16#ifndef QGSTESSELLATOR_H
17#define QGSTESSELLATOR_H
50 double originX,
double originY,
bool addNormals,
bool invertNormals =
false,
bool addBackFaces =
false,
bool noZ =
false,
bool addTextureCoords =
false,
int facade = 3,
float textureRotation = 0.0f
64 const
QgsRectangle &bounds,
bool addNormals,
bool invertNormals = false,
bool addBackFaces = false,
bool noZ = false,
bool addTextureCoords = false,
int facade = 3,
float textureRotation = 0.0f
90 void setInputZValueIgnored(
bool ignore );
114 void setTextureRotation(
float rotation );
126 void setAddTextureUVs(
bool addTextureUVs );
138 void setAddNormals(
bool addNormals );
150 void setBackFacesEnabled(
bool addBackFaces );
162 void setInvertNormals(
bool invertNormals );
199 void addPolygon(
const QgsPolygon &polygon,
float extrusionHeight );
214 QByteArray indexBuffer() const;
220 QByteArray vertexBuffer() const;
223 int dataVerticesCount() const;
237 std::unique_ptr< QgsMultiPolygon > asMultiPolygon() const
SIP_SKIP;
256 QString
error()
const {
return mError; }
262 int uniqueVertexCount()
const;
270 inline bool operator==(
const VertexPoint &other )
const {
return position == other.position && normal == other.normal; }
273 friend uint
qHash(
const VertexPoint &key )
275 return qHash( key.position.x() ) ^
qHash( key.position.y() ) ^
qHash( key.position.z() ) ^
qHash( key.normal.x() ) ^
qHash( key.normal.y() ) ^
qHash( key.normal.z() );
278 QVector<uint32_t> mIndexBuffer;
281 void setExtrusionFacesLegacy(
int facade );
282 void calculateBaseTransform(
const QVector3D &pNormal, QMatrix4x4 *base )
const;
283 QVector3D applyTransformWithExtrusion(
const QVector3D point,
float extrusionHeight, QMatrix4x4 *transformMatrix,
const QgsPoint *originOffset );
285 const QVector3D &point,
const QVector3D &normal,
float extrusionHeight, QMatrix4x4 *transformMatrix,
const QgsPoint *originOffset, QHash<VertexPoint, unsigned int> *vertexBuffer,
const size_t &vertexBufferOffset
287 void addVertex(
const QVector3D &point,
const QVector3D &normal,
float extrusionHeight, QMatrix4x4 *transformMatrix,
const QgsPoint *originOffset );
288 void makeWalls(
const QgsLineString &ring,
bool ccw,
float extrusionHeight );
289 void addExtrusionWallQuad(
const QVector3D &pt1,
const QVector3D &pt2,
float height );
290 void ringToEarcutPoints(
const QgsLineString *ring, std::vector<std::array<double, 2>> &polyline, QHash<std::array<double, 2> *,
float> *zHash );
291 std::vector<QVector3D> generateConstrainedDelaunayTriangles(
const QgsPolygon *polygonNew );
292 std::vector<QVector3D> generateEarcutTriangles(
const QgsPolygon *polygonNew );
295 bool mAddNormals =
false;
296 bool mInvertNormals =
false;
297 bool mAddBackFaces =
false;
298 bool mAddTextureCoords =
false;
299 bool mOutputZUp =
false;
300 QVector<float> mData;
301 int mStride = 3 *
sizeof( float );
302 bool mInputZValueIgnored =
false;
305 float mTextureRotation = 0.0f;
309 float mZMin = std::numeric_limits<float>::max();
310 float mZMax = -std::numeric_limits<float>::max();
TriangulationAlgorithm
Triangulation algorithms.
QFlags< ExtrusionFace > ExtrusionFaces
Tessellator extrusion face types.
Line string geometry type, with support for z-dimension and m-values.
Multi polygon geometry collection.
Point geometry type, with support for z-dimension and m-values.
A rectangle specified with double values.
float textureRotation() const
Returns the rotation of texture UV coordinates (in degrees).
bool hasTextureUVs() const
Returns whether texture UV coordinates are being added to the output data (true) or not (false).
void setOrigin(const QgsVector3D &origin)
Sets the origin point of the map.
bool isZValueIgnored() const
Returns whether Z values from the input geometries are ignored (true) or not (false).
int stride() const
Returns size of one vertex entry in bytes.
int indexStride() const
Returns size of one index entry in bytes.
bool hasBackFacesEnabled() const
Returns whether back faces are being added to the output data (true) or not (false).
float zMinimum() const
Returns minimal Z value of the data (in world coordinates).
Qgis::ExtrusionFaces extrusionFaces() const
Returns which faces are generated during extrusion.
QgsVector3D origin() const
Returns the origin point of the map.
friend uint qHash(const VertexPoint &key)
QString error() const
Returns a descriptive error string if the tessellation failed.
Qgis::TriangulationAlgorithm triangulationAlgorithm() const
Returns the algorithm used for triangulation.
void setOutputZUp(bool zUp)
Sets whether the "up" direction should be the Z axis on output (true), otherwise the "up" direction w...
bool isOutputZUp() const
Returns whether the "up" direction should be the Z axis on output (true), otherwise the "up" directio...
bool hasNormals() const
Returns whether normals are being added to the output data (true) or not (false).
bool hasInvertedNormals() const
Returns whether normals are inverted (true) or not (false).
float zMaximum() const
Returns maximal Z value of the data (in world coordinates).
A 3D vector (similar to QVector3D) with the difference that it uses double precision instead of singl...
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 allowing algorithms to be written in pure substantial changes are required in order to port existing x Processing algorithms for QGIS x The most significant changes are outlined not GeoAlgorithm For algorithms which operate on features one by consider subclassing the QgsProcessingFeatureBasedAlgorithm class This class allows much of the boilerplate code for looping over features from a vector layer to be bypassed and instead requires implementation of a processFeature method Ensure that your algorithm(or algorithm 's parent class) implements the new pure virtual createInstance(self) call
uint qHash(const QVariant &variant)
Hash for QVariant.
bool operator==(const QgsFeatureIterator &fi1, const QgsFeatureIterator &fi2)