Пример #1
0
    public void BuildOctree(CartesianBounds cartesianBounds)
    {
        float centerX = (float)(cartesianBounds.MinimumCoordinates.X + cartesianBounds.MaximumCoordinates.X) / 2f;
        float centerZ = (float)(cartesianBounds.MinimumCoordinates.Y + cartesianBounds.MaximumCoordinates.Y) / 2f;
        float sizeX   = (float)(cartesianBounds.MaximumCoordinates.X - cartesianBounds.MinimumCoordinates.X);
        float sizeZ   = (float)(cartesianBounds.MaximumCoordinates.Y - cartesianBounds.MinimumCoordinates.Y);
        // NOTE: This is offset in y in a naive way, just so that two nodes on top of one another
        // don't have their adjoining edge at y=0 which many model bounds would intersect. So it improves the insertion quality for our purposes
        var boundary = new Bounds(new Vector3(centerX, 100f, centerZ), new Vector3(sizeX, 1000f, sizeZ));

        _octree = new Octree(boundary, 1);
        _octree.Build(Models);
    }
Пример #2
0
    public static double SunShineSim(TreeModel treeModel, PhotosyntheticModels type)
    {
        double biomass = 0.0;

        switch (type)
        {
        case PhotosyntheticModels.LightResponse:
            Octree octree = Octree.Build(treeModel);
            biomass =
                octree == null?         //无模型,说明未出苗
                MaizeParams.SEED_BIOMASS : DailySunShineSimluation(treeModel, DateTime.Now, 119, 26, octree, 0.1f, 100, 100);
            if (octree != null)
            {
                octree.Clear();
            }
            break;

        default:
            GameObject go = treeModel.TreeModelInstance;

            if (go != null)
            {
                Mesh.AddBoxColliderInParent(go);
            }

            biomass =
                treeModel.GetLeafIndexes().Count != 0 ?         //无叶片,说明未出苗
                BeerRule.BiomassCal(treeModel) / FunctionSim.ComputeDaysInGC(treeModel) : MaizeParams.SEED_BIOMASS;
            break;
        }

        if (biomass != MaizeParams.SEED_BIOMASS)
        {
            biomass *= EnvironmentEffect.TemperatureStressFactor(treeModel) * EnvironmentEffect.WaterStressFactor(treeModel) * EnvironmentEffect.SunshineStress(treeModel);
        }

        return(biomass);
    }