/** * If you are going to do a large number of height-testing of this TIN * (with FindAltitudeOnEarth), call this method once first to set up a * series of indexing bins which greatly speed up testing. * * \param bins Number of bins per dimension, e.g. a value of 50 produces * 50*50=2500 bins. More bins produces faster height-testing with * the only tradeoff being a small amount of RAM per bin. * \param progress_callback If supplied, this function will be called back * with a value of 0 to 100 as the operation progresses. */ void vtTin::SetupTriangleBins(int bins, bool progress_callback(int)) { DRECT rect = m_EarthExtents; m_BinSize.x = rect.Width() / bins; m_BinSize.y = rect.Height() / bins; delete m_trianglebins; m_trianglebins = new BinArray(bins, bins); uint tris = NumTris(); for (uint i = 0; i < tris; i++) { if ((i%100)==0 && progress_callback) progress_callback(i * 100 / tris); // get 2D points const DPoint2 &p1 = m_vert[m_tri[i*3]]; const DPoint2 &p2 = m_vert[m_tri[i*3+1]]; const DPoint2 &p3 = m_vert[m_tri[i*3+2]]; // find the correct range of bins, and add the index of this index to it DPoint2 fminrange, fmaxrange; fminrange.x = std::min(std::min(p1.x, p2.x), p3.x); fmaxrange.x = std::max(std::max(p1.x, p2.x), p3.x); fminrange.y = std::min(std::min(p1.y, p2.y), p3.y); fmaxrange.y = std::max(std::max(p1.y, p2.y), p3.y); IPoint2 bin_start, bin_end; bin_start.x = (uint) ((fminrange.x-rect.left) / m_BinSize.x); bin_end.x = (uint) ((fmaxrange.x-rect.left) / m_BinSize.x); bin_start.y = (uint) ((fminrange.y-rect.bottom) / m_BinSize.y); bin_end.y = (uint) ((fmaxrange.y-rect.bottom) / m_BinSize.y); for (int j = bin_start.x; j <= bin_end.x; j++) { for (int k = bin_start.y; k <= bin_end.y; k++) { Bin *bin = m_trianglebins->GetBin(j, k); if (bin) bin->push_back(i); } } } }
bool vtElevLayer::WriteElevationTileset(TilingOptions &opts, BuilderView *pView) { // Avoid trouble with '.' and ',' in Europe ScopedLocale normal_numbers(LC_NUMERIC, "C"); // Check that options are valid CheckCompressionMethod(opts); // grid size int base_tilesize = opts.lod0size; int gridcols, gridrows; m_pGrid->GetDimensions(gridcols, gridrows); DRECT area = m_pGrid->GetEarthExtents(); DPoint2 tile_dim(area.Width()/opts.cols, area.Height()/opts.rows); DPoint2 cell_size = tile_dim / base_tilesize; const vtProjection &proj = m_pGrid->GetProjection(); vtString units = GetLinearUnitName(proj.GetUnits()); units.MakeLower(); int zone = proj.GetUTMZone(); vtString crs; if (proj.IsGeographic()) crs = "LL"; else if (zone != 0) crs = "UTM"; else crs = "Other"; // Try to create directory to hold the tiles vtString dirname = opts.fname; RemoveFileExtensions(dirname); if (!vtCreateDir(dirname)) return false; // We won't know the exact height extents until the tiles have generated, // so gather extents as we produce the tiles and write the INI later. float minheight = 1E9, maxheight = -1E9; ColorMap cmap; vtElevLayer::SetupDefaultColors(cmap); // defaults vtString dirname_image = opts.fname_images; RemoveFileExtensions(dirname_image); if (opts.bCreateDerivedImages) { if (!vtCreateDir(dirname_image)) return false; vtString cmap_fname = opts.draw.m_strColorMapFile; vtString cmap_path = FindFileOnPaths(vtGetDataPath(), "GeoTypical/" + cmap_fname); if (cmap_path == "") DisplayAndLog("Couldn't find color map."); else { if (!cmap.Load(cmap_path)) DisplayAndLog("Couldn't load color map."); } } ImageGLCanvas *pCanvas = NULL; #if USE_OPENGL wxFrame *frame = new wxFrame; if (opts.bCreateDerivedImages && opts.bUseTextureCompression && opts.eCompressionType == TC_OPENGL) { frame->Create(g_bld->m_pParentWindow, -1, _T("Texture Compression OpenGL Context"), wxPoint(100,400), wxSize(280, 300), wxCAPTION | wxCLIP_CHILDREN); pCanvas = new ImageGLCanvas(frame); } #endif // make a note of which lods exist LODMap lod_existence_map(opts.cols, opts.rows); bool bFloat = m_pGrid->IsFloatMode(); bool bJPEG = (opts.bUseTextureCompression && opts.eCompressionType == TC_JPEG); int i, j, lod; int total = opts.rows * opts.cols, done = 0; for (j = 0; j < opts.rows; j++) { for (i = 0; i < opts.cols; i++) { // We might want to skip certain tiles if (opts.iMinRow != -1 && (i < opts.iMinCol || i > opts.iMaxCol || j < opts.iMinRow || j > opts.iMaxRow)) continue; DRECT tile_area; tile_area.left = area.left + tile_dim.x * i; tile_area.right = area.left + tile_dim.x * (i+1); tile_area.bottom = area.bottom + tile_dim.y * j; tile_area.top = area.bottom + tile_dim.y * (j+1); int col = i; int row = opts.rows-1-j; // draw our progress in the main view if (pView) pView->ShowGridMarks(area, opts.cols, opts.rows, col, opts.rows-1-row); // Extract the highest LOD we need vtElevationGrid base_lod(tile_area, IPoint2(base_tilesize+1, base_tilesize+1), bFloat, proj); bool bAllInvalid = true; bool bAllZero = true; int iNumInvalid = 0; DPoint2 p; int x, y; for (y = base_tilesize; y >= 0; y--) { p.y = area.bottom + (j*tile_dim.y) + ((double)y / base_tilesize * tile_dim.y); for (x = 0; x <= base_tilesize; x++) { p.x = area.left + (i*tile_dim.x) + ((double)x / base_tilesize * tile_dim.x); float fvalue = m_pGrid->GetFilteredValue(p); base_lod.SetFValue(x, y, fvalue); if (fvalue == INVALID_ELEVATION) iNumInvalid++; else { bAllInvalid = false; // Gather height extents if (fvalue < minheight) minheight = fvalue; if (fvalue > maxheight) maxheight = fvalue; } if (fvalue != 0) bAllZero = false; } } // Increment whether we omit or not done++; // If there is no real data there, omit this tile if (bAllInvalid) continue; // Omit all-zero tiles (flat sea-level) if desired if (opts.bOmitFlatTiles && bAllZero) continue; // Now we know this tile will be included, so note the LODs present int base_tile_exponent = vt_log2(base_tilesize); lod_existence_map.set(i, j, base_tile_exponent, base_tile_exponent-(opts.numlods-1)); if (iNumInvalid > 0) { UpdateProgressDialog2(done*99/total, 0, _("Filling gaps")); bool bGood; int method = g_Options.GetValueInt(TAG_GAP_FILL_METHOD); if (method == 1) bGood = base_lod.FillGaps(NULL, progress_callback_minor); else if (method == 2) bGood = base_lod.FillGapsSmooth(NULL, progress_callback_minor); else if (method == 3) bGood = (base_lod.FillGapsByRegionGrowing(2, 5, progress_callback_minor) != -1); if (!bGood) return false; opts.iNoDataFilled += iNumInvalid; } // Create a matching derived texture tileset if (opts.bCreateDerivedImages) { // Create a matching derived texture tileset vtDIB dib; base_lod.ComputeHeightExtents(); if (opts.bImageAlpha) { dib.Create(IPoint2(base_tilesize, base_tilesize), 32); base_lod.ColorDibFromElevation(&dib, &cmap, 4000, RGBAi(0,0,0,0)); } else { dib.Create(IPoint2(base_tilesize, base_tilesize), 24); base_lod.ColorDibFromElevation(&dib, &cmap, 4000, RGBi(255,0,0)); } if (opts.draw.m_bShadingQuick) base_lod.ShadeQuick(&dib, SHADING_BIAS, true); else if (opts.draw.m_bShadingDot) { FPoint3 light_dir = LightDirection(opts.draw.m_iCastAngle, opts.draw.m_iCastDirection); // Don't cast shadows for tileset; they won't cast // correctly from one tile to the next. base_lod.ShadeDibFromElevation(&dib, light_dir, 1.0f, opts.draw.m_fAmbient, opts.draw.m_fGamma, true); } for (int k = 0; k < opts.numlods; k++) { vtString fname = MakeFilenameDB(dirname_image, col, row, k); int tilesize = base_tilesize >> k; vtMiniDatabuf output_buf; output_buf.xsize = tilesize; output_buf.ysize = tilesize; output_buf.zsize = 1; output_buf.tsteps = 1; output_buf.SetBounds(proj, tile_area); int depth = dib.GetDepth() / 8; int iUncompressedSize = tilesize * tilesize * depth; uchar *rgb_bytes = (uchar *) malloc(iUncompressedSize); uchar *dst = rgb_bytes; if (opts.bImageAlpha) { RGBAi rgba; for (int ro = 0; ro < base_tilesize; ro += (1<<k)) for (int co = 0; co < base_tilesize; co += (1<<k)) { dib.GetPixel32(co, ro, rgba); *dst++ = rgba.r; *dst++ = rgba.g; *dst++ = rgba.b; *dst++ = rgba.a; } } else { RGBi rgb; for (int ro = 0; ro < base_tilesize; ro += (1<<k)) for (int co = 0; co < base_tilesize; co += (1<<k)) { dib.GetPixel24(co, ro, rgb); *dst++ = rgb.r; *dst++ = rgb.g; *dst++ = rgb.b; } } // Write and optionally compress the image WriteMiniImage(fname, opts, rgb_bytes, output_buf, iUncompressedSize, pCanvas); // Free the uncompressed image free(rgb_bytes); } } for (lod = 0; lod < opts.numlods; lod++) { int tilesize = base_tilesize >> lod; vtString fname = MakeFilenameDB(dirname, col, row, lod); // make a message for the progress dialog wxString msg; msg.Printf(_("Writing tile '%hs', size %dx%d"), (const char *)fname, tilesize, tilesize); UpdateProgressDialog2(done*99/total, 0, msg); vtMiniDatabuf buf; buf.SetBounds(proj, tile_area); buf.alloc(tilesize+1, tilesize+1, 1, 1, bFloat ? 2 : 1); float *fdata = (float *) buf.data; short *sdata = (short *) buf.data; DPoint2 p; for (int y = base_tilesize; y >= 0; y -= (1<<lod)) { p.y = area.bottom + (j*tile_dim.y) + ((double)y / base_tilesize * tile_dim.y); for (int x = 0; x <= base_tilesize; x += (1<<lod)) { p.x = area.left + (i*tile_dim.x) + ((double)x / base_tilesize * tile_dim.x); if (bFloat) { *fdata = base_lod.GetFilteredValue(p); fdata++; } else { *sdata = (short) base_lod.GetFilteredValue(p); sdata++; } } } if (buf.savedata(fname) == 0) { // what should we do if writing a tile fails? } } } }
// // Use the QuikGrid library to generate a grid from a set of 3D points. // bool vtElevLayer::CreateFromPoints(vtFeatureSet *set, const IPoint2 &size, float fDistanceRatio) { #if SUPPORT_QUIKGRID vtFeatureSetPoint3D *fsp3 = dynamic_cast<vtFeatureSetPoint3D *>(set); if (!fsp3) return false; DRECT extent; fsp3->ComputeExtent(extent); int iMaxSize = fsp3->NumEntities(); ScatData sdata(iMaxSize); DPoint3 p; for (int i = 0; i < iMaxSize; i++) { fsp3->GetPoint(i, p); sdata.SetNext(p.x, p.y, p.z); } // Make a SurfaceGrid to hold the results DPoint2 spacing(extent.Width() / (size.x-1), extent.Height() / (size.y-1)); SurfaceGrid Zgrid(size.x, size.y); for (int x = 0; x < size.x; x++) Zgrid.xset(x, extent.left + spacing.x * x); for (int y = 0; y < size.y; y++) Zgrid.yset(y, extent.bottom + spacing.y * y); // "When any new points will not contributed more than 1/(scan bandwidth cutoff) // towards the value of a grid intersection scanning will cease in that // direction. " int x1 = XpandScanRatio(); // default 16, valid values 1..100 // "The Distance cutoff specifies a percent of the Density Distance" int x2 = XpandDensityRatio(); // default 150, valid values 1..10000 int x3 = XpandEdgeFactor(); // default 100, valid values 1..10000 float x4 = XpandUndefinedZ(); long x5 = XpandSample(); XpandDensityRatio((int) (fDistanceRatio * 100)); // Do the expand operation, gradually so we get progress XpandInit(Zgrid, sdata); int count = 0, total = size.x * size.y; while (XpandPoint( Zgrid, sdata)) { if ((count % 100) == 0) { if (progress_callback(count * 99 / total)) { // user cancelled return false; } } count++; } // copy the result to a ElevationGrid m_pGrid = new vtElevationGrid(extent, size, true, set->GetAtProjection()); for (int x = 0; x < size.x; x++) for (int y = 0; y < size.y; y++) { float value = Zgrid.z(x,y); if (value == -99999) m_pGrid->SetFValue(x, y, INVALID_ELEVATION); else m_pGrid->SetFValue(x, y, value); } m_pGrid->ComputeHeightExtents(); m_pGrid->SetupLocalCS(); return true; #else // No QuikGrid return false; #endif }
/** * Combine all vertices which are at the same location. By removing these * redundant vertices, the mesh will consume less space in memory and on disk. */ void vtTin::MergeSharedVerts(bool progress_callback(int)) { uint verts = NumVerts(); uint i, j; int bin; DRECT rect = m_EarthExtents; double width = rect.Width(); // make it slightly larger avoid edge condition rect.left -= 0.000001; width += 0.000002; m_bReplace = new int[verts]; m_vertbin = new Bin[BINS]; m_tribin = new Bin[BINS]; // sort the vertices into bins for (i = 0; i < verts; i++) { // flag all vertices initially not to remove m_bReplace[i] = -1; // find the correct bin, and add the index of this vertex to it bin = (int) (BINS * (m_vert[i].x - rect.left) / width); m_vertbin[bin].push_back(i); } uint trisize = m_tri.size(); for (i = 0; i < trisize; i++) { // find the correct bin, and add the index of this index to it bin = (int) (BINS * (m_vert[m_tri[i]].x - rect.left) / width); m_tribin[bin].push_back(i); } // compare within each bin, and between each adjacent bin, // looking for matching vertices to flag for removal for (bin = 0; bin < BINS; bin++) { if (progress_callback != NULL) progress_callback(bin * 100 / BINS); _CompareBins(bin, bin); if (bin < BINS-1) _CompareBins(bin, bin+1); } // now update each triangle index to point to the merge result for (bin = 0; bin < BINS; bin++) { if (progress_callback != NULL) progress_callback(bin * 100 / BINS); _UpdateIndicesInInBin(bin); } // now compact the vertex bins into a single array // make a copy to copy from DLine2 *vertcopy = new DLine2(m_vert); float *zcopy = new float[m_z.size()]; for (i = 0; i < m_z.size(); i++) zcopy[i] = m_z[i]; int inew = 0; // index into brand new array (actually re-using old) for (bin = 0; bin < BINS; bin++) { if (progress_callback != NULL) progress_callback(bin * 100 / BINS); uint binverts = m_vertbin[bin].size(); for (i = 0; i < binverts; i++) { int v_old = m_vertbin[bin].at(i); if (m_bReplace[v_old] != -1) continue; int v_new = inew; // copy old to new m_vert[v_new] = vertcopy->GetAt(v_old); m_z[v_new] = zcopy[v_old]; uint bintris = m_tribin[bin].size(); for (j = 0; j < bintris; j++) { int trindx = m_tribin[bin].at(j); if (m_tri[trindx] == v_old) m_tri[trindx] = v_new; } inew++; } } // our original array containers now hold the compacted result int newsize = inew; m_vert.SetSize(newsize); m_z.resize(newsize); // free up all the stuff we allocated delete [] m_bReplace; delete [] m_vertbin; delete [] m_tribin; delete vertcopy; delete [] zcopy; }