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qgsmesh3dentity_p.cpp
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qgsmesh3dentity_p.cpp
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/***************************************************************************
qgsmesh3dentity.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 "qgsmesh3dentity_p.h"
#include <Qt3DRender/QGeometryRenderer>
#include "qgsmeshlayer.h"
#include "qgsmapsettings.h"
#include "qgs3dmapsettings.h"
#include "qgsmeshlayerrenderer.h"
#include "qgsterraintextureimage_p.h"
#include "qgsmesh3dmaterial_p.h"
QgsMesh3dEntity::QgsMesh3dEntity( const Qgs3DMapSettings &map, QgsMeshLayer *meshLayer, const QgsMesh3DSymbol &symbol ):
mMapSettings( map ),
mLayerRef( meshLayer ),
mSymbol( symbol )
{}
QgsMeshDataset3dEntity::QgsMeshDataset3dEntity(
const Qgs3DMapSettings &map,
QgsMeshLayer *meshLayer,
const QgsMesh3DSymbol &symbol ):
QgsMesh3dEntity( map, meshLayer, symbol )
{}
void QgsMesh3dEntity::build()
{
buildGeometry();
applyMaterial();
}
void QgsMeshDataset3dEntity::buildGeometry()
{
Qt3DRender::QGeometryRenderer *mesh = new Qt3DRender::QGeometryRenderer;
if ( !layer() )
return;
mesh->setGeometry( new QgsMeshDataset3dGeometry( layer(), mMapSettings.origin(), mSymbol, mesh ) );
addComponent( mesh );
}
void QgsMeshDataset3dEntity::applyMaterial()
{
if ( mSymbol.renderingStyle() == QgsMesh3DSymbol::ColorRamp2DRendering && layer() )
{
const QgsMeshRendererSettings rendererSettings = layer()->rendererSettings();
const QgsMeshDatasetIndex datasetIndex = rendererSettings.activeScalarDataset();
if ( datasetIndex.isValid() )
mSymbol.setColorRampShader( rendererSettings.scalarSettings( datasetIndex.group() ).colorRampShader() );
}
QgsMesh3dMaterial *material = new QgsMesh3dMaterial( layer(), mMapSettings.origin(), mSymbol, QgsMesh3dMaterial::ScalarDataSet );
addComponent( material );
}
QgsMesh3dTerrainTileEntity::QgsMesh3dTerrainTileEntity( const Qgs3DMapSettings &map,
QgsMeshLayer *meshLayer,
const QgsMesh3DSymbol &symbol,
QgsChunkNodeId nodeId,
Qt3DCore::QNode *parent ):
QgsMesh3dEntity( map, meshLayer, symbol ),
QgsTerrainTileEntity( nodeId, parent )
{}
void QgsMesh3dTerrainTileEntity::buildGeometry()
{
Qt3DRender::QGeometryRenderer *mesh = new Qt3DRender::QGeometryRenderer;
if ( !layer() )
return;
mesh->setGeometry( new QgsMeshTerrain3dGeometry( layer(), mMapSettings.origin(), mSymbol, mesh ) );
addComponent( mesh );
}
void QgsMesh3dTerrainTileEntity::applyMaterial()
{
QgsMesh3dMaterial *material = new QgsMesh3dMaterial( layer(), mMapSettings.origin(), mSymbol, QgsMesh3dMaterial::ZValue );
addComponent( material );
}
QgsMeshLayer *QgsMesh3dEntity::layer() const
{
return qobject_cast<QgsMeshLayer *>( mLayerRef.layer.data() );
}