Esempio n. 1
0
QDebug operator<<(QDebug dbg, const QDoubleVector3D &vector)
{
    QDebugStateSaver saver(dbg);
    dbg.nospace() << "QDoubleVector3D("
        << vector.x() << ", " << vector.y() << ", " << vector.z() << ')';
    return dbg;
}
Esempio n. 2
0
QPair<Polygon, Polygon> QGeoCameraTilesPrivate::clipFootprintToMap(const Polygon &footprint) const
{
    bool clipX0 = false;
    bool clipX1 = false;
    bool clipY0 = false;
    bool clipY1 = false;

    double side = 1.0 * sideLength_;

    typedef Polygon::const_iterator const_iter;

    const_iter i = footprint.constBegin();
    const_iter end = footprint.constEnd();
    for (; i != end; ++i) {
        QDoubleVector3D p = *i;
        if ((p.x() < 0.0) || (qFuzzyIsNull(p.x())))
            clipX0 = true;
        if ((side < p.x()) || (qFuzzyCompare(side, p.x())))
            clipX1 = true;
        if (p.y() < 0.0)
            clipY0 = true;
        if (side < p.y())
            clipY1 = true;
    }

    Polygon results = footprint;

    if (clipY0) {
        results = splitPolygonAtAxisValue(results, 1, 0.0).second;
    }

    if (clipY1) {
        results = splitPolygonAtAxisValue(results, 1, side).first;
    }

    if (clipX0) {
        if (clipX1) {
            results = splitPolygonAtAxisValue(results, 0, 0.0).second;
            results = splitPolygonAtAxisValue(results, 0, side).first;
            return QPair<Polygon, Polygon>(results, Polygon());
        } else {
            QPair<Polygon, Polygon> pair = splitPolygonAtAxisValue(results, 0, 0.0);
            if (pair.first.isEmpty()) {
                // if we touched the line but didn't cross it...
                for (int i = 0; i < pair.second.size(); ++i) {
                    if (qFuzzyIsNull(pair.second.at(i).x()))
                        pair.first.append(pair.second.at(i));
                }
                if (pair.first.size() == 2) {
                    double y0 = pair.first[0].y();
                    double y1 = pair.first[1].y();
                    pair.first.clear();
                    pair.first.append(QDoubleVector3D(side, y0, 0.0));
                    pair.first.append(QDoubleVector3D(side - 0.001, y0, 0.0));
                    pair.first.append(QDoubleVector3D(side - 0.001, y1, 0.0));
                    pair.first.append(QDoubleVector3D(side, y1, 0.0));
                } else if (pair.first.size() == 1) {
                    // FIXME this is trickier
                    // - touching at one point on the tile boundary
                    // - probably need to build a triangular polygon across the edge
                    // - don't want to add another y tile if we can help it
                    //   - initial version doesn't care
                    double y = pair.first.at(0).y();
                    pair.first.clear();
                    pair.first.append(QDoubleVector3D(side - 0.001, y, 0.0));
                    pair.first.append(QDoubleVector3D(side, y + 0.001, 0.0));
                    pair.first.append(QDoubleVector3D(side, y - 0.001, 0.0));
                }
            } else {
                for (int i = 0; i < pair.first.size(); ++i) {
                    pair.first[i].setX(pair.first.at(i).x() + side);
                }
            }
            return pair;
        }
    } else {
        if (clipX1) {
            QPair<Polygon, Polygon> pair = splitPolygonAtAxisValue(results, 0, side);
            if (pair.second.isEmpty()) {
                // if we touched the line but didn't cross it...
                for (int i = 0; i < pair.first.size(); ++i) {
                    if (qFuzzyCompare(side, pair.first.at(i).x()))
                        pair.second.append(pair.first.at(i));
                }
                if (pair.second.size() == 2) {
                    double y0 = pair.second[0].y();
                    double y1 = pair.second[1].y();
                    pair.second.clear();
                    pair.second.append(QDoubleVector3D(0, y0, 0.0));
                    pair.second.append(QDoubleVector3D(0.001, y0, 0.0));
                    pair.second.append(QDoubleVector3D(0.001, y1, 0.0));
                    pair.second.append(QDoubleVector3D(0, y1, 0.0));
                } else if (pair.second.size() == 1) {
                    // FIXME this is trickier
                    // - touching at one point on the tile boundary
                    // - probably need to build a triangular polygon across the edge
                    // - don't want to add another y tile if we can help it
                    //   - initial version doesn't care
                    double y = pair.second.at(0).y();
                    pair.second.clear();
                    pair.second.append(QDoubleVector3D(0.001, y, 0.0));
                    pair.second.append(QDoubleVector3D(0.0, y - 0.001, 0.0));
                    pair.second.append(QDoubleVector3D(0.0, y + 0.001, 0.0));
                }
            } else {
                for (int i = 0; i < pair.second.size(); ++i) {
                    pair.second[i].setX(pair.second.at(i).x() - side);
                }
            }
            return pair;
        } else {
            return QPair<Polygon, Polygon>(results, Polygon());
        }
    }

}