-
-
Notifications
You must be signed in to change notification settings - Fork 3k
/
qgsmeshterraingenerator.cpp
187 lines (150 loc) · 5.7 KB
/
qgsmeshterraingenerator.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
/***************************************************************************
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"
#include "qgsmeshlayerutils.h"
QgsMeshTerrainTileLoader::QgsMeshTerrainTileLoader( QgsTerrainEntity *terrain, QgsChunkNode *node, const QgsTriangularMesh &triangularMesh, const QgsMesh3DSymbol *symbol )
: QgsTerrainTileLoader( terrain, node )
, mTriangularMesh( triangularMesh )
, mSymbol( symbol->clone() )
{
loadTexture();
}
Qt3DCore::QEntity *QgsMeshTerrainTileLoader::createEntity( Qt3DCore::QEntity *parent )
{
QgsMesh3dTerrainTileEntity *entity = new QgsMesh3dTerrainTileEntity( terrain()->map3D(), mTriangularMesh, mSymbol.get(), mNode->tileId(), parent );
entity->build();
createTexture( entity );
return entity;
}
//
// QgsMeshTerrainGenerator
//
QgsMeshTerrainGenerator::QgsMeshTerrainGenerator()
: mSymbol( qgis::make_unique< QgsMesh3DSymbol >() )
{
}
QgsChunkLoader *QgsMeshTerrainGenerator::createChunkLoader( QgsChunkNode *node ) const
{
Q_ASSERT( meshLayer() );
return new QgsMeshTerrainTileLoader( mTerrain, node, mTriangularMesh, symbol() );
}
float QgsMeshTerrainGenerator::rootChunkError( const Qgs3DMapSettings & ) const
{
return 0;
}
void QgsMeshTerrainGenerator::rootChunkHeightRange( float &hMin, float &hMax ) const
{
float min = std::numeric_limits<float>::max();
float max = -std::numeric_limits<float>::max();
for ( int i = 0; i < mTriangularMesh.vertices().count(); ++i )
{
float zValue = static_cast< float >( mTriangularMesh.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 ) );
updateTriangularMesh();
}
void QgsMeshTerrainGenerator::setLayer( QgsMeshLayer *layer )
{
mLayer = QgsMapLayerRef( layer );
mIsValid = layer != nullptr;
updateTriangularMesh();
}
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.reset( mSymbol->clone() );
cloned->mTransformContext = mTransformContext;
cloned->mTriangularMesh = mTriangularMesh;
return cloned;
}
QgsTerrainGenerator::Type QgsMeshTerrainGenerator::type() const {return QgsTerrainGenerator::Mesh;}
QgsRectangle QgsMeshTerrainGenerator::extent() const
{
return mTriangularMesh.extent();
}
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 );
}
float QgsMeshTerrainGenerator::heightAt( double x, double y, const Qgs3DMapSettings & ) const
{
QgsPointXY point( x, y );
int faceIndex = mTriangularMesh.faceIndexForPoint( point );
if ( faceIndex < 0 || faceIndex >= mTriangularMesh.triangles().count() )
return std::numeric_limits<float>::quiet_NaN();
const QgsMeshFace &face = mTriangularMesh.triangles().at( faceIndex );
QgsPoint p1 = mTriangularMesh.vertices().at( face.at( 0 ) );
QgsPoint p2 = mTriangularMesh.vertices().at( face.at( 1 ) );
QgsPoint p3 = mTriangularMesh.vertices().at( face.at( 2 ) );
return QgsMeshLayerUtils::interpolateFromVerticesData( p1, p2, p3, p1.z(), p2.z(), p3.z(), point );
}
void QgsMeshTerrainGenerator::updateTriangularMesh()
{
if ( meshLayer() )
{
const QgsCoordinateTransform transform( meshLayer()->crs(), mCrs, mTransformContext );
meshLayer()->updateTriangularMesh( transform );
mTriangularMesh = *meshLayer()->triangularMesh();
}
}
QgsMesh3DSymbol *QgsMeshTerrainGenerator::symbol() const
{
return mSymbol.get();
}
void QgsMeshTerrainGenerator::setSymbol( QgsMesh3DSymbol *symbol )
{
mSymbol.reset( symbol );
}
void QgsMeshTerrainGenerator::setCrs( const QgsCoordinateReferenceSystem &crs, const QgsCoordinateTransformContext &context )
{
mCrs = crs;
mTransformContext = context;
}