Example #1
1
Qgs3DMapScene::Qgs3DMapScene( const Qgs3DMapSettings &map, QgsAbstract3DEngine *engine )
  : mMap( map )
  , mEngine( engine )
{

  connect( &map, &Qgs3DMapSettings::backgroundColorChanged, this, &Qgs3DMapScene::onBackgroundColorChanged );
  onBackgroundColorChanged();

  // TODO: strange - setting OnDemand render policy still keeps QGIS busy (Qt 5.9.0)
  // actually it is more busy than with the default "Always" policy although there are no changes in the scene.
  //mRenderer->renderSettings()->setRenderPolicy( Qt3DRender::QRenderSettings::OnDemand );

#if QT_VERSION >= 0x050900
  // we want precise picking of terrain (also bounding volume picking does not seem to work - not sure why)
  mEngine->renderSettings()->pickingSettings()->setPickMethod( Qt3DRender::QPickingSettings::TrianglePicking );
#endif

  QRect viewportRect( QPoint( 0, 0 ), mEngine->size() );

  // Camera
  float aspectRatio = ( float )viewportRect.width() / viewportRect.height();
  mEngine->camera()->lens()->setPerspectiveProjection( mMap.fieldOfView(), aspectRatio, 10.f, 10000.0f );

  mFrameAction = new Qt3DLogic::QFrameAction();
  connect( mFrameAction, &Qt3DLogic::QFrameAction::triggered,
           this, &Qgs3DMapScene::onFrameTriggered );
  addComponent( mFrameAction ); // takes ownership

  // Camera controlling
  mCameraController = new QgsCameraController( this ); // attaches to the scene
  mCameraController->setViewport( viewportRect );
  mCameraController->setCamera( mEngine->camera() );
  mCameraController->resetView( 1000 );

  addCameraViewCenterEntity( mEngine->camera() );

  // create terrain entity

  createTerrainDeferred();
  connect( &map, &Qgs3DMapSettings::terrainGeneratorChanged, this, &Qgs3DMapScene::createTerrain );
  connect( &map, &Qgs3DMapSettings::terrainVerticalScaleChanged, this, &Qgs3DMapScene::createTerrain );
  connect( &map, &Qgs3DMapSettings::mapTileResolutionChanged, this, &Qgs3DMapScene::createTerrain );
  connect( &map, &Qgs3DMapSettings::maxTerrainScreenErrorChanged, this, &Qgs3DMapScene::createTerrain );
  connect( &map, &Qgs3DMapSettings::maxTerrainGroundErrorChanged, this, &Qgs3DMapScene::createTerrain );
  connect( &map, &Qgs3DMapSettings::terrainShadingChanged, this, &Qgs3DMapScene::createTerrain );
  connect( &map, &Qgs3DMapSettings::pointLightsChanged, this, &Qgs3DMapScene::updateLights );
  connect( &map, &Qgs3DMapSettings::fieldOfViewChanged, this, &Qgs3DMapScene::updateCameraLens );

  // create entities of renderers

  Q_FOREACH ( const QgsAbstract3DRenderer *renderer, map.renderers() )
  {
    Qt3DCore::QEntity *newEntity = renderer->createEntity( map );
    newEntity->setParent( this );
  }

  // listen to changes of layers in order to add/remove 3D renderer entities
  connect( &map, &Qgs3DMapSettings::layersChanged, this, &Qgs3DMapScene::onLayersChanged );

  updateLights();

#if 0
  ChunkedEntity *testChunkEntity = new ChunkedEntity( AABB( -500, 0, -500, 500, 100, 500 ), 2.f, 3.f, 7, new TestChunkLoaderFactory );
  testChunkEntity->setEnabled( false );
  testChunkEntity->setParent( this );
  chunkEntities << testChunkEntity;
#endif

  connect( mCameraController, &QgsCameraController::cameraChanged, this, &Qgs3DMapScene::onCameraChanged );
  connect( mCameraController, &QgsCameraController::viewportChanged, this, &Qgs3DMapScene::onCameraChanged );

#if 0
  // experiments with loading of existing 3D models.

  // scene loader only gets loaded only when added to a scene...
  // it loads everything: geometries, materials, transforms, lights, cameras (if any)
  Qt3DCore::QEntity *loaderEntity = new Qt3DCore::QEntity;
  Qt3DRender::QSceneLoader *loader = new Qt3DRender::QSceneLoader;
  loader->setSource( QUrl( "file:///home/martin/Downloads/LowPolyModels/tree.dae" ) );
  loaderEntity->addComponent( loader );
  loaderEntity->setParent( this );

  // mesh loads just geometry as one geometry...
  // so if there are different materials (e.g. colors) used in the model, this information is lost
  Qt3DCore::QEntity *meshEntity = new Qt3DCore::QEntity;
  Qt3DRender::QMesh *mesh = new Qt3DRender::QMesh;
  mesh->setSource( QUrl( "file:///home/martin/Downloads/LowPolyModels/tree.obj" ) );
  meshEntity->addComponent( mesh );
  Qt3DExtras::QPhongMaterial *material = new Qt3DExtras::QPhongMaterial;
  material->setAmbient( Qt::red );
  meshEntity->addComponent( material );
  Qt3DCore::QTransform *meshTransform = new Qt3DCore::QTransform;
  meshTransform->setScale( 1 );
  meshEntity->addComponent( meshTransform );
  meshEntity->setParent( this );
#endif

  if ( map.hasSkyboxEnabled() )
  {
    Qt3DExtras::QSkyboxEntity *skybox = new Qt3DExtras::QSkyboxEntity;
    skybox->setBaseName( map.skyboxFileBase() );
    skybox->setExtension( map.skyboxFileExtension() );
    skybox->setParent( this );

    // docs say frustum culling must be disabled for skybox.
    // it _somehow_ works even when frustum culling is enabled with some camera positions,
    // but then when zoomed in more it would disappear - so let's keep frustum culling disabled
    mEngine->setFrustumCullingEnabled( false );
  }

  // force initial update of chunked entities
  onCameraChanged();
}
Example #2
0
void QgsPolygon3DSymbolEntity::addEntityForSelectedPolygons( const Qgs3DMapSettings &map, QgsVectorLayer *layer, const QgsPolygon3DSymbol &symbol )
{
  // build the default material
  Qt3DExtras::QPhongMaterial *mat = material( symbol );

  // update the material with selection colors
  mat->setDiffuse( map.selectionColor() );
  mat->setAmbient( map.selectionColor().darker() );

  // build a transform function
  Qt3DCore::QTransform *tform = new Qt3DCore::QTransform;
  tform->setTranslation( QVector3D( 0, 0, 0 ) );

  // build the feature request to select features
  QgsFeatureRequest req;
  req.setDestinationCrs( map.crs() );
  req.setSubsetOfAttributes( _requiredAttributes( symbol, layer ), layer->fields() );
  req.setFilterFids( layer->selectedFeatureIds() );

  // build the entity
  QgsPolygon3DSymbolEntityNode *entity = new QgsPolygon3DSymbolEntityNode( map, layer, symbol, req );
  entity->addComponent( mat );
  entity->addComponent( tform );
  entity->setParent( this );
}
Example #3
0
void QgsBufferedLine3DSymbolHandler::makeEntity( Qt3DCore::QEntity *parent, const Qgs3DRenderContext &context, LineData &out, bool selected )
{
  if ( out.polygons.isEmpty() )
    return;  // nothing to show - no need to create the entity

  Qt3DExtras::QPhongMaterial *mat = _material( mSymbol );
  if ( selected )
  {
    // update the material with selection colors
    mat->setDiffuse( context.map().selectionColor() );
    mat->setAmbient( context.map().selectionColor().darker() );
  }

  QgsPointXY origin( context.map().origin().x(), context.map().origin().y() );
  QgsTessellatedPolygonGeometry *geometry = new QgsTessellatedPolygonGeometry;
  geometry->setPolygons( out.polygons, out.fids, origin, mSymbol.extrusionHeight() );

  Qt3DRender::QGeometryRenderer *renderer = new Qt3DRender::QGeometryRenderer;
  renderer->setGeometry( geometry );

  // make entity
  Qt3DCore::QEntity *entity = new Qt3DCore::QEntity;
  entity->addComponent( renderer );
  entity->addComponent( mat );
  entity->setParent( parent );

  if ( !selected )
    entity->findChild<Qt3DRender::QGeometryRenderer *>()->setObjectName( QStringLiteral( "main" ) ); // temporary measure to distinguish between "selected" and "main"
}
Example #4
0
Qt3DExtras::QPhongMaterial *QgsPolygon3DSymbolEntity::material( const QgsPolygon3DSymbol &symbol ) const
{
  Qt3DExtras::QPhongMaterial *material = new Qt3DExtras::QPhongMaterial;
  material->setAmbient( symbol.material().ambient() );
  material->setDiffuse( symbol.material().diffuse() );
  material->setSpecular( symbol.material().specular() );
  material->setShininess( symbol.material().shininess() );
  return material;
}
QgsChunkBoundsEntity::QgsChunkBoundsEntity( Qt3DCore::QNode *parent )
  : Qt3DCore::QEntity( parent )
{
  mAabbMesh = new AABBMesh;
  addComponent( mAabbMesh );

  Qt3DExtras::QPhongMaterial *bboxesMaterial = new Qt3DExtras::QPhongMaterial;
  bboxesMaterial->setAmbient( Qt::red );
  addComponent( bboxesMaterial );
}
Example #6
0
static Qt3DExtras::QPhongMaterial *_material( const QgsLine3DSymbol &symbol )
{
  Qt3DExtras::QPhongMaterial *material = new Qt3DExtras::QPhongMaterial;

  material->setAmbient( symbol.material().ambient() );
  material->setDiffuse( symbol.material().diffuse() );
  material->setSpecular( symbol.material().specular() );
  material->setShininess( symbol.material().shininess() );

  return material;
}
Example #7
0
void QgsLine3DSymbolEntity::addEntityForSelectedLines( const Qgs3DMapSettings &map, QgsVectorLayer *layer, const QgsLine3DSymbol &symbol )
{
  // build the default material
  Qt3DExtras::QPhongMaterial *mat = material( symbol );

  // update the material with selection colors
  mat->setDiffuse( map.selectionColor() );
  mat->setAmbient( map.selectionColor().darker() );

  // build the feature request to select features
  QgsFeatureRequest req;
  req.setDestinationCrs( map.crs(), map.transformContext() );
  req.setFilterFids( layer->selectedFeatureIds() );

  // build the entity
  QgsLine3DSymbolEntityNode *entity = new QgsLine3DSymbolEntityNode( map, layer, symbol, req );
  entity->addComponent( mat );
  entity->setParent( this );
}
Example #8
0
bool BrainSourceSpaceTreeItem::addData(const MNEHemisphere& tHemisphere, Qt3DCore::QEntity* parent)
{
    //Create renderable 3D entity
    m_pParentEntity = parent;
    m_pRenderable3DEntity = new Renderable3DEntity(m_pParentEntity);

    //Initial transformation also regarding the surface offset
    m_pRenderable3DEntity->setRotX(90);
    m_pRenderable3DEntity->setRotY(180);

    //Create sources as small 3D spheres
    RowVector3f sourcePos;
    QVector3D pos;

    if(tHemisphere.isClustered()) {
        for(int i = 0; i < tHemisphere.cluster_info.centroidVertno.size(); i++) {
            Renderable3DEntity* pSourceSphereEntity = new Renderable3DEntity(m_pRenderable3DEntity);

            sourcePos = tHemisphere.rr.row(tHemisphere.cluster_info.centroidVertno.at(i));
            pos.setX(sourcePos(0));
            pos.setY(sourcePos(1));
            pos.setZ(sourcePos(2));

            Qt3DExtras::QSphereMesh* sourceSphere = new Qt3DExtras::QSphereMesh();
            sourceSphere->setRadius(0.001f);
            pSourceSphereEntity->addComponent(sourceSphere);

            pSourceSphereEntity->setPosition(pos);

            Qt3DExtras::QPhongMaterial*material = new Qt3DExtras::QPhongMaterial();
            material->setAmbient(Qt::yellow);
            pSourceSphereEntity->addComponent(material);

            m_lSpheres.append(pSourceSphereEntity);
        }
    } else {
        for(int i = 0; i < tHemisphere.vertno.rows(); i++) {
            Renderable3DEntity* pSourceSphereEntity = new Renderable3DEntity(m_pRenderable3DEntity);

            sourcePos = tHemisphere.rr.row(tHemisphere.vertno(i));
            pos.setX(sourcePos(0));
            pos.setY(sourcePos(1));
            pos.setZ(sourcePos(2));

            Qt3DExtras::QSphereMesh* sourceSphere = new Qt3DExtras::QSphereMesh();
            sourceSphere->setRadius(0.001f);
            pSourceSphereEntity->addComponent(sourceSphere);

            pSourceSphereEntity->setPosition(pos);

            Qt3DExtras::QPhongMaterial* material = new Qt3DExtras::QPhongMaterial();
            material->setAmbient(Qt::yellow);
            pSourceSphereEntity->addComponent(material);

            m_lSpheres.append(pSourceSphereEntity);
        }
    }

    //Create color from curvature information with default gyri and sulcus colors
    QByteArray arrayVertColor = createVertColor(tHemisphere.rr);

    //Set renderable 3D entity mesh and color data
    m_pRenderable3DEntity->setMeshData(tHemisphere.rr, tHemisphere.nn, tHemisphere.tris, arrayVertColor);

    //Add data which is held by this BrainSourceSpaceTreeItem
    QVariant data;

    data.setValue(arrayVertColor);
    this->setData(data, Data3DTreeModelItemRoles::SurfaceCurrentColorVert);

    data.setValue(tHemisphere.rr);
    this->setData(data, Data3DTreeModelItemRoles::SurfaceVert);

    data.setValue(tHemisphere.tris);
    this->setData(data, Data3DTreeModelItemRoles::SurfaceTris);

    data.setValue(tHemisphere.nn);
    this->setData(data, Data3DTreeModelItemRoles::SurfaceNorm);

    data.setValue(m_pRenderable3DEntity);
    this->setData(data, Data3DTreeModelItemRoles::SurfaceRenderable3DEntity);

    //Add surface meta information as item children
    QList<QStandardItem*> list;

    MetaTreeItem* pItemSurfCol = new MetaTreeItem(MetaTreeItemTypes::SurfaceColor, "Surface color");
    connect(pItemSurfCol, &MetaTreeItem::surfaceColorChanged,
            this, &BrainSourceSpaceTreeItem::onSurfaceColorChanged);
    list << pItemSurfCol;
    list << new QStandardItem(pItemSurfCol->toolTip());
    this->appendRow(list);
    data.setValue(QColor(100,100,100));
    pItemSurfCol->setData(data, MetaTreeItemRoles::SurfaceColor);
    pItemSurfCol->setData(data, Qt::DecorationRole);

    return true;
}
Example #9
0
void QgsSimpleLine3DSymbolHandler::makeEntity( Qt3DCore::QEntity *parent, const Qgs3DRenderContext &context, LineData &out, bool selected )
{
  if ( out.indexes.isEmpty() )
    return;

  // material (only ambient color is used for the color)

  Qt3DExtras::QPhongMaterial *mat = _material( mSymbol );
  if ( selected )
  {
    // update the material with selection colors
    mat->setAmbient( context.map().selectionColor() );
  }

  // geometry renderer

  QByteArray vertexBufferData;
  vertexBufferData.resize( out.vertices.size() * 3 * sizeof( float ) );
  float *rawVertexArray = reinterpret_cast<float *>( vertexBufferData.data() );
  int idx = 0;
  for ( const auto &v : qgis::as_const( out.vertices ) )
  {
    rawVertexArray[idx++] = v.x();
    rawVertexArray[idx++] = v.y();
    rawVertexArray[idx++] = v.z();
  }

  QByteArray indexBufferData;
  indexBufferData.resize( out.indexes.size() * sizeof( int ) );
  unsigned int *rawIndexArray = reinterpret_cast<unsigned int *>( indexBufferData.data() );
  idx = 0;
  for ( unsigned int indexVal : qgis::as_const( out.indexes ) )
  {
    rawIndexArray[idx++] = indexVal;
  }

  Qt3DCore::QEntity *entity = new Qt3DCore::QEntity;

  Qt3DRender::QBuffer *vertexBuffer = new Qt3DRender::QBuffer( Qt3DRender::QBuffer::VertexBuffer, entity );
  vertexBuffer->setData( vertexBufferData );

  Qt3DRender::QBuffer *indexBuffer = new Qt3DRender::QBuffer( Qt3DRender::QBuffer::IndexBuffer, entity );
  indexBuffer->setData( indexBufferData );

  Qt3DRender::QAttribute *positionAttribute = new Qt3DRender::QAttribute( entity );
  positionAttribute->setAttributeType( Qt3DRender::QAttribute::VertexAttribute );
  positionAttribute->setBuffer( vertexBuffer );
  positionAttribute->setVertexBaseType( Qt3DRender::QAttribute::Float );
  positionAttribute->setVertexSize( 3 );
  positionAttribute->setName( Qt3DRender::QAttribute::defaultPositionAttributeName() );

  Qt3DRender::QAttribute *indexAttribute = new Qt3DRender::QAttribute( entity );
  indexAttribute->setAttributeType( Qt3DRender::QAttribute::IndexAttribute );
  indexAttribute->setBuffer( indexBuffer );
  indexAttribute->setVertexBaseType( Qt3DRender::QAttribute::UnsignedInt );

  Qt3DRender::QGeometry *geom = new Qt3DRender::QGeometry;
  geom->addAttribute( positionAttribute );
  geom->addAttribute( indexAttribute );

  Qt3DRender::QGeometryRenderer *renderer = new Qt3DRender::QGeometryRenderer;
  renderer->setPrimitiveType( Qt3DRender::QGeometryRenderer::LineStrip );
  renderer->setGeometry( geom );
  renderer->setVertexCount( out.vertices.count() );
  renderer->setPrimitiveRestartEnabled( true );
  renderer->setRestartIndexValue( 0 );

  // make entity
  entity->addComponent( renderer );
  entity->addComponent( mat );
  entity->setParent( parent );
}
bool DigitizerTreeItem::addData(const QList<FIFFLIB::FiffDigPoint>& tDigitizer, Qt3DCore::QEntity* parent)
{
    //Clear all data
    m_lSpheres.clear();

//    if(!m_pRenderable3DEntity.isNull()) {
//        m_pRenderable3DEntity->deleteLater();
//    }

    m_pRenderable3DEntity = new Renderable3DEntity(parent);

    //Create digitizers as small 3D spheres
    QVector3D pos;
    QColor colDefault(100,100,100);

    for(int i = 0; i < tDigitizer.size(); ++i) {
        Renderable3DEntity* pSourceSphereEntity = new Renderable3DEntity(m_pRenderable3DEntity);

        pos.setX(tDigitizer[i].r[0]);
        pos.setY(tDigitizer[i].r[1]);
        pos.setZ(tDigitizer[i].r[2]);

        Qt3DExtras::QSphereMesh* sourceSphere = new Qt3DExtras::QSphereMesh();

        if (tDigitizer[i].kind == FIFFV_POINT_CARDINAL) {
            sourceSphere->setRadius(0.002f);
        } else {
            sourceSphere->setRadius(0.001f);
        }
        pSourceSphereEntity->addComponent(sourceSphere);
        pSourceSphereEntity->setPosition(pos);

        Qt3DExtras::QPhongMaterial* material = new Qt3DExtras::QPhongMaterial();

        switch (tDigitizer[i].kind) {
        case FIFFV_POINT_CARDINAL:
            colDefault = Qt::yellow;
            material->setAmbient(colDefault);
            break;
        case FIFFV_POINT_HPI:
            colDefault = Qt::red;
            material->setAmbient(colDefault);
            break;
        case FIFFV_POINT_EEG:
            colDefault = Qt::green;
            material->setAmbient(colDefault);
            break;
        case FIFFV_POINT_EXTRA:
            colDefault = Qt::blue;
            material->setAmbient(colDefault);
            break;
        default:
            colDefault = Qt::white;
            material->setAmbient(colDefault);
            break;
        }

        pSourceSphereEntity->addComponent(material);

        pSourceSphereEntity->setParent(m_pRenderable3DEntity);

        m_lSpheres.append(pSourceSphereEntity);
    }

    QList<QStandardItem*> items = this->findChildren(MetaTreeItemTypes::PointColor);

    for(int i = 0; i < items.size(); ++i) {
        if(MetaTreeItem* item = dynamic_cast<MetaTreeItem*>(items.at(i))) {
            QVariant data;
            data.setValue(colDefault);
            item->setData(data, MetaTreeItemRoles::PointColor);
        }
    }

    return true;
}
Example #11
0
bool DigitizerTreeItem::addData(const QList<FIFFLIB::FiffDigPoint>& tDigitizer, Qt3DCore::QEntity* parent)
{
    //Create renderable 3D entity
    m_pParentEntity = parent;
    m_pRenderable3DEntity = new Renderable3DEntity(m_pParentEntity);

    //Initial transformation also regarding the surface offset
    m_pRenderable3DEntity->setRotX(90);
    m_pRenderable3DEntity->setRotY(180);

    //Create sources as small 3D spheres
    QVector3D pos;
    QColor colDefault(100,100,100);

    for(int i = 0; i < tDigitizer.size(); ++i) {
        Renderable3DEntity* pSourceSphereEntity = new Renderable3DEntity(m_pRenderable3DEntity);

        pos.setX(tDigitizer[i].r[0]);
        pos.setY(tDigitizer[i].r[1]);
        pos.setZ(tDigitizer[i].r[2]);

        Qt3DExtras::QSphereMesh* sourceSphere = new Qt3DExtras::QSphereMesh();

        if (tDigitizer[i].kind == FIFFV_POINT_CARDINAL) {
            sourceSphere->setRadius(0.002f);
        } else {
            sourceSphere->setRadius(0.001f);
        }
        pSourceSphereEntity->addComponent(sourceSphere);
        pSourceSphereEntity->setPosition(pos);

        Qt3DExtras::QPhongMaterial* material = new Qt3DExtras::QPhongMaterial();

        switch (tDigitizer[i].kind) {
        case FIFFV_POINT_CARDINAL:
            colDefault = Qt::yellow;
            material->setAmbient(colDefault);
            break;
        case FIFFV_POINT_HPI:
            colDefault = Qt::red;
            material->setAmbient(colDefault);
            break;
        case FIFFV_POINT_EEG:
            colDefault = Qt::green;
            material->setAmbient(colDefault);
            break;
        case FIFFV_POINT_EXTRA:
            colDefault = Qt::blue;
            material->setAmbient(colDefault);
            break;
        default:
            colDefault = Qt::white;
            material->setAmbient(colDefault);
            break;
        }

        pSourceSphereEntity->addComponent(material);

        pSourceSphereEntity->setParent(m_pRenderable3DEntity);

        m_lSpheres.append(pSourceSphereEntity);
    }

    //Add surface meta information as item children
    QVariant data;
    QList<QStandardItem*> list;

    MetaTreeItem* pItemSurfCol = new MetaTreeItem(MetaTreeItemTypes::PointColor, "Point color");
    connect(pItemSurfCol, &MetaTreeItem::surfaceColorChanged,
            this, &DigitizerTreeItem::onSurfaceColorChanged);
    list.clear();
    list << pItemSurfCol;
    list << new QStandardItem(pItemSurfCol->toolTip());
    this->appendRow(list);
    data.setValue(colDefault);
    pItemSurfCol->setData(data, MetaTreeItemRoles::PointColor);
    pItemSurfCol->setData(data, Qt::DecorationRole);

    return true;
}