@@ -45,8 +45,9 @@ void AppDemoSceneErlebARBielCBB::registerAssetsToLoad(SLAssetLoader& al)
4545 AppCommon::shaderPath + " PerPixTmBackground.frag" );
4646
4747 // initialize sensor stuff before loading the geotiff
48- AppCommon::devLoc.originLatLonAlt (47.14271 , 7.24337 , 488.2 ); // Ecke Giosa
49- AppCommon::devLoc.defaultLatLonAlt (47.14260 , 7.24310 , 488.7 + 1.7 ); // auf Parkplatz
48+ AppCommon::devLoc.originLatLonAlt (47.13052 , 7.24122 , 433.1 ); // Nullpunkt CBB LV95: 2'585'022.31, 1'219'967.25, Alt: 433.1m
49+ AppCommon::devLoc.defaultLatLonAlt (47.13092 , 7.24106 , 437 ); // Baum
50+
5051 AppCommon::devLoc.locMaxDistanceM (1000 .0f );
5152 AppCommon::devLoc.improveOrigin (false );
5253 AppCommon::devLoc.useOriginAltitude (true );
@@ -55,10 +56,16 @@ void AppDemoSceneErlebARBielCBB::registerAssetsToLoad(SLAssetLoader& al)
5556 AppCommon::devRot.zeroYawAtStart (false );
5657 AppCommon::devRot.offsetMode (ROM_oneFingerX);
5758
58- // This loads the DEM file and overwrites the altitude of originLatLonAlt and defaultLatLonAlt
59- al.addGeoTiffToLoad (AppCommon::devLoc,
60- AppCommon::dataPath +
61- " erleb-AR/models/biel/DEM_Biel-BFH_WGS84.tif" );
59+ /* initialize sensor stuff before loading the geotiff
60+ AppCommon::devLoc.nameLocations().push_back(SLLocation("Baum",
61+ 47,
62+ 07,
63+ 51.48,
64+ 7,
65+ 14,
66+ 28.21,
67+ 433.1));
68+ */
6269}
6370// -----------------------------------------------------------------------------
6471// ! After parallel loading of the assets the scene gets assembled in here.
@@ -102,21 +109,15 @@ void AppDemoSceneErlebARBielCBB::assemble(SLAssetManager* am, SLSceneView* sv)
102109 AppCommon::devLoc.calculateSolarAngles (AppCommon::devLoc.originLatLonAlt (),
103110 std::time (nullptr ));
104111
105- // _cbb->setMeshMat(matVideoBkgd, true);
106-
107- // Make terrain a video shine trough
108- // _bfh->findChild<SLNode>("Terrain")->setMeshMat(matVideoBkgd, true);
109-
110- /* Make buildings transparent
111- SLNode* buildings = _bfh->findChild<SLNode>("Buildings");
112- SLNode* roofs = _bfh->findChild<SLNode>("Roofs");
113- auto updateTranspFnc = [](SLMaterial* m) {m->kt(0.5f);};
114- buildings->updateMeshMat(updateTranspFnc, true);
115- roofs->updateMeshMat(updateTranspFnc, true);
116-
117- // Set ambient on all child nodes
118- _bfh->updateMeshMat([](SLMaterial* m) { m->ambient(SLCol4f(.2f, .2f, .2f)); }, true);
119- */
112+ // Make city with hard edges and without shadow mapping
113+ SLNode* Umgebung = _cbb->findChild <SLNode>(" Umgebung" );
114+ Umgebung->setMeshMat (matVideoBkgd, true );
115+ Umgebung->setDrawBitsRec (SL_DB_WITHEDGES, true );
116+ Umgebung->castsShadows (false );
117+
118+ // Make underground floor transparent
119+ SLNode* Decke0 = _cbb->findChild <SLNode>(" Decke0" );
120+ Decke0->setMeshMat (matVideoBkgd, true );
120121
121122 // Add axis object a world origin
122123 SLNode* axis = new SLNode (new SLCoordAxis (am), " Axis Node" );
@@ -147,6 +148,5 @@ void AppDemoSceneErlebARBielCBB::assemble(SLAssetManager* am, SLSceneView* sv)
147148
148149 sv->doWaitOnIdle (false ); // for constant video feed
149150 sv->camera (cam1);
150- sv->drawBits ()->on (SL_DB_ONLYEDGES);
151151}
152152// -----------------------------------------------------------------------------
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