: Updates to buildings and trees X-Git-Url: https://git.mxchange.org/?a=commitdiff_plain;h=a83f5deaac1fd5d7872490fc537241199d999179;p=simgear.git Updates to buildings and trees 1) Clean up after ourselves - remove memory leak 2) Face buildings the right way --- diff --git a/simgear/scene/tgdb/SGBuildingBin.cxx b/simgear/scene/tgdb/SGBuildingBin.cxx index dca84aa9..8378a613 100644 --- a/simgear/scene/tgdb/SGBuildingBin.cxx +++ b/simgear/scene/tgdb/SGBuildingBin.cxx @@ -137,74 +137,74 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin // BASEMENT // This exteds 10m below the main section // Front face - v->push_back( osg::Vec3( 0, cw, -10) * transformMat ); // bottom right - v->push_back( osg::Vec3( 0, -cw, -10) * transformMat ); // bottom left - v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // top left - v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // top right + v->push_back( osg::Vec3( 0, -cw, -10) * transformMat ); // bottom right + v->push_back( osg::Vec3( 0, cw, -10) * transformMat ); // bottom left + v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // top left + v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // top right for (int i=0; i<4; ++i) - n->push_back( osg::Vec3(-1, 0, 0) * rotationMat ); // normal + n->push_back( osg::Vec3(1, 0, 0) * rotationMat ); // normal // Left face - v->push_back( osg::Vec3( 0, -cw, -10) * transformMat ); // bottom right - v->push_back( osg::Vec3( cd, -cw, -10) * transformMat ); // bottom left - v->push_back( osg::Vec3( cd, -cw, 0) * transformMat ); // top left - v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // top right + v->push_back( osg::Vec3( -cd, -cw, -10) * transformMat ); // bottom right + v->push_back( osg::Vec3( 0, -cw, -10) * transformMat ); // bottom left + v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // top left + v->push_back( osg::Vec3( -cd, -cw, 0) * transformMat ); // top right for (int i=0; i<4; ++i) n->push_back( osg::Vec3(0, -1, 0) * rotationMat ); // normal // Back face - v->push_back( osg::Vec3( cd, -cw, -10) * transformMat ); // bottom right - v->push_back( osg::Vec3( cd, cw, -10) * transformMat ); // bottom left - v->push_back( osg::Vec3( cd, cw, 0) * transformMat ); // top left - v->push_back( osg::Vec3( cd, -cw, 0) * transformMat ); // top right + v->push_back( osg::Vec3( -cd, cw, -10) * transformMat ); // bottom right + v->push_back( osg::Vec3( -cd, -cw, -10) * transformMat ); // bottom left + v->push_back( osg::Vec3( -cd, -cw, 0) * transformMat ); // top left + v->push_back( osg::Vec3( -cd, cw, 0) * transformMat ); // top right for (int i=0; i<4; ++i) - n->push_back( osg::Vec3(1, 0, 0) * rotationMat ); // normal + n->push_back( osg::Vec3(-1, 0, 0) * rotationMat ); // normal // Right face - v->push_back( osg::Vec3( cd, cw, -10) * transformMat ); // bottom right - v->push_back( osg::Vec3( 0, cw, -10) * transformMat ); // bottom left - v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // top left - v->push_back( osg::Vec3( cd, cw, 0) * transformMat ); // top right + v->push_back( osg::Vec3( 0, cw, -10) * transformMat ); // bottom right + v->push_back( osg::Vec3( -cd, cw, -10) * transformMat ); // bottom left + v->push_back( osg::Vec3( -cd, cw, 0) * transformMat ); // top left + v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // top right for (int i=0; i<4; ++i) n->push_back( osg::Vec3(0, 1, 0) * rotationMat ); // normal // MAIN BODY // Front face - v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // bottom right - v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // bottom left - v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // top left - v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // top right + v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // bottom right + v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // bottom left + v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // top left + v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // top right for (int i=0; i<4; ++i) - n->push_back( osg::Vec3(-1, 0, 0) * rotationMat ); // normal + n->push_back( osg::Vec3(1, 0, 0) * rotationMat ); // normal // Left face - v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // bottom right - v->push_back( osg::Vec3( cd, -cw, 0) * transformMat ); // bottom left - v->push_back( osg::Vec3( cd, -cw, ch) * transformMat ); // top left - v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // top right + v->push_back( osg::Vec3( -cd, -cw, 0) * transformMat ); // bottom right + v->push_back( osg::Vec3( 0, -cw, 0) * transformMat ); // bottom left + v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // top left + v->push_back( osg::Vec3( -cd, -cw, ch) * transformMat ); // top right for (int i=0; i<4; ++i) n->push_back( osg::Vec3(0, -1, 0) * rotationMat ); // normal // Back face - v->push_back( osg::Vec3( cd, -cw, 0) * transformMat ); // bottom right - v->push_back( osg::Vec3( cd, cw, 0) * transformMat ); // bottom left - v->push_back( osg::Vec3( cd, cw, ch) * transformMat ); // top left - v->push_back( osg::Vec3( cd, -cw, ch) * transformMat ); // top right + v->push_back( osg::Vec3( -cd, cw, 0) * transformMat ); // bottom right + v->push_back( osg::Vec3( -cd, -cw, 0) * transformMat ); // bottom left + v->push_back( osg::Vec3( -cd, -cw, ch) * transformMat ); // top left + v->push_back( osg::Vec3( -cd, cw, ch) * transformMat ); // top right for (int i=0; i<4; ++i) - n->push_back( osg::Vec3(1, 0, 0) * rotationMat ); // normal + n->push_back( osg::Vec3(-1, 0, 0) * rotationMat ); // normal // Right face - v->push_back( osg::Vec3( cd, cw, 0) * transformMat ); // bottom right - v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // bottom left - v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // top left - v->push_back( osg::Vec3( cd, cw, ch) * transformMat ); // top right + v->push_back( osg::Vec3( 0, cw, 0) * transformMat ); // bottom right + v->push_back( osg::Vec3( -cd, cw, 0) * transformMat ); // bottom left + v->push_back( osg::Vec3( -cd, cw, ch) * transformMat ); // top left + v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // top right for (int i=0; i<4; ++i) n->push_back( osg::Vec3(0, 1, 0) * rotationMat ); // normal @@ -213,46 +213,46 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin if (building.pitched) { // Front pitched roof - v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // bottom right - v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // bottom left - v->push_back( osg::Vec3(0.5*cd, -cw, ch+3) * transformMat ); // top left - v->push_back( osg::Vec3(0.5*cd, cw, ch+3) * transformMat ); // top right + v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // bottom right + v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // bottom left + v->push_back( osg::Vec3(-0.5*cd, cw, ch+3) * transformMat ); // top left + v->push_back( osg::Vec3(-0.5*cd, -cw, ch+3) * transformMat ); // top right for (int i=0; i<4; ++i) - n->push_back( osg::Vec3(-0.707, 0, 0.707) * rotationMat ); // normal + n->push_back( osg::Vec3(0.707, 0, 0.707) * rotationMat ); // normal // Left pitched roof - v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // bottom right - v->push_back( osg::Vec3( cd, -cw, ch) * transformMat ); // bottom left - v->push_back( osg::Vec3(0.5*cd, -cw, ch+3) * transformMat ); // top left - v->push_back( osg::Vec3(0.5*cd, -cw, ch+3) * transformMat ); // top right + v->push_back( osg::Vec3( -cd, -cw, ch) * transformMat ); // bottom right + v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // bottom left + v->push_back( osg::Vec3(-0.5*cd, -cw, ch+3) * transformMat ); // top left + v->push_back( osg::Vec3(-0.5*cd, -cw, ch+3) * transformMat ); // top right for (int i=0; i<4; ++i) n->push_back( osg::Vec3(0, -1, 0) * rotationMat ); // normal // Back pitched roof - v->push_back( osg::Vec3( cd, -cw, ch) * transformMat ); // bottom right - v->push_back( osg::Vec3( cd, cw, ch) * transformMat ); // bottom left - v->push_back( osg::Vec3(0.5*cd, cw, ch+3) * transformMat ); // top left - v->push_back( osg::Vec3(0.5*cd, -cw, ch+3) * transformMat ); // top right + v->push_back( osg::Vec3( -cd, cw, ch) * transformMat ); // bottom right + v->push_back( osg::Vec3( -cd, -cw, ch) * transformMat ); // bottom left + v->push_back( osg::Vec3(-0.5*cd, -cw, ch+3) * transformMat ); // top left + v->push_back( osg::Vec3(-0.5*cd, cw, ch+3) * transformMat ); // top right for (int i=0; i<4; ++i) - n->push_back( osg::Vec3(0.707, 0, 0.707) * rotationMat ); // normal + n->push_back( osg::Vec3(-0.707, 0, 0.707) * rotationMat ); // normal // Right pitched roof - v->push_back( osg::Vec3( cd, cw, ch) * transformMat ); // bottom right - v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // bottom left - v->push_back( osg::Vec3(0.5*cd, cw, ch+3) * transformMat ); // top left - v->push_back( osg::Vec3(0.5*cd, cw, ch+3) * transformMat ); // top right + v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // bottom right + v->push_back( osg::Vec3( -cd, cw, ch) * transformMat ); // bottom left + v->push_back( osg::Vec3(-0.5*cd, cw, ch+3) * transformMat ); // top left + v->push_back( osg::Vec3(-0.5*cd, cw, ch+3) * transformMat ); // top right for (int i=0; i<4; ++i) n->push_back( osg::Vec3(0, 1, 0) * rotationMat ); // normal } else { // Top face - v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // bottom right - v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // bottom left - v->push_back( osg::Vec3( cd, -cw, ch) * transformMat ); // top left - v->push_back( osg::Vec3( cd, cw, ch) * transformMat ); // top right + v->push_back( osg::Vec3( 0, -cw, ch) * transformMat ); // bottom right + v->push_back( osg::Vec3( 0, cw, ch) * transformMat ); // bottom left + v->push_back( osg::Vec3( -cd, cw, ch) * transformMat ); // top left + v->push_back( osg::Vec3( -cd, -cw, ch) * transformMat ); // top right for (int i=0; i<4; ++i) n->push_back( osg::Vec3( 0, 0, 1) * rotationMat ); // normal @@ -270,8 +270,8 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin float top_y = base_y + 16.0 * (float) building.floors / 1024.0; float left_x = 32.0 / 1024.0 * round((float) building.width / 6.0f); float right_x = 0.0f; - float front_x = 384.0/1024.0 + 32.0 / 1024.0 * round((float) building.depth/ 6.0f); - float back_x = 384.0/1024.0; + float front_x = 384.0/1024.0; + float back_x = 384.0/1024.0 + 32.0 / 1024.0 * round((float) building.depth/ 6.0f); // BASEMENT - uses the baseline texture for (unsigned int i = 0; i < 16; i++) { @@ -308,8 +308,8 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin top_y = base_y + 16.0 * 3.0 / 1024.0; left_x = 512/1024.0 + 32.0 / 1024.0 * round(building.width / 6.0f); right_x = 512/1024.0; - front_x = 512.0/1024.0; - back_x = 480.0/1024.0; + front_x = 480.0/1024.0; + back_x = 512.0/1024.0; // Front t->push_back( osg::Vec2( right_x, base_y) ); // bottom right @@ -391,8 +391,9 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin if (building.pitched) { base_y = 288.0/1024.0; top_y = 576.0/1024.0; - left_x = 1.0; - right_x = 960.0/1024.0; + left_x = 960.0/1024.0; + right_x = 1.0; + // Front t->push_back( osg::Vec2( right_x, base_y) ); // bottom right t->push_back( osg::Vec2( left_x, base_y) ); // bottom left @@ -420,9 +421,8 @@ void addBuildingToLeafGeode(Geode* geode, const SGBuildingBin::Building& buildin // Flat roof base_y = 416/1024.0; top_y = 576.0/1024.0; - left_x = (column + 1)* 192.0 /1024.0; - right_x = column * 192.0 /1024.0; - //right_x = left_x + 32.0 / 1024.0 * 6.0; + left_x = column * 192.0 /1024.0; + right_x = (column + 1)* 192.0 /1024.0; t->push_back( osg::Vec2( right_x, base_y) ); // bottom right t->push_back( osg::Vec2( left_x, base_y) ); // bottom left @@ -645,9 +645,12 @@ osg::Group* createRandomBuildings(SGBuildingBinList buildings, const osg::Matrix ref_ptr group = quadbuilding.getRoot(); - mt->addChild(group); + mt->addChild(group); + delete bin; } + buildings.clear(); + return mt; } diff --git a/simgear/scene/tgdb/SGBuildingBin.hxx b/simgear/scene/tgdb/SGBuildingBin.hxx index 3dfb3c38..1fc64cbd 100644 --- a/simgear/scene/tgdb/SGBuildingBin.hxx +++ b/simgear/scene/tgdb/SGBuildingBin.hxx @@ -100,6 +100,10 @@ public: { return buildings.size(); } const Building& getBuilding(unsigned i) const { return buildings[i]; } + + ~SGBuildingBin() { + buildings.clear(); + } }; // List of buildings diff --git a/simgear/scene/tgdb/TreeBin.cxx b/simgear/scene/tgdb/TreeBin.cxx index b0ca2e02..15085d6d 100644 --- a/simgear/scene/tgdb/TreeBin.cxx +++ b/simgear/scene/tgdb/TreeBin.cxx @@ -337,8 +337,12 @@ osg::Group* createForest(SGTreeBinList& forestList, const osg::Matrix& transform for (size_t i = 0; i < group->getNumChildren(); ++i) mt->addChild(group->getChild(i)); + + delete forest; } + forestList.clear(); + return mt; } diff --git a/simgear/scene/tgdb/TreeBin.hxx b/simgear/scene/tgdb/TreeBin.hxx index d49e2fbe..9b9c3bc9 100644 --- a/simgear/scene/tgdb/TreeBin.hxx +++ b/simgear/scene/tgdb/TreeBin.hxx @@ -60,9 +60,12 @@ public: const Tree& getTree(unsigned i) const { return _trees[i]; } TreeList _trees; + + ~TreeBin() { + _trees.clear(); + } }; - typedef std::list SGTreeBinList; osg::Group* createForest(SGTreeBinList& forestList, const osg::Matrix& transform,