Example #1
0
void
BuildGeomFilter::applyFragmentName( Fragment* frag, Feature* feature, FilterEnv* env )
{
    if ( getFeatureNameScript() )
    {
        ScriptResult r = env->getScriptEngine()->run( getFeatureNameScript(), feature, env );
        if ( r.isValid() )
            frag->setName( r.asString() );
        else
            env->getReport()->error( r.asString() );
    }
}
Example #2
0
const std::string&
Feature::eval( StringExpression& expr, FilterContext const* context ) const
{
    const StringExpression::Variables& vars = expr.variables();
    for( StringExpression::Variables::const_iterator i = vars.begin(); i != vars.end(); ++i )
    {
      std::string val = "";
      AttributeTable::const_iterator ai = _attrs.find(toLower(i->first));
      if (ai != _attrs.end())
      {
        val = ai->second.getString();
      }
      else if (context)
      {
        //No attr found, look for script
        ScriptEngine* engine = context->getSession()->getScriptEngine();
        if (engine)
        {
          ScriptResult result = engine->run(i->first, this, context);
          if (result.success())
            val = result.asString();
          else
            OE_WARN << LC << "Feature Script error on '" << expr.expr() << "': " << result.message() << std::endl;
        }
      }

      expr.set( *i, val );
    }

    return expr.eval();
}
Example #3
0
FragmentList
BuildGeomFilter::process( FeatureList& input, FilterEnv* env )
{
    // if features are arriving in batch, resolve the color here.
    // otherwise we will resolve it later in process(feature,env).
    is_batch = input.size() > 1;
    batch_feature_color = overall_color;
    if ( is_batch && getColorScript() )
    {
        ScriptResult r = env->getScriptEngine()->run( getColorScript(), env );
        if ( r.isValid() )
            batch_feature_color = r.asVec4();
        else
            env->getReport()->error( r.asString() );
    }

    return FragmentFilter::process( input, env );
}
Example #4
0
osg::Vec4
BuildGeomFilter::getColorForFeature( Feature* feature, FilterEnv* env )
{
    osg::Vec4 result = overall_color;

    if ( is_batch )
    {
        result = batch_feature_color;
    }
    else if ( getColorScript() )
    {
        ScriptResult r = env->getScriptEngine()->run( getColorScript(), feature, env );
        if ( r.isValid() )
            result = r.asVec4();
        else
            env->getReport()->error( r.asString() );
    }

    return result;
}
Example #5
0
void
BuildGeomFilter::applyOverlayTexturing( osg::Geometry* geom, Feature* input, FilterEnv* env )
{
    GeoExtent tex_extent;

    if ( getRasterOverlayScript() )
    {
        // if there's a raster script for this filter, we're applying textures per-feature:
        tex_extent = GeoExtent(
            input->getExtent().getSouthwest().getAbsolute(),
            input->getExtent().getNortheast().getAbsolute() );
    }
    else
    {
        // otherwise prepare the geometry for an overlay texture covering the entire working extent:
        tex_extent = env->getExtent();
    }

    float width  = (float)tex_extent.getWidth();
    float height = (float)tex_extent.getHeight();

    // now visit the verts and calculate texture coordinates for each one.
    osg::Vec3Array* verts = dynamic_cast<osg::Vec3Array*>( geom->getVertexArray() );
    if ( verts )
    {
        // if we are dealing with geocentric data, we will need to xform back to a real
        // projection in order to determine texture coords:
        GeoExtent tex_extent_geo;
        if ( env->getInputSRS()->isGeocentric() )
        {
            tex_extent_geo = GeoExtent(
                tex_extent.getSRS()->getGeographicSRS()->transform( tex_extent.getSouthwest() ),
                tex_extent.getSRS()->getGeographicSRS()->transform( tex_extent.getNortheast() ) );
        }

        osg::Vec2Array* texcoords = new osg::Vec2Array( verts->size() );
        for( unsigned int j=0; j<verts->size(); j++ )
        {
            // xform back to raw SRS w.o. ref frame:
            GeoPoint vert( (*verts)[j], env->getInputSRS() );
            GeoPoint vert_map = vert.getAbsolute();
            float tu, tv;
            if ( env->getInputSRS()->isGeocentric() )
            {
                tex_extent_geo.getSRS()->transformInPlace( vert_map );
                tu = (vert_map.x() - tex_extent_geo.getXMin()) / width;
                tv = (vert_map.y() - tex_extent_geo.getYMin()) / height;
            }
            else
            {
                tu = (vert_map.x() - tex_extent.getXMin()) / width;
                tv = (vert_map.y() - tex_extent.getYMin()) / height;
            }
            (*texcoords)[j].set( tu, tv );
        }
        geom->setTexCoordArray( 0, texcoords );
    }

    // if we are applying the raster per-feature, do so now.
    // TODO: deprecate? will we ever use this versus the BuildNodesFilter overlay? maybe
    if ( getRasterOverlayScript() )
    {
        ScriptResult r = env->getScriptEngine()->run( getRasterOverlayScript(), input, env );
        if ( r.isValid() )
        {
            RasterResource* raster = env->getSession()->getResources()->getRaster( r.asString() );
            if ( raster )
            {
                osg::Image* image = NULL;
                std::stringstream builder;
                builder << "rtex_" << input->getOID() << ".jpg"; //TODO: dds with DXT1 compression

                osg::ref_ptr<osg::StateSet> raster_ss = new osg::StateSet();
                if ( raster->applyToStateSet( raster_ss.get(), tex_extent, getRasterOverlayMaxSize(), &image ) )
                {
                    image->setFileName( builder.str() );
                    geom->setStateSet( raster_ss.get() );

                    // add this as a skin resource so the compiler can properly localize and deploy it.
                    env->getResourceCache()->addSkin( raster_ss.get() );
                }
            }
        }
        else
        {
            env->getReport()->error( r.asString() );
        }
    }
}