QGIS API Documentation 4.0.0-Norrköping (1ddcee3d0e4)
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qgsdemterraintilegeometry_p.cpp
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1/***************************************************************************
2 qgsdemterraintilegeometry_p.cpp
3 --------------------------------------
4 Date : July 2017
5 Copyright : (C) 2017 by Martin Dobias
6 Email : wonder dot sk at gmail dot com
7 ***************************************************************************
8 * *
9 * This program is free software; you can redistribute it and/or modify *
10 * it under the terms of the GNU General Public License as published by *
11 * the Free Software Foundation; either version 2 of the License, or *
12 * (at your option) any later version. *
13 * *
14 ***************************************************************************/
15
17
18#include <cmath>
19#include <limits>
20
21#include "qgis.h"
22#include "qgsray3d.h"
23#include "qgsraycastcontext.h"
24#include "qgsraycastingutils.h"
25
26#include <QMatrix4x4>
27#include <Qt3DCore/QAbstractFunctor>
28#include <Qt3DCore/QAttribute>
29#include <Qt3DCore/QBuffer>
30
31#include "moc_qgsdemterraintilegeometry_p.cpp"
32
34
35using namespace Qt3DRender;
36
37static QByteArray createPlaneVertexData( int res, float side, float vertScale, float skirtHeight, const QByteArray &heights )
38{
39 Q_ASSERT( res >= 2 );
40 Q_ASSERT( heights.count() == res * res * static_cast<int>( sizeof( float ) ) );
41
42 const float *zData = ( const float * ) heights.constData();
43 const float *zBits = zData;
44
45 const int nVerts = ( res + 2 ) * ( res + 2 );
46
47 // Populate a buffer with the interleaved per-vertex data with
48 // vec3 pos, vec2 texCoord, vec3 normal
49 const quint32 elementSize = 3 + 2 + 3;
50 const quint32 stride = elementSize * sizeof( float );
51 QByteArray bufferBytes;
52 bufferBytes.resize( stride * nVerts );
53 float *fptr = reinterpret_cast<float *>( bufferBytes.data() );
54
55 QSize resolution( res, res );
56 const float x0 = 0;
57 const float y0 = side;
58 const float dx = side / static_cast<float>( resolution.width() - 1 );
59 const float dy = side / static_cast<float>( resolution.height() - 1 );
60 const float du = 1.0f / static_cast<float>( resolution.width() - 1 );
61 const float dv = 1.0f / static_cast<float>( resolution.height() - 1 );
62
63 // the height of vertices with no-data value... the value should not really matter
64 // as we do not create valid triangles that would use such vertices
65 const float noDataHeight = 0;
66
67 const int iMax = resolution.width() - 1;
68 const int jMax = resolution.height() - 1;
69
70 // Iterate over y
71 for ( int j = -1; j <= resolution.height(); ++j )
72 {
73 int jBound = std::clamp( j, 0, jMax );
74 const float y = y0 - static_cast<float>( jBound ) * dy;
75 const float v = static_cast<float>( jBound ) * dv;
76
77 // Iterate over x
78 for ( int i = -1; i <= resolution.width(); ++i )
79 {
80 int iBound = std::clamp( i, 0, iMax );
81 const float x = x0 + static_cast<float>( iBound ) * dx;
82 const float u = static_cast<float>( iBound ) * du;
83
84 float height;
85 if ( i == iBound && j == jBound )
86 height = *zBits++;
87 else
88 height = zData[jBound * resolution.width() + iBound] - skirtHeight;
89
90 if ( std::isnan( height ) )
91 height = noDataHeight;
92
93 // position
94 *fptr++ = x;
95 *fptr++ = y;
96 *fptr++ = height * vertScale;
97
98 // texture coordinates
99 *fptr++ = u;
100 *fptr++ = v;
101
102 // calculate normal coordinates
103#define zAt( ii, jj ) zData[jj * resolution.width() + ii] * vertScale
104 float zi0 = zAt( std::clamp( i - 1, 0, iMax ), jBound );
105 float zi1 = zAt( std::clamp( i + 1, 0, iMax ), jBound );
106 float zj0 = zAt( iBound, std::clamp( j - 1, 0, jMax ) );
107 float zj1 = zAt( iBound, std::clamp( j + 1, 0, jMax ) );
108
109 QVector3D n;
110 if ( std::isnan( zi0 ) || std::isnan( zi1 ) || std::isnan( zj0 ) || std::isnan( zj1 ) )
111 n = QVector3D( 0, 0, 1 );
112 else
113 {
114 float di, dj;
115 float zij = height * vertScale;
116
117 if ( i == 0 )
118 di = 2 * ( zij - zi1 );
119 else if ( i == iMax )
120 di = 2 * ( zi0 - zij );
121 else
122 di = zi0 - zi1;
123
124 if ( j == 0 )
125 dj = 2 * ( zij - zj1 );
126 else if ( j == jMax )
127 dj = 2 * ( zj0 - zij );
128 else
129 dj = zj0 - zj1;
130
131 n = QVector3D( di, -dj, 2 * side / static_cast<float>( res ) );
132 n.normalize();
133 }
134
135 *fptr++ = n.x();
136 *fptr++ = n.y();
137 *fptr++ = n.z();
138 }
139 }
140
141 return bufferBytes;
142}
143
144inline int ijToHeightMapIndex( int i, int j, int resX, int resZ )
145{
146 i = std::clamp( i, 1, resX ) - 1;
147 j = std::clamp( j, 1, resZ ) - 1;
148 return j * resX + i;
149}
150
151static bool hasNoData( int i, int j, const float *heightMap, int resX, int resZ )
152{
153 return std::isnan( heightMap[ijToHeightMapIndex( i, j, resX, resZ )] )
154 || std::isnan( heightMap[ijToHeightMapIndex( i + 1, j, resX, resZ )] )
155 || std::isnan( heightMap[ijToHeightMapIndex( i, j + 1, resX, resZ )] )
156 || std::isnan( heightMap[ijToHeightMapIndex( i + 1, j + 1, resX, resZ )] );
157}
158
159static QByteArray createPlaneIndexData( int res, const QByteArray &heightMap )
160{
161 QSize resolution( res, res );
162 int numVerticesX = resolution.width() + 2;
163 int numVerticesZ = resolution.height() + 2;
164
165 // Create the index data. 2 triangles per rectangular face
166 const int faces = 2 * ( numVerticesX - 1 ) * ( numVerticesZ - 1 );
167 const quint32 indices = 3 * faces;
168 Q_ASSERT( indices < std::numeric_limits<quint32>::max() );
169 QByteArray indexBytes;
170 indexBytes.resize( indices * sizeof( quint32 ) );
171 quint32 *indexPtr = reinterpret_cast<quint32 *>( indexBytes.data() );
172
173 const float *heightMapFloat = reinterpret_cast<const float *>( heightMap.constData() );
174
175 // Iterate over z
176 for ( int j = 0; j < numVerticesZ - 1; ++j )
177 {
178 const int rowStartIndex = j * numVerticesX;
179 const int nextRowStartIndex = ( j + 1 ) * numVerticesX;
180
181 // Iterate over x
182 for ( int i = 0; i < numVerticesX - 1; ++i )
183 {
184 if ( hasNoData( i, j, heightMapFloat, res, res ) )
185 {
186 // at least one corner of the quad has no-data value
187 // so let's make two invalid triangles
188 *indexPtr++ = rowStartIndex + i;
189 *indexPtr++ = rowStartIndex + i;
190 *indexPtr++ = rowStartIndex + i;
191
192 *indexPtr++ = rowStartIndex + i;
193 *indexPtr++ = rowStartIndex + i;
194 *indexPtr++ = rowStartIndex + i;
195 continue;
196 }
197
198 // Split quad into two triangles
199 *indexPtr++ = rowStartIndex + i;
200 *indexPtr++ = nextRowStartIndex + i;
201 *indexPtr++ = rowStartIndex + i + 1;
202
203 *indexPtr++ = nextRowStartIndex + i;
204 *indexPtr++ = nextRowStartIndex + i + 1;
205 *indexPtr++ = rowStartIndex + i + 1;
206 }
207 }
208
209 return indexBytes;
210}
211
213class PlaneVertexBufferFunctor : public Qt3DCore::QAbstractFunctor
214{
215 public:
216 explicit PlaneVertexBufferFunctor( int resolution, float side, float vertScale, float skirtHeight, const QByteArray &heightMap )
217 : mResolution( resolution )
218 , mSide( side )
219 , mVertScale( vertScale )
220 , mSkirtHeight( skirtHeight )
221 , mHeightMap( heightMap )
222 {}
223
224 QByteArray operator()() { return createPlaneVertexData( mResolution, mSide, mVertScale, mSkirtHeight, mHeightMap ); }
225
226 qintptr id() const override { return reinterpret_cast<qintptr>( &Qt3DCore::FunctorType<PlaneVertexBufferFunctor>::id ); }
227
228 bool operator==( const Qt3DCore::QAbstractFunctor &other ) const
229 {
230 const PlaneVertexBufferFunctor *otherFunctor = dynamic_cast<const PlaneVertexBufferFunctor *>( &other );
231 if ( otherFunctor )
232 return (
233 otherFunctor->mResolution == mResolution && otherFunctor->mSide == mSide && otherFunctor->mVertScale == mVertScale && otherFunctor->mSkirtHeight == mSkirtHeight && otherFunctor->mHeightMap == mHeightMap
234 );
235 return false;
236 }
237
238 private:
239 int mResolution;
240 float mSide;
241 float mVertScale;
242 float mSkirtHeight;
243 QByteArray mHeightMap;
244};
245
247class PlaneIndexBufferFunctor : public Qt3DCore::QAbstractFunctor
248{
249 public:
250 explicit PlaneIndexBufferFunctor( int resolution, const QByteArray &heightMap )
251 : mResolution( resolution )
252 , mHeightMap( heightMap )
253 {}
254
255 QByteArray operator()() { return createPlaneIndexData( mResolution, mHeightMap ); }
256
257 qintptr id() const override { return reinterpret_cast<qintptr>( &Qt3DCore::FunctorType<PlaneIndexBufferFunctor>::id ); }
258
259 bool operator==( const Qt3DCore::QAbstractFunctor &other ) const
260 {
261 const PlaneIndexBufferFunctor *otherFunctor = dynamic_cast<const PlaneIndexBufferFunctor *>( &other );
262 if ( otherFunctor )
263 return ( otherFunctor->mResolution == mResolution );
264 return false;
265 }
266
267 private:
268 int mResolution;
269 QByteArray mHeightMap;
270};
271
272// ------------
273
274
275DemTerrainTileGeometry::DemTerrainTileGeometry( int resolution, float side, float vertScale, float skirtHeight, const QByteArray &heightMap, DemTerrainTileGeometry::QNode *parent )
276 : QGeometry( parent )
277 , mResolution( resolution )
278 , mSide( side )
279 , mVertScale( vertScale )
280 , mSkirtHeight( skirtHeight )
281 , mHeightMap( heightMap )
282{
283 init();
284}
285
286static bool intersectionDemTriangles( const QByteArray &vertexBuf, const QByteArray &indexBuf, const QgsRay3D &r, const QgsRayCastContext &context, const QMatrix4x4 &worldTransform, QVector3D &intPt )
287{
288 // WARNING! this code is specific to how vertex buffers are built for DEM tiles,
289 // it is not usable for any mesh...
290
291 const float *vertices = reinterpret_cast<const float *>( vertexBuf.constData() );
292 const uint *indices = reinterpret_cast<const uint *>( indexBuf.constData() );
293#ifdef QGISDEBUG
294 int vertexCnt = vertexBuf.count() / sizeof( float );
295 Q_ASSERT( vertexCnt % 8 == 0 );
296#endif
297 int indexCnt = indexBuf.count() / sizeof( uint );
298 Q_ASSERT( indexCnt % 3 == 0 );
299 int triangleCount = indexCnt / 3;
300
301 QVector3D intersectionPt, minIntersectionPt;
302 float distance;
303 float minDistance = -1;
304
305 for ( int i = 0; i < triangleCount; ++i )
306 {
307 int v0 = indices[i * 3], v1 = indices[i * 3 + 1], v2 = indices[i * 3 + 2];
308 QVector3D a( vertices[v0 * 8], vertices[v0 * 8 + 1], vertices[v0 * 8 + 2] );
309 QVector3D b( vertices[v1 * 8], vertices[v1 * 8 + 1], vertices[v1 * 8 + 2] );
310 QVector3D c( vertices[v2 * 8], vertices[v2 * 8 + 1], vertices[v2 * 8 + 2] );
311
312 const QVector3D tA = worldTransform * a;
313 const QVector3D tB = worldTransform * b;
314 const QVector3D tC = worldTransform * c;
315
316 QVector3D uvw;
317 float t = 0;
318 if ( QgsRayCastingUtils::rayTriangleIntersection( r, context.maximumDistance(), tA, tB, tC, uvw, t ) )
319 {
320 intersectionPt = r.point( t * context.maximumDistance() );
321 distance = r.projectedDistance( intersectionPt );
322
323 // we only want the first intersection of the ray with the mesh (closest to the ray origin)
324 if ( minDistance == -1 || distance < minDistance )
325 {
326 minDistance = distance;
327 minIntersectionPt = intersectionPt;
328 }
329 }
330 }
331
332 if ( minDistance != -1 )
333 {
334 intPt = minIntersectionPt;
335 return true;
336 }
337 else
338 return false;
339}
340
341bool DemTerrainTileGeometry::rayIntersection( const QgsRay3D &ray, const QgsRayCastContext &context, const QMatrix4x4 &worldTransform, QVector3D &intersectionPoint )
342{
343 return intersectionDemTriangles( mVertexBuffer->data(), mIndexBuffer->data(), ray, context, worldTransform, intersectionPoint );
344}
345
346void DemTerrainTileGeometry::init()
347{
348 mPositionAttribute = new Qt3DCore::QAttribute( this );
349 mNormalAttribute = new Qt3DCore::QAttribute( this );
350 mTexCoordAttribute = new Qt3DCore::QAttribute( this );
351 mIndexAttribute = new Qt3DCore::QAttribute( this );
352 mVertexBuffer = new Qt3DCore::QBuffer( this );
353 mIndexBuffer = new Qt3DCore::QBuffer( this );
354
355 int nVertsX = mResolution + 2;
356 int nVertsZ = mResolution + 2;
357 const int nVerts = nVertsX * nVertsZ;
358 const int stride = ( 3 + 2 + 3 ) * sizeof( float );
359 const int faces = 2 * ( nVertsX - 1 ) * ( nVertsZ - 1 );
360
361 mPositionAttribute->setName( Qt3DCore::QAttribute::defaultPositionAttributeName() );
362 mPositionAttribute->setVertexBaseType( Qt3DCore::QAttribute::Float );
363 mPositionAttribute->setVertexSize( 3 );
364 mPositionAttribute->setAttributeType( Qt3DCore::QAttribute::VertexAttribute );
365 mPositionAttribute->setBuffer( mVertexBuffer );
366 mPositionAttribute->setByteStride( stride );
367 mPositionAttribute->setCount( nVerts );
368
369 mTexCoordAttribute->setName( Qt3DCore::QAttribute::defaultTextureCoordinateAttributeName() );
370 mTexCoordAttribute->setVertexBaseType( Qt3DCore::QAttribute::Float );
371 mTexCoordAttribute->setVertexSize( 2 );
372 mTexCoordAttribute->setAttributeType( Qt3DCore::QAttribute::VertexAttribute );
373 mTexCoordAttribute->setBuffer( mVertexBuffer );
374 mTexCoordAttribute->setByteStride( stride );
375 mTexCoordAttribute->setByteOffset( 3 * sizeof( float ) );
376 mTexCoordAttribute->setCount( nVerts );
377
378 mNormalAttribute->setName( Qt3DCore::QAttribute::defaultNormalAttributeName() );
379 mNormalAttribute->setVertexBaseType( Qt3DCore::QAttribute::Float );
380 mNormalAttribute->setVertexSize( 3 );
381 mNormalAttribute->setAttributeType( Qt3DCore::QAttribute::VertexAttribute );
382 mNormalAttribute->setBuffer( mVertexBuffer );
383 mNormalAttribute->setByteStride( stride );
384 mNormalAttribute->setByteOffset( 5 * sizeof( float ) );
385 mNormalAttribute->setCount( nVerts );
386
387 mIndexAttribute->setAttributeType( Qt3DCore::QAttribute::IndexAttribute );
388 mIndexAttribute->setVertexBaseType( Qt3DCore::QAttribute::UnsignedInt );
389 mIndexAttribute->setBuffer( mIndexBuffer );
390
391 // Each primitive has 3 vertives
392 mIndexAttribute->setCount( faces * 3 );
393
394 // switched to setting data instead of just setting data generators because we also need the buffers
395 // available for ray-mesh intersections and we can't access the private copy of data in Qt (if there is any)
396
397 mVertexBuffer->setData( PlaneVertexBufferFunctor( mResolution, mSide, mVertScale, mSkirtHeight, mHeightMap )() );
398 mIndexBuffer->setData( PlaneIndexBufferFunctor( mResolution, mHeightMap )() );
399
400 addAttribute( mPositionAttribute );
401 addAttribute( mTexCoordAttribute );
402 addAttribute( mNormalAttribute );
403 addAttribute( mIndexAttribute );
404}
405
A representation of a ray in 3D.
Definition qgsray3d.h:31
float projectedDistance(const QVector3D &point) const
Returns the distance of the projection of a point to the ray.
Definition qgsray3d.cpp:41
QVector3D point(float distance) const
Returns the point along the ray with the specified distance from the ray's origin.
Definition qgsray3d.cpp:62
Responsible for defining parameters of the ray casting operations in 3D map canvases.
float maximumDistance() const
The maximum distance from ray origin to look for hits when casting a ray.
bool rayTriangleIntersection(const QgsRay3D &ray, float maxDist, const QVector3D &a, const QVector3D &b, const QVector3D &c, QVector3D &uvw, float &t)
Tests whether a triangle is intersected by a ray.
As part of the API refactoring and improvements which landed in the Processing API was substantially reworked from the x version This was done in order to allow much of the underlying Processing framework to be ported into c
bool operator==(const QgsFeatureIterator &fi1, const QgsFeatureIterator &fi2)