Terrain Processor: Area: Low-density Cluster (strip): Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(Created page with "Area__NOTOC__ {| cellspacing="0" style="background:#eee" | '''Task name''': Area: Low-density Cluster (strip) '''Dll plugin name''': BIT...")
 
m (Text replacement - "[[Image:" to "[[File:")
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
[[Category:Terrain Processor Manual|Area]]__NOTOC__
[[Category:Terrain Processor Manual|Area]]
{| cellspacing="0" style="background:#eee"
{{TerrainProcessorManual|Area: Low-density Cluster (strip)|BITasksPlugin.dll|Polygon, PolygonM, PolygonZ|No
| '''Task name''': Area: Low-density Cluster (strip)
|DESCRIPTION=Algorithm used for populating low-density areas. Objects are organized in linear clusters.
 
|TASKPARAMETERS=* '''RANDOM SEED''' - number used to initialize pseudorandom number generator.
'''Dll plugin name''': BITasksPlugin.dll
 
'''Geometry type''': Polygon, PolygonM, PolygonZ
 
'''Heightmap''': No
|}
 
===Description===
Algorithm used for populating low-density areas. Objects are organized in linear clusters.
===Task parameters===
* '''RANDOM SEED''' - number used to initialize pseudorandom number generator.
* '''HECTARES''' - area size in hectares (individual for each shape).
* '''CDENSHA''' - The density of the filling in number of clusters for hectare.
* '''CDENSHA''' - The density of the filling in number of clusters for hectare.
===Object prototype parameters===
|OBJECTPROTOTYPEPARAMETERS=* '''OBJECT''' - Object's prototype name
* '''OBJECT''' - Object's prototype name
* '''MINHEIGHT''' - Minimal size in %
* '''MINHEIGHT''' - Minimal size in %
* '''MAXHEIGHT''' - Maximal size in %
* '''MAXHEIGHT''' - Maximal size in %
Line 24: Line 11:
* '''MINCOUNT''' - Minimal count of objects in one cluster
* '''MINCOUNT''' - Minimal count of objects in one cluster
* '''MAXCOUNT''' - Maximal count of objects in one cluster
* '''MAXCOUNT''' - Maximal count of objects in one cluster
===Usage===
|USAGE=Similar to the "Area: Low-density Cluster (circle)", creates prolonged clusters of given width. Perfect for small tree groups, or for adding lines of undergrowth into forests.
Similar to the "Area: Low-density Cluster (circle)", creates prolonged clusters of given width. Perfect for small tree groups, or for adding lines of undergrowth into forests.
|ALGORITHM=For each shape (areal) do :
===Algorithm===
For each shape (areal) do :
# clusters_count = HECTARES * CDENSHA
# clusters_count = HECTARES * CDENSHA
# For clusters_count :
# For clusters_count :
Line 38: Line 23:
#### If position = cluster_center + direction_vector id inside shape and condition MINDIST[n] is ok, then 3. else 1.
#### If position = cluster_center + direction_vector id inside shape and condition MINDIST[n] is ok, then 3. else 1.
#### Create new instance for object prototype in position.
#### Create new instance for object prototype in position.
===Sample===
|SAMPLE=[[File:TerrainProcessor_LinearClusterSettings.png]]
[[Image:TerrainProcessor_LinearClusterSettings.png]]


[[Image:TerrainProcessor_LinearCluster.png]]
[[File:TerrainProcessor_LinearCluster.png]]
}}

Latest revision as of 23:10, 20 November 2023

Task details

Task name : Area: Low-density Cluster (strip)

Dll plugin name : BITasksPlugin.dll

Geometry type : Polygon, PolygonM, PolygonZ

Heightmap : No


Description

Algorithm used for populating low-density areas. Objects are organized in linear clusters.

Task parameters

  • RANDOM SEED - number used to initialize pseudorandom number generator.
  • CDENSHA - The density of the filling in number of clusters for hectare.

Object prototype parameters

  • OBJECT - Object's prototype name
  • MINHEIGHT - Minimal size in %
  • MAXHEIGHT - Maximal size in %
  • MINDIST - Minimal distance in meters
  • GROUPID - Cluster group id
  • MINCOUNT - Minimal count of objects in one cluster
  • MAXCOUNT - Maximal count of objects in one cluster

Usage

Similar to the "Area: Low-density Cluster (circle)", creates prolonged clusters of given width. Perfect for small tree groups, or for adding lines of undergrowth into forests.

Algorithm

For each shape (areal) do :

  1. clusters_count = HECTARES * CDENSHA
  2. For clusters_count :
    1. Get random prototypes group.
    2. Find position inside shape = cluster_center.
    3. For each object prototype do :
      1. prototypes_count = random MINCOUNT - MAXCOUNT
      2. For prototypes_count :
        1. Get random direction_vector with random length (0 - MAXCRADIUS) from cluster_center.
        2. If position = cluster_center + direction_vector id inside shape and condition MINDIST[n] is ok, then 3. else 1.
        3. Create new instance for object prototype in position.

Sample

TerrainProcessor LinearClusterSettings.png

TerrainProcessor LinearCluster.png