コード例 #1
0
ファイル: qgsline3dsymbol_p.cpp プロジェクト: dwsilk/QGIS
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 );
}
コード例 #2
0
ファイル: qgsline3dsymbol_p.cpp プロジェクト: borysiasty/QGIS
Qt3DRender::QGeometryRenderer *QgsLine3DSymbolEntityNode::rendererSimple( const Qgs3DMapSettings &map, const QgsLine3DSymbol &symbol, const QgsVectorLayer *layer, const QgsFeatureRequest &request )
{
  QVector<QVector3D> vertices;
  vertices << QVector3D();  // the first index is invalid, we use it for primitive restart
  QVector<unsigned int> indexes;

  QgsPoint centroid;
  QgsPointXY origin( map.origin().x(), map.origin().y() );
  QgsFeature f;
  QgsFeatureIterator fi = layer->getFeatures( request );
  while ( fi.nextFeature( f ) )
  {
    if ( f.geometry().isNull() )
      continue;

    if ( symbol.altitudeBinding() == AltBindCentroid )
      centroid = QgsPoint( f.geometry().centroid().asPoint() );

    QgsGeometry geom = f.geometry();
    const QgsAbstractGeometry *g = geom.constGet();
    if ( const QgsLineString *ls = qgsgeometry_cast<const QgsLineString *>( g ) )
    {
      for ( int i = 0; i < ls->vertexCount(); ++i )
      {
        QgsPoint p = ls->pointN( i );
        float z = Qgs3DUtils::clampAltitude( p, symbol.altitudeClamping(), symbol.altitudeBinding(), symbol.height(), centroid, map );
        vertices << QVector3D( p.x() - map.origin().x(), z, -( p.y() - map.origin().y() ) );
        indexes << vertices.count() - 1;
      }
    }
    else if ( const QgsMultiLineString *mls = qgsgeometry_cast<const QgsMultiLineString *>( g ) )
    {
      for ( int nGeom = 0; nGeom < mls->numGeometries(); ++nGeom )
      {
        const QgsLineString *ls = qgsgeometry_cast<const QgsLineString *>( mls->geometryN( nGeom ) );
        for ( int i = 0; i < ls->vertexCount(); ++i )
        {
          QgsPoint p = ls->pointN( i );
          float z = Qgs3DUtils::clampAltitude( p, symbol.altitudeClamping(), symbol.altitudeBinding(), symbol.height(), centroid, map );
          vertices << QVector3D( p.x() - map.origin().x(), z, -( p.y() - map.origin().y() ) );
          indexes << vertices.count() - 1;
        }
        indexes << 0;  // add primitive restart
      }
    }

    indexes << 0;  // add primitive restart
  }

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

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

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

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

  Qt3DRender::QAttribute *positionAttribute = new Qt3DRender::QAttribute( this );
  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( this );
  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( vertices.count() );
  renderer->setPrimitiveRestartEnabled( true );
  renderer->setRestartIndexValue( 0 );
  return renderer;
}
コード例 #3
0
ファイル: custommesh.cpp プロジェクト: Smudoxo/mne-cpp
CustomMesh::CustomMesh(const MatrixX3f &tMatVert, const MatrixX3f tMatNorm, const MatrixX3i &tMatTris, const Vector3f &tVecOffset)
: Qt3DRender::QGeometryRenderer()
, m_iNumVert(tMatVert.rows())
{
    Qt3DRender::QGeometry* customGeometry = new Qt3DRender::QGeometry(this);

    m_pVertexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry);//QSharedPointer<Qt3DRender::QBuffer>(new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry));
    m_pNormalDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry);//QSharedPointer<Qt3DRender::QBuffer>(new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry));
    m_pColorDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry);//QSharedPointer<Qt3DRender::QBuffer>(new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry));
    m_pIndexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::IndexBuffer, customGeometry);//QSharedPointer<Qt3DRender::QBuffer>(new Qt3DRender::QBuffer(Qt3DRender::QBuffer::IndexBuffer, customGeometry));

    //Fill vertexBuffer with data which hold the vertices, normals and colors
    QByteArray vertexBufferData;
    vertexBufferData.resize(tMatVert.rows() * 3 * (int)sizeof(float));
    float *rawVertexArray = reinterpret_cast<float *>(vertexBufferData.data());

    QByteArray normalBufferData;
    normalBufferData.resize(tMatVert.rows() * 3 * (int)sizeof(float));
    float *rawNormalArray = reinterpret_cast<float *>(normalBufferData.data());

    QByteArray colorBufferData;
    colorBufferData.resize(tMatVert.rows() * 3 * (int)sizeof(float));
    float *rawColorArray = reinterpret_cast<float *>(colorBufferData.data());

    int idxVert = 0;
    int idxNorm = 0;
    int idxColor = 0;

    for(int i = 0; i<tMatVert.rows(); i++) {
        //Vertex
        rawVertexArray[idxVert++] = tMatVert(i,0) + tVecOffset(0);
        rawVertexArray[idxVert++] = tMatVert(i,1) + tVecOffset(1);
        rawVertexArray[idxVert++] = tMatVert(i,2) + tVecOffset(2);

        //Normal
        rawNormalArray[idxNorm++] = tMatNorm(i,0);
        rawNormalArray[idxNorm++] = tMatNorm(i,1);
        rawNormalArray[idxNorm++] = tMatNorm(i,2);

        //Color (this is the default color and will be used until the updateVertColor function was called)
        rawColorArray[idxColor++] = 0.5f;
        rawColorArray[idxColor++] = 0.2f;
        rawColorArray[idxColor++] = 0.2f;
    }

    //Fill indexBufferData with data which holds the triangulation information (faces/tris)
    QByteArray indexBufferData;
    indexBufferData.resize(tMatTris.rows() * 3 * (int)sizeof(uint));
    uint *rawIndexArray = reinterpret_cast<uint *>(indexBufferData.data());
    int idxTris = 0;

    for(int i = 0; i<tMatTris.rows(); i++) {
        //Faces/Tris
        rawIndexArray[idxTris++] = tMatTris(i,0);
        rawIndexArray[idxTris++] = tMatTris(i,1);
        rawIndexArray[idxTris++] = tMatTris(i,2);
    }

    //Set data to buffers
    m_pVertexDataBuffer->setData(vertexBufferData);
    m_pNormalDataBuffer->setData(normalBufferData);
    m_pColorDataBuffer->setData(colorBufferData);
    m_pIndexDataBuffer->setData(indexBufferData);

    // Attributes
    Qt3DRender::QAttribute *positionAttribute = new Qt3DRender::QAttribute();
    positionAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
    positionAttribute->setBuffer(m_pVertexDataBuffer);
    positionAttribute->setDataType(Qt3DRender::QAttribute::Float);
    positionAttribute->setDataSize(3);
    positionAttribute->setByteOffset(0);
    positionAttribute->setByteStride(3 * sizeof(float));
    positionAttribute->setCount(tMatVert.rows());
    positionAttribute->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());

    Qt3DRender::QAttribute *normalAttribute = new Qt3DRender::QAttribute();
    normalAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
    normalAttribute->setBuffer(m_pNormalDataBuffer);
    normalAttribute->setDataType(Qt3DRender::QAttribute::Float);
    normalAttribute->setDataSize(3);
    normalAttribute->setByteOffset(0);
    normalAttribute->setByteStride(3 * sizeof(float));
    normalAttribute->setCount(tMatVert.rows());
    normalAttribute->setName(Qt3DRender::QAttribute::defaultNormalAttributeName());

    Qt3DRender::QAttribute *colorAttribute = new Qt3DRender::QAttribute();
    colorAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
    colorAttribute->setBuffer(m_pColorDataBuffer);
    colorAttribute->setDataType(Qt3DRender::QAttribute::Float);
    colorAttribute->setDataSize(3);
    colorAttribute->setByteOffset(0);
    colorAttribute->setByteStride(3 * sizeof(float));
    colorAttribute->setCount(tMatVert.rows());
    colorAttribute->setName(Qt3DRender::QAttribute::defaultColorAttributeName());

    Qt3DRender::QAttribute *indexAttribute = new Qt3DRender::QAttribute();
    indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute);
    indexAttribute->setBuffer(m_pIndexDataBuffer);
    indexAttribute->setDataType(Qt3DRender::QAttribute::UnsignedInt);
    indexAttribute->setDataSize(1);
    indexAttribute->setByteOffset(0);
    indexAttribute->setByteStride(0);
    indexAttribute->setCount(tMatTris.rows());

    customGeometry->addAttribute(positionAttribute);
    customGeometry->addAttribute(normalAttribute);
    customGeometry->addAttribute(colorAttribute);
    customGeometry->addAttribute(indexAttribute);

    this->setInstanceCount(1);
    this->setBaseVertex(0);
    this->setBaseInstance(0);
    this->setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles);
    this->setGeometry(customGeometry);

    this->setPrimitiveCount(tMatTris.rows()*3);
}