Exemple #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();
}
Exemple #2
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"
}
    virtual Qt3DCore::QEntity *createEntity( Qt3DCore::QEntity *parent )
    {
      Qt3DCore::QEntity *entity = new Qt3DCore::QEntity;

      // create geometry renderer

      Qt3DRender::QGeometryRenderer *mesh = new Qt3DRender::QGeometryRenderer;
      mesh->setGeometry( new QuantizedMeshGeometry( qmt, mTerrain->map3D(), mapSettings.mapToPixel(), mTerrain->terrainToMapTransform(), mesh ) );
      entity->addComponent( mesh );

      // create material

      createTextureComponent( entity );

      // create transform

      Qt3DCore::QTransform *transform;
      transform = new Qt3DCore::QTransform();
      entity->addComponent( transform );

      const Map3D &map = mTerrain->map3D();

      transform->setScale3D( QVector3D( 1.f, map.zExaggeration, 1.f ) );

      QgsRectangle mapExtent = mapSettings.extent();
      float x0 = mapExtent.xMinimum() - map.originX;
      float y0 = mapExtent.yMinimum() - map.originY;
      float x1 = mapExtent.xMaximum() - map.originX;
      float y1 = mapExtent.yMaximum() - map.originY;
      float z0 = qmt->header.MinimumHeight, z1 = qmt->header.MaximumHeight;

      node->setExactBbox( AABB( x0, z0 * map.zExaggeration, -y0, x1, z1 * map.zExaggeration, -y1 ) );
      //epsilon = mapExtent.width() / map.tileTextureSize;

      entity->setEnabled( false );
      entity->setParent( parent );
      return entity;
    }
Exemple #4
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 );
}