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qgsmeshterraingenerator.cpp
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qgsmeshterraingenerator.cpp
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/***************************************************************************
qgsmeshterraingenerator.cpp
-------------------------
begin : january 2020
copyright : (C) 2020 by Vincent Cloarec
email : vcloarec at gmail dot com
***************************************************************************/
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
#include "qgsmeshterraingenerator.h"
#include <Qt3DRender/QMaterial>
#include <Qt3DExtras/QDiffuseMapMaterial>
#include <Qt3DExtras/QTextureMaterial>
#include "qgsmesh3dentity_p.h"
#include "qgsmeshlayer.h"
#include "qgsmeshlayer3drenderer.h"
#include "qgsterrainentity_p.h"
#include "qgsterraintextureimage_p.h"
QgsMeshTerrainTileLoader::QgsMeshTerrainTileLoader( QgsTerrainEntity *terrain, QgsChunkNode *node, const QgsTriangularMesh &triangularMesh, const QgsRectangle &extent, const QgsMesh3DSymbol &symbol ):
QgsTerrainTileLoader( terrain, node ),
mExtent( extent ),
mTriangularMesh( triangularMesh ),
mSymbol( symbol )
{
loadTexture();
}
Qt3DCore::QEntity *QgsMeshTerrainTileLoader::createEntity( Qt3DCore::QEntity *parent )
{
auto entity = new QgsMesh3dTerrainTileEntity( terrain()->map3D(), mTriangularMesh, mExtent, mSymbol, mNode->tileId(), parent );
entity->build();
createTexture( entity );
return entity;
}
QgsChunkLoader *QgsMeshTerrainGenerator::createChunkLoader( QgsChunkNode *node ) const
{
if ( !mLayer )
return nullptr;
QgsCoordinateTransform terrainToMapTransform( mLayer->crs(), mCrs, mTransformContext );
/*
* Force to create a triangularMesh by create a renderer, if it does not have been created yet
* Not very clean but could be improve with mesh triangulation handling in the future
*/
QgsRenderContext renderContext;
renderContext.setCoordinateTransform( terrainToMapTransform );
renderContext.setTransformContext( mTransformContext );
meshLayer()->createMapRenderer( renderContext );
return new QgsMeshTerrainTileLoader( mTerrain, node, *meshLayer()->triangularMesh(), extent(), symbol() );
}
float QgsMeshTerrainGenerator::rootChunkError( const Qgs3DMapSettings &map ) const {Q_UNUSED( map ); return 0;}
void QgsMeshTerrainGenerator::rootChunkHeightRange( float &hMin, float &hMax ) const
{
if ( !meshLayer() || !meshLayer()->triangularMesh() )
{
QgsTerrainGenerator::rootChunkHeightRange( hMin, hMax );
return;
}
QgsTriangularMesh *triangularMesh = meshLayer()->triangularMesh();
float min = std::numeric_limits<float>::max();
float max = std::numeric_limits<float>::min();
for ( int i = 0; i < triangularMesh->vertices().count(); ++i )
{
float zValue = triangularMesh->vertices().at( i ).z();
if ( min > zValue )
min = zValue;
if ( max < zValue )
max = zValue;
}
hMin = min;
hMax = max;
}
void QgsMeshTerrainGenerator::resolveReferences( const QgsProject &project )
{
mLayer = QgsMapLayerRef( project.mapLayer( mLayer.layerId ) );
}
void QgsMeshTerrainGenerator::setLayer( QgsMeshLayer *layer )
{
mLayer = QgsMapLayerRef( layer );
}
QgsMeshLayer *QgsMeshTerrainGenerator::meshLayer() const
{
return qobject_cast<QgsMeshLayer *>( mLayer.layer.data() );
}
QgsTerrainGenerator *QgsMeshTerrainGenerator::clone() const
{
QgsMeshTerrainGenerator *cloned = new QgsMeshTerrainGenerator();
cloned->mLayer = mLayer;
cloned->mTerrainTilingScheme = QgsTilingScheme();
cloned->mCrs = mCrs;
cloned->mSymbol = mSymbol;
cloned->mTransformContext = mTransformContext;
return cloned;
}
QgsTerrainGenerator::Type QgsMeshTerrainGenerator::type() const {return QgsTerrainGenerator::Mesh;}
QgsRectangle QgsMeshTerrainGenerator::extent() const
{
QgsRectangle layerextent;
if ( mLayer )
layerextent = mLayer->extent();
else
return QgsRectangle();
QgsCoordinateTransform terrainToMapTransform( mLayer->crs(), mCrs, mTransformContext );
QgsRectangle extentInMap;
try
{
extentInMap = terrainToMapTransform.transform( mLayer->extent() );
}
catch ( QgsCsException &e )
{
extentInMap = mLayer->extent();
}
return extentInMap;
}
void QgsMeshTerrainGenerator::writeXml( QDomElement &elem ) const
{
QDomDocument doc = elem.ownerDocument();
elem.setAttribute( QStringLiteral( "layer" ), mLayer.layerId );
QDomElement elemSymbol = doc.createElement( "symbol" );
QgsReadWriteContext rwc;
mSymbol.writeXml( elemSymbol, rwc );
elem.appendChild( elemSymbol );
}
void QgsMeshTerrainGenerator::readXml( const QDomElement &elem )
{
mLayer = QgsMapLayerRef( elem.attribute( QStringLiteral( "layer" ) ) );
QgsReadWriteContext rwc;
mSymbol.readXml( elem.firstChildElement( "symbol" ), rwc );
}
QgsMesh3DSymbol QgsMeshTerrainGenerator::symbol() const
{
return mSymbol;
}
void QgsMeshTerrainGenerator::setSymbol( const QgsMesh3DSymbol &symbol )
{
mSymbol = symbol;
}
void QgsMeshTerrainGenerator::setCrs( const QgsCoordinateReferenceSystem &crs, const QgsCoordinateTransformContext &context )
{
mCrs = crs;
mTransformContext = context;
}