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qgs3dexportobject.cpp
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qgs3dexportobject.cpp
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/***************************************************************************
Qgs3DExportObject.cpp
--------------------------------------
Date : June 2020
Copyright : (C) 2020 by Belgacem Nedjima
Email : gb underscore nedjima at esi dot dz
***************************************************************************
* *
* 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 "qgs3dexportobject.h"
#include <QVector3D>
#include <QDir>
#include <QImage>
#include <Qt3DRender/QAttribute>
#include <Qt3DRender/QBuffer>
#include <Qt3DRender/QBufferDataGenerator>
#include <Qt3DRender/QBufferDataGeneratorPtr>
#include "qgslogger.h"
#include "qgsphongmaterialsettings.h"
template<typename T>
void insertIndexData( QVector<uint> &vertexIndex, const QVector<T> &faceIndex )
{
for ( int i = 0; i < faceIndex.size(); i += 3 )
{
if ( i + 2 >= faceIndex.size() ) continue;
// skip invalid triangles
if ( faceIndex[i] == faceIndex[i + 1] || faceIndex[i + 1] == faceIndex[i + 2] || faceIndex[i] == faceIndex[i + 2] )
continue;
for ( int j = 0; j < 3; ++j )
vertexIndex << faceIndex[i + j] + 1;
}
}
void Qgs3DExportObject::setupPositionCoordinates( const QVector<float> &positionsBuffer, float scale, const QVector3D &translation )
{
for ( int i = 0; i < positionsBuffer.size(); i += 3 )
{
for ( int j = 0; j < 3; ++j )
{
mVertexPosition << positionsBuffer[i + j] * scale + translation[j];
}
}
}
void Qgs3DExportObject::setupFaces( const QVector<uint> &facesIndexes )
{
insertIndexData<uint>( mIndexes, facesIndexes );
}
void Qgs3DExportObject::setupLine( const QVector<uint> &lineIndexes )
{
Q_UNUSED( lineIndexes );
for ( int i = 0; i < mVertexPosition.size(); i += 3 ) mIndexes << i / 3 + 1;
}
void Qgs3DExportObject::setupNormalCoordinates( const QVector<float> &normalsBuffer )
{
mNormals << normalsBuffer;
}
void Qgs3DExportObject::setupTextureCoordinates( const QVector<float> &texturesBuffer )
{
mTexturesUV << texturesBuffer;
}
void Qgs3DExportObject::setupMaterial( QgsAbstractMaterialSettings *material )
{
QMap<QString, QString> parameters = material->toExportParameters();
for ( auto it = parameters.begin(); it != parameters.end(); ++it )
{
setMaterialParameter( it.key(), it.value() );
}
}
void Qgs3DExportObject::objectBounds( float &minX, float &minY, float &minZ, float &maxX, float &maxY, float &maxZ )
{
if ( mType != TriangularFaces ) return;
for ( unsigned int vertice : mIndexes )
{
int heightIndex = ( vertice - 1 ) * 3 + 1;
minX = std::min( minX, mVertexPosition[heightIndex - 1] );
maxX = std::max( maxX, mVertexPosition[heightIndex - 1] );
minY = std::min( minY, mVertexPosition[heightIndex] );
maxY = std::max( maxY, mVertexPosition[heightIndex] );
minZ = std::min( minZ, mVertexPosition[heightIndex + 1] );
maxZ = std::max( maxZ, mVertexPosition[heightIndex + 1] );
}
}
void Qgs3DExportObject::saveTo( QTextStream &out, float scale, const QVector3D ¢er )
{
// Set groups
// turns out grouping doest work as expected in blender
// smoothen edges
if ( mSmoothEdges )
out << "s on\n";
else
out << "s off\n";
// Construct vertices
for ( int i = 0; i < mVertexPosition.size(); i += 3 )
{
// for now just ignore wrong vertex positions
out << "v ";
out << ( mVertexPosition[i] - center.x() ) / scale << " ";
out << ( mVertexPosition[i + 1] - center.y() ) / scale << " ";
out << ( mVertexPosition[i + 2] - center.z() ) / scale << "\n";
if ( i + 3 <= mNormals.size() )
{
out << "vn " << mNormals[i] << " " << mNormals[i + 1] << " " << mNormals[i + 2] << "\n";
}
int u_index = i / 3 * 2;
if ( u_index + 1 < mTexturesUV.size() )
{
// TODO: flip texture in a more appropriate way (for repeated textures)
out << "vt " << mTexturesUV[u_index] << " " << 1.0f - mTexturesUV[u_index + 1] << "\n";
}
}
bool hasTextures = mTexturesUV.size() == mVertexPosition.size() / 3 * 2;
// if the object has normals then the normals and positions buffers should be the same size
bool hasNormals = mNormals.size() == mVertexPosition.size();
if ( !hasNormals && !mNormals.empty() )
{
QgsDebugMsg( "Vertex normals count and vertex positions count are different" );
}
int verticesCount = mVertexPosition.size() / 3;
auto getVertexIndex = [&]( int i ) -> QString
{
int negativeIndex = -1 - ( verticesCount - i );
if ( hasNormals && !hasTextures )
return QStringLiteral( "%1//%2" ).arg( negativeIndex ).arg( negativeIndex );
if ( !hasNormals && hasTextures )
return QStringLiteral( "%1/%2" ).arg( negativeIndex ).arg( negativeIndex );
if ( hasNormals && hasTextures )
return QStringLiteral( "%1/%2/%3" ).arg( negativeIndex ).arg( negativeIndex ).arg( negativeIndex );
return QString::number( negativeIndex );
};
if ( mType == TriangularFaces )
{
// Construct triangular faces
for ( int i = 0; i < mIndexes.size(); i += 3 )
{
if ( mIndexes[i] == mIndexes[i + 1] && mIndexes[i + 1] == mIndexes[i + 2] )
continue;
out << "f " << getVertexIndex( mIndexes[i] );
out << " " << getVertexIndex( mIndexes[i + 1] );
out << " " << getVertexIndex( mIndexes[i + 2] );
out << "\n";
}
}
else if ( mType == LineStrip )
{
out << "l";
for ( int i : mIndexes ) out << " " << getVertexIndex( i );
out << "\n";
}
else if ( mType == Points )
{
out << "p";
for ( int i = 0; i < mVertexPosition.size(); i += 3 )
out << " " << getVertexIndex( i / 3 + 1 );
out << "\n";
}
}
QString Qgs3DExportObject::saveMaterial( QTextStream &mtlOut, const QString &folderPath )
{
QString materialName = mName + "_material";
if ( mMaterialParameters.size() == 0 && ( mTexturesUV.size() == 0 || mTextureImage.isNull() ) ) return QString();
mtlOut << "newmtl " << materialName << "\n";
if ( mTexturesUV.size() != 0 && !mTextureImage.isNull() )
{
QString filePath = QDir( folderPath ).filePath( materialName + ".jpg" );
mTextureImage.save( filePath, "JPG" );
mtlOut << "\tmap_Kd " << materialName << ".jpg" << "\n";
}
for ( QString key : mMaterialParameters.keys() )
{
mtlOut << "\t" << key << " " << mMaterialParameters[key] << "\n";
}
mtlOut << "\tillum 2\n";
return materialName;
}