-
-
Notifications
You must be signed in to change notification settings - Fork 3k
/
qgschunkedentity_p.cpp
661 lines (563 loc) · 20.8 KB
/
qgschunkedentity_p.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
/***************************************************************************
qgschunkedentity_p.cpp
--------------------------------------
Date : July 2017
Copyright : (C) 2017 by Martin Dobias
Email : wonder dot sk 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 "qgschunkedentity_p.h"
#include <QElapsedTimer>
#include <QVector4D>
#if QT_VERSION < QT_VERSION_CHECK(6, 0, 0)
#include <Qt3DRender/QBuffer>
typedef Qt3DRender::QBuffer Qt3DQBuffer;
#else
#include <Qt3DCore/QBuffer>
typedef Qt3DCore::QBuffer Qt3DQBuffer;
#endif
#include "qgs3dutils.h"
#include "qgschunkboundsentity_p.h"
#include "qgschunklist_p.h"
#include "qgschunkloader_p.h"
#include "qgschunknode_p.h"
#include "qgstessellatedpolygongeometry.h"
#include "qgseventtracing.h"
#include <queue>
///@cond PRIVATE
static float screenSpaceError( QgsChunkNode *node, const QgsChunkedEntity::SceneState &state )
{
if ( node->error() <= 0 ) //it happens for meshes
return 0;
float dist = node->bbox().distanceFromPoint( state.cameraPos );
// TODO: what to do when distance == 0 ?
float sse = Qgs3DUtils::screenSpaceError( node->error(), dist, state.screenSizePx, state.cameraFov );
return sse;
}
QgsChunkedEntity::QgsChunkedEntity( float tau, QgsChunkLoaderFactory *loaderFactory, bool ownsFactory, int primitiveBudget, Qt3DCore::QNode *parent )
: Qt3DCore::QEntity( parent )
, mTau( tau )
, mChunkLoaderFactory( loaderFactory )
, mOwnsFactory( ownsFactory )
, mPrimitivesBudget( primitiveBudget )
{
mRootNode = loaderFactory->createRootNode();
mChunkLoaderQueue = new QgsChunkList;
mReplacementQueue = new QgsChunkList;
}
QgsChunkedEntity::~QgsChunkedEntity()
{
// derived classes have to make sure that any pending active job has finished / been canceled
// before getting to this destructor - here it would be too late to cancel them
// (e.g. objects required for loading/updating have been deleted already)
Q_ASSERT( mActiveJobs.isEmpty() );
// clean up any pending load requests
while ( !mChunkLoaderQueue->isEmpty() )
{
QgsChunkListEntry *entry = mChunkLoaderQueue->takeFirst();
QgsChunkNode *node = entry->chunk;
if ( node->state() == QgsChunkNode::QueuedForLoad )
node->cancelQueuedForLoad();
else if ( node->state() == QgsChunkNode::QueuedForUpdate )
node->cancelQueuedForUpdate();
else
Q_ASSERT( false ); // impossible!
}
delete mChunkLoaderQueue;
while ( !mReplacementQueue->isEmpty() )
{
QgsChunkListEntry *entry = mReplacementQueue->takeFirst();
// remove loaded data from node
entry->chunk->unloadChunk(); // also deletes the entry
}
delete mReplacementQueue;
delete mRootNode;
if ( mOwnsFactory )
{
delete mChunkLoaderFactory;
}
}
void QgsChunkedEntity::update( const SceneState &state )
{
if ( !mIsValid )
return;
// Let's start the update by removing from loader queue chunks that
// would get frustum culled if loaded (outside of the current view
// of the camera). Removing them keeps the loading queue shorter,
// and we avoid loading chunks that we only wanted for a short period
// of time when camera was moving.
pruneLoaderQueue( state );
QElapsedTimer t;
t.start();
int oldJobsCount = pendingJobsCount();
QSet<QgsChunkNode *> activeBefore = qgis::listToSet( mActiveNodes );
mActiveNodes.clear();
mFrustumCulled = 0;
mCurrentTime = QTime::currentTime();
update( mRootNode, state );
#ifdef QGISDEBUG
int enabled = 0, disabled = 0, unloaded = 0;
#endif
for ( QgsChunkNode *node : std::as_const( mActiveNodes ) )
{
if ( activeBefore.contains( node ) )
{
activeBefore.remove( node );
}
else
{
if ( !node->entity() )
{
QgsDebugMsg( "Active node has null entity - this should never happen!" );
continue;
}
node->entity()->setEnabled( true );
#ifdef QGISDEBUG
++enabled;
#endif
}
}
// disable those that were active but will not be anymore
for ( QgsChunkNode *node : activeBefore )
{
if ( !node->entity() )
{
QgsDebugMsg( "Active node has null entity - this should never happen!" );
continue;
}
node->entity()->setEnabled( false );
#ifdef QGISDEBUG
++disabled;
#endif
}
double usedGpuMemory = QgsChunkedEntity::calculateEntityGpuMemorySize( this );
// unload those that are over the limit for replacement
// TODO: what to do when our cache is too small and nodes are being constantly evicted + loaded again
while ( usedGpuMemory > mGpuMemoryLimit )
{
QgsChunkListEntry *entry = mReplacementQueue->takeLast();
usedGpuMemory -= QgsChunkedEntity::calculateEntityGpuMemorySize( entry->chunk->entity() );
entry->chunk->unloadChunk(); // also deletes the entry
mActiveNodes.removeOne( entry->chunk );
#ifdef QGISDEBUG
++unloaded;
#endif
}
if ( mBboxesEntity )
{
QList<QgsAABB> bboxes;
for ( QgsChunkNode *n : std::as_const( mActiveNodes ) )
bboxes << n->bbox();
mBboxesEntity->setBoxes( bboxes );
}
// start a job from queue if there is anything waiting
startJobs();
mNeedsUpdate = false; // just updated
if ( pendingJobsCount() != oldJobsCount )
emit pendingJobsCountChanged();
QgsDebugMsgLevel( QStringLiteral( "update: active %1 enabled %2 disabled %3 | culled %4 | loading %5 loaded %6 | unloaded %7 elapsed %8ms" ).arg( mActiveNodes.count() )
.arg( enabled )
.arg( disabled )
.arg( mFrustumCulled )
.arg( mReplacementQueue->count() )
.arg( unloaded )
.arg( t.elapsed() ), 2 );
}
void QgsChunkedEntity::setShowBoundingBoxes( bool enabled )
{
if ( ( enabled && mBboxesEntity ) || ( !enabled && !mBboxesEntity ) )
return;
if ( enabled )
{
mBboxesEntity = new QgsChunkBoundsEntity( this );
}
else
{
mBboxesEntity->deleteLater();
mBboxesEntity = nullptr;
}
}
void QgsChunkedEntity::updateNodes( const QList<QgsChunkNode *> &nodes, QgsChunkQueueJobFactory *updateJobFactory )
{
for ( QgsChunkNode *node : nodes )
{
if ( node->state() == QgsChunkNode::QueuedForUpdate )
{
mChunkLoaderQueue->takeEntry( node->loaderQueueEntry() );
node->cancelQueuedForUpdate();
}
else if ( node->state() == QgsChunkNode::Updating )
{
cancelActiveJob( node->updater() );
}
Q_ASSERT( node->state() == QgsChunkNode::Loaded );
QgsChunkListEntry *entry = new QgsChunkListEntry( node );
node->setQueuedForUpdate( entry, updateJobFactory );
mChunkLoaderQueue->insertLast( entry );
}
// trigger update
startJobs();
}
void QgsChunkedEntity::pruneLoaderQueue( const SceneState &state )
{
QList<QgsChunkNode *> toRemoveFromLoaderQueue;
// Step 1: collect all entries from chunk loader queue that would get frustum culled
// (i.e. they are outside of the current view of the camera) and therefore loading
// such chunks would be probably waste of time.
QgsChunkListEntry *e = mChunkLoaderQueue->first();
while ( e )
{
Q_ASSERT( e->chunk->state() == QgsChunkNode::QueuedForLoad || e->chunk->state() == QgsChunkNode::QueuedForUpdate );
if ( Qgs3DUtils::isCullable( e->chunk->bbox(), state.viewProjectionMatrix ) )
{
toRemoveFromLoaderQueue.append( e->chunk );
}
e = e->next;
}
// Step 2: remove collected chunks from the loading queue
for ( QgsChunkNode *n : toRemoveFromLoaderQueue )
{
mChunkLoaderQueue->takeEntry( n->loaderQueueEntry() );
if ( n->state() == QgsChunkNode::QueuedForLoad )
{
n->cancelQueuedForLoad();
}
else // queued for update
{
n->cancelQueuedForUpdate();
mReplacementQueue->takeEntry( n->replacementQueueEntry() );
n->unloadChunk();
}
}
if ( !toRemoveFromLoaderQueue.isEmpty() )
{
QgsDebugMsgLevel( QStringLiteral( "Pruned %1 chunks in loading queue" ).arg( toRemoveFromLoaderQueue.count() ), 2 );
}
}
int QgsChunkedEntity::pendingJobsCount() const
{
return mChunkLoaderQueue->count() + mActiveJobs.count();
}
struct ResidencyRequest
{
QgsChunkNode *node = nullptr;
float dist = 0.0;
int level = -1;
ResidencyRequest() = default;
ResidencyRequest(
QgsChunkNode *n,
float d,
int l )
: node( n )
, dist( d )
, level( l )
{}
};
struct
{
bool operator()( const ResidencyRequest &request, const ResidencyRequest &otherRequest ) const
{
if ( request.level == otherRequest.level )
return request.dist > otherRequest.dist;
return request.level > otherRequest.level;
}
} ResidencyRequestSorter;
void QgsChunkedEntity::update( QgsChunkNode *root, const SceneState &state )
{
QSet<QgsChunkNode *> nodes;
QVector<ResidencyRequest> residencyRequests;
using slotItem = std::pair<QgsChunkNode *, float>;
auto cmp_funct = []( const slotItem & p1, const slotItem & p2 )
{
return p1.second <= p2.second;
};
int renderedCount = 0;
std::priority_queue<slotItem, std::vector<slotItem>, decltype( cmp_funct )> pq( cmp_funct );
pq.push( std::make_pair( root, screenSpaceError( root, state ) ) );
while ( !pq.empty() && renderedCount <= mPrimitivesBudget )
{
slotItem s = pq.top();
pq.pop();
QgsChunkNode *node = s.first;
if ( Qgs3DUtils::isCullable( node->bbox(), state.viewProjectionMatrix ) )
{
++mFrustumCulled;
continue;
}
// ensure we have child nodes (at least skeletons) available, if any
if ( node->childCount() == -1 )
node->populateChildren( mChunkLoaderFactory->createChildren( node ) );
// make sure all nodes leading to children are always loaded
// so that zooming out does not create issues
double dist = node->bbox().center().distanceToPoint( state.cameraPos );
residencyRequests.push_back( ResidencyRequest( node, dist, node->level() ) );
if ( !node->entity() )
{
// this happens initially when root node is not ready yet
continue;
}
bool becomesActive = false;
// QgsDebugMsgLevel( QStringLiteral( "%1|%2|%3 %4 %5" ).arg( node->tileId().x ).arg( node->tileId().y ).arg( node->tileId().z ).arg( mTau ).arg( screenSpaceError( node, state ) ), 2 );
if ( node->childCount() == 0 )
{
// there's no children available for this node, so regardless of whether it has an acceptable error
// or not, it's the best we'll ever get...
becomesActive = true;
}
else if ( mTau > 0 && screenSpaceError( node, state ) <= mTau )
{
// acceptable error for the current chunk - let's render it
becomesActive = true;
}
else
{
// This chunk does not have acceptable error (it does not provide enough detail)
// so we'll try to use its children. The exact logic depends on whether the entity
// has additive strategy. With additive strategy, child nodes should be rendered
// in addition to the parent nodes (rather than child nodes replacing parent entirely)
if ( mAdditiveStrategy )
{
// Logic of the additive strategy:
// - children that are not loaded will get requested to be loaded
// - children that are already loaded get recursively visited
becomesActive = true;
QgsChunkNode *const *children = node->children();
for ( int i = 0; i < node->childCount(); ++i )
{
if ( children[i]->entity() || !children[i]->hasData() )
{
// chunk is resident - let's visit it recursively
pq.push( std::make_pair( children[i], screenSpaceError( children[i], state ) ) );
}
else
{
// chunk is not yet resident - let's try to load it
if ( Qgs3DUtils::isCullable( children[i]->bbox(), state.viewProjectionMatrix ) )
continue;
double dist = children[i]->bbox().center().distanceToPoint( state.cameraPos );
residencyRequests.push_back( ResidencyRequest( children[i], dist, children[i]->level() ) );
}
}
}
else
{
// Logic of the replace strategy:
// - if we have all children loaded, we use them instead of the parent node
// - if we do not have all children loaded, we request to load them and keep using the parent for the time being
if ( node->allChildChunksResident( mCurrentTime ) )
{
QgsChunkNode *const *children = node->children();
for ( int i = 0; i < node->childCount(); ++i )
pq.push( std::make_pair( children[i], screenSpaceError( children[i], state ) ) );
}
else
{
becomesActive = true;
QgsChunkNode *const *children = node->children();
for ( int i = 0; i < node->childCount(); ++i )
{
double dist = children[i]->bbox().center().distanceToPoint( state.cameraPos );
residencyRequests.push_back( ResidencyRequest( children[i], dist, children[i]->level() ) );
}
}
}
}
if ( becomesActive )
{
mActiveNodes << node;
// if we are not using additive strategy we need to make sure the parent primitives are not counted
if ( !mAdditiveStrategy && node->parent() && nodes.contains( node->parent() ) )
{
nodes.remove( node->parent() );
renderedCount -= mChunkLoaderFactory->primitivesCount( node->parent() );
}
renderedCount += mChunkLoaderFactory->primitivesCount( node );
nodes.insert( node );
}
}
// sort nodes by their level and their distance from the camera
std::sort( residencyRequests.begin(), residencyRequests.end(), ResidencyRequestSorter );
for ( const auto &request : residencyRequests )
requestResidency( request.node );
}
void QgsChunkedEntity::requestResidency( QgsChunkNode *node )
{
if ( node->state() == QgsChunkNode::Loaded || node->state() == QgsChunkNode::QueuedForUpdate || node->state() == QgsChunkNode::Updating )
{
Q_ASSERT( node->replacementQueueEntry() );
Q_ASSERT( node->entity() );
mReplacementQueue->takeEntry( node->replacementQueueEntry() );
mReplacementQueue->insertFirst( node->replacementQueueEntry() );
}
else if ( node->state() == QgsChunkNode::QueuedForLoad )
{
// move to the front of loading queue
Q_ASSERT( node->loaderQueueEntry() );
Q_ASSERT( !node->loader() );
if ( node->loaderQueueEntry()->prev || node->loaderQueueEntry()->next )
{
mChunkLoaderQueue->takeEntry( node->loaderQueueEntry() );
mChunkLoaderQueue->insertFirst( node->loaderQueueEntry() );
}
}
else if ( node->state() == QgsChunkNode::Loading )
{
// the entry is being currently processed - nothing to do really
}
else if ( node->state() == QgsChunkNode::Skeleton )
{
if ( !node->hasData() )
return; // no need to load (we already tried but got nothing back)
// add to the loading queue
QgsChunkListEntry *entry = new QgsChunkListEntry( node );
node->setQueuedForLoad( entry );
mChunkLoaderQueue->insertFirst( entry );
}
else
Q_ASSERT( false && "impossible!" );
}
void QgsChunkedEntity::onActiveJobFinished()
{
int oldJobsCount = pendingJobsCount();
QgsChunkQueueJob *job = qobject_cast<QgsChunkQueueJob *>( sender() );
Q_ASSERT( job );
Q_ASSERT( mActiveJobs.contains( job ) );
QgsChunkNode *node = job->chunk();
if ( QgsChunkLoader *loader = qobject_cast<QgsChunkLoader *>( job ) )
{
Q_ASSERT( node->state() == QgsChunkNode::Loading );
Q_ASSERT( node->loader() == loader );
QgsEventTracing::addEvent( QgsEventTracing::AsyncEnd, QStringLiteral( "3D" ), QStringLiteral( "Load " ) + node->tileId().text(), node->tileId().text() );
QgsEventTracing::addEvent( QgsEventTracing::AsyncEnd, QStringLiteral( "3D" ), QStringLiteral( "Load" ), node->tileId().text() );
QgsEventTracing::ScopedEvent e( "3D", QString( "create" ) );
// mark as loaded + create entity
Qt3DCore::QEntity *entity = node->loader()->createEntity( this );
if ( entity )
{
// The returned QEntity is initially enabled, so let's add it to active nodes too.
// Soon afterwards updateScene() will be called, which would remove it from the scene
// if the node should not be shown anymore. Ideally entities should be initially disabled,
// but there seems to be a bug in Qt3D - if entity is disabled initially, showing it
// by setting setEnabled(true) is not reliable (entity eventually gets shown, but only after
// some more changes in the scene) - see https://github.com/qgis/QGIS/issues/48334
mActiveNodes << node;
// load into node (should be in main thread again)
node->setLoaded( entity );
mReplacementQueue->insertFirst( node->replacementQueueEntry() );
emit newEntityCreated( entity );
}
else
{
node->setHasData( false );
node->cancelLoading();
}
// now we need an update!
mNeedsUpdate = true;
}
else
{
Q_ASSERT( node->state() == QgsChunkNode::Updating );
QgsEventTracing::addEvent( QgsEventTracing::AsyncEnd, QStringLiteral( "3D" ), QStringLiteral( "Update" ), node->tileId().text() );
node->setUpdated();
}
// cleanup the job that has just finished
mActiveJobs.removeOne( job );
job->deleteLater();
// start another job - if any
startJobs();
if ( pendingJobsCount() != oldJobsCount )
emit pendingJobsCountChanged();
}
void QgsChunkedEntity::startJobs()
{
while ( mActiveJobs.count() < 4 )
{
if ( mChunkLoaderQueue->isEmpty() )
return;
QgsChunkListEntry *entry = mChunkLoaderQueue->takeFirst();
Q_ASSERT( entry );
QgsChunkNode *node = entry->chunk;
delete entry;
QgsChunkQueueJob *job = startJob( node );
mActiveJobs.append( job );
}
}
QgsChunkQueueJob *QgsChunkedEntity::startJob( QgsChunkNode *node )
{
if ( node->state() == QgsChunkNode::QueuedForLoad )
{
QgsEventTracing::addEvent( QgsEventTracing::AsyncBegin, QStringLiteral( "3D" ), QStringLiteral( "Load" ), node->tileId().text() );
QgsEventTracing::addEvent( QgsEventTracing::AsyncBegin, QStringLiteral( "3D" ), QStringLiteral( "Load " ) + node->tileId().text(), node->tileId().text() );
QgsChunkLoader *loader = mChunkLoaderFactory->createChunkLoader( node );
connect( loader, &QgsChunkQueueJob::finished, this, &QgsChunkedEntity::onActiveJobFinished );
node->setLoading( loader );
return loader;
}
else if ( node->state() == QgsChunkNode::QueuedForUpdate )
{
QgsEventTracing::addEvent( QgsEventTracing::AsyncBegin, QStringLiteral( "3D" ), QStringLiteral( "Update" ), node->tileId().text() );
node->setUpdating();
connect( node->updater(), &QgsChunkQueueJob::finished, this, &QgsChunkedEntity::onActiveJobFinished );
return node->updater();
}
else
{
Q_ASSERT( false ); // not possible
return nullptr;
}
}
void QgsChunkedEntity::cancelActiveJob( QgsChunkQueueJob *job )
{
Q_ASSERT( job );
QgsChunkNode *node = job->chunk();
if ( qobject_cast<QgsChunkLoader *>( job ) )
{
// return node back to skeleton
node->cancelLoading();
QgsEventTracing::addEvent( QgsEventTracing::AsyncEnd, QStringLiteral( "3D" ), QStringLiteral( "Load " ) + node->tileId().text(), node->tileId().text() );
QgsEventTracing::addEvent( QgsEventTracing::AsyncEnd, QStringLiteral( "3D" ), QStringLiteral( "Load" ), node->tileId().text() );
}
else
{
// return node back to loaded state
node->cancelUpdating();
QgsEventTracing::addEvent( QgsEventTracing::AsyncEnd, QStringLiteral( "3D" ), QStringLiteral( "Update" ), node->tileId().text() );
}
job->cancel();
mActiveJobs.removeOne( job );
job->deleteLater();
}
void QgsChunkedEntity::cancelActiveJobs()
{
while ( !mActiveJobs.isEmpty() )
{
cancelActiveJob( mActiveJobs.takeFirst() );
}
}
double QgsChunkedEntity::calculateEntityGpuMemorySize( Qt3DCore::QEntity *entity )
{
long long usedGpuMemory = 0;
for ( Qt3DQBuffer *buffer : entity->findChildren<Qt3DQBuffer *>() )
{
usedGpuMemory += buffer->data().size();
}
for ( Qt3DRender::QTexture2D *tex : entity->findChildren<Qt3DRender::QTexture2D *>() )
{
// TODO : lift the assumption that the texture is RGBA
usedGpuMemory += tex->width() * tex->height() * 4;
}
return usedGpuMemory / 1024.0 / 1024.0;
}
QVector<QgsRayCastingUtils::RayHit> QgsChunkedEntity::rayIntersection( const QgsRayCastingUtils::Ray3D &ray, const QgsRayCastingUtils::RayCastContext &context ) const
{
Q_UNUSED( ray )
Q_UNUSED( context )
return QVector<QgsRayCastingUtils::RayHit>();
}
/// @endcond