QGIS API Documentation 3.99.0-Master (d270888f95f)
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qgs3dexportobject.cpp
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1/***************************************************************************
2 Qgs3DExportObject.cpp
3 --------------------------------------
4 Date : June 2020
5 Copyright : (C) 2020 by Belgacem Nedjima
6 Email : gb underscore nedjima at esi dot dz
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
16#include "qgs3dexportobject.h"
17
19#include "qgslogger.h"
20
21#include <QDir>
22#include <QImage>
23#include <QMatrix4x4>
24#include <QString>
25#include <QVector3D>
26#include <Qt3DCore/QAttribute>
27#include <Qt3DCore/QBuffer>
28
29using namespace Qt::StringLiterals;
30
31void Qgs3DExportObject::setupPositionCoordinates( const QVector<float> &positionsBuffer, const QMatrix4x4 &transform )
32{
33 mVertexPosition.clear();
34 for ( int i = 0; i < positionsBuffer.size(); i += 3 )
35 {
36 const QVector3D position( positionsBuffer[i], positionsBuffer[i + 1], positionsBuffer[i + 2] );
37 const QVector3D positionFinal = transform.map( position );
38 mVertexPosition << positionFinal.x() << positionFinal.y() << positionFinal.z();
39 }
40}
41
42void Qgs3DExportObject::setupTriangle( const QVector<float> &positionsBuffer, const QVector<uint> &facesIndexes, const QMatrix4x4 &transform )
43{
45 setupPositionCoordinates( positionsBuffer, transform );
46
47 // setup faces
48 mIndexes.clear();
49 for ( int i = 0; i < facesIndexes.size(); i += 3 )
50 {
51 if ( i + 2 >= facesIndexes.size() )
52 continue;
53 // skip invalid triangles
54 if ( facesIndexes[i] == facesIndexes[i + 1] || facesIndexes[i + 1] == facesIndexes[i + 2] || facesIndexes[i] == facesIndexes[i + 2] )
55 continue;
56 for ( int j = 0; j < 3; ++j )
57 mIndexes << facesIndexes[i + j];
58 }
59}
60
61void Qgs3DExportObject::setupLine( const QVector<float> &positionsBuffer )
62{
64 setupPositionCoordinates( positionsBuffer );
65
66 // setup indexes
67 mIndexes.clear();
68 for ( int i = 0; i < mVertexPosition.size(); i += 3 )
69 mIndexes << i / 3 + 1;
70}
71
72void Qgs3DExportObject::setupPoint( const QVector<float> &positionsBuffer )
73{
75 setupPositionCoordinates( positionsBuffer );
76}
77
78void Qgs3DExportObject::setupNormalCoordinates( const QVector<float> &normalsBuffer, const QMatrix4x4 &transform )
79{
80 mNormals.clear();
81
82 // Qt does not provide QMatrix3x3 * QVector3D multiplication so we use QMatrix4x4
83 QMatrix3x3 normal3x3 = transform.normalMatrix();
84 QMatrix4x4 normal4x4( normal3x3( 0, 0 ), normal3x3( 0, 1 ), normal3x3( 0, 2 ), 0, normal3x3( 1, 0 ), normal3x3( 1, 1 ), normal3x3( 1, 2 ), 0, normal3x3( 2, 0 ), normal3x3( 2, 1 ), normal3x3( 2, 2 ), 0, 0, 0, 0, 1 );
85
86 for ( int i = 0; i < normalsBuffer.size(); i += 3 )
87 {
88 const QVector3D normalVector( normalsBuffer[i], normalsBuffer[i + 1], normalsBuffer[i + 2] );
89 QVector3D v = normal4x4.mapVector( normalVector );
90 // round numbers very close to zero to avoid tiny numbers like 6e-8 in export
91 if ( qgsFloatNear( v.x(), 0 ) )
92 v.setX( 0 );
93 if ( qgsFloatNear( v.y(), 0 ) )
94 v.setY( 0 );
95 if ( qgsFloatNear( v.z(), 0 ) )
96 v.setZ( 0 );
97 mNormals << v.x() << v.y() << v.z();
98 }
99}
100
101void Qgs3DExportObject::setupTextureCoordinates( const QVector<float> &texturesBuffer )
102{
103 mTexturesUV.clear();
104 mTexturesUV << texturesBuffer;
105}
106
108{
109 mMaterialParameters.clear();
110 QMap<QString, QString> parameters = material->toExportParameters();
111 for ( auto it = parameters.begin(); it != parameters.end(); ++it )
112 {
113 mMaterialParameters[it.key()] = it.value();
114 }
115}
116
117void Qgs3DExportObject::objectBounds( float &minX, float &minY, float &minZ, float &maxX, float &maxY, float &maxZ ) const
118{
119 if ( mType != TriangularFaces )
120 return;
121 for ( const unsigned int vertice : qAsConst( mIndexes ) )
122 {
123 const int heightIndex = static_cast<int>( vertice ) * 3 + 1;
124 minX = std::min( minX, mVertexPosition[heightIndex - 1] );
125 maxX = std::max( maxX, mVertexPosition[heightIndex - 1] );
126 minY = std::min( minY, mVertexPosition[heightIndex] );
127 maxY = std::max( maxY, mVertexPosition[heightIndex] );
128 minZ = std::min( minZ, mVertexPosition[heightIndex + 1] );
129 maxZ = std::max( maxZ, mVertexPosition[heightIndex + 1] );
130 }
131}
132
133void Qgs3DExportObject::saveTo( QTextStream &out, float scale, const QVector3D &center, int precision ) const
134{
135 // Set groups
136 // turns out grouping doest work as expected in blender
137 out << qSetRealNumberPrecision( precision );
138
139 // smoothen edges
140 if ( mSmoothEdges )
141 out << "s on\n";
142 else
143 out << "s off\n";
144
145 // Construct vertices
146 // As we can have holes in the face list and we only write vertices from these faces
147 // then the vertex list in the obj is not the whole from mVertexPosition!
148 for ( const unsigned int vertice : qAsConst( mIndexes ) )
149 {
150 const int i = static_cast<int>( vertice * 3 );
151 // for now just ignore wrong vertex positions
152 out << "v ";
153 out << ( mVertexPosition[i] - center.x() ) / scale << " ";
154 out << ( mVertexPosition[i + 1] - center.y() ) / scale << " ";
155 out << ( mVertexPosition[i + 2] - center.z() ) / scale << "\n";
156 if ( i + 3 <= mNormals.size() )
157 {
158 out << "vn " << mNormals[i] << " " << mNormals[i + 1] << " " << mNormals[i + 2] << "\n";
159 }
160 const int u_index = i / 3 * 2;
161 if ( u_index + 1 < mTexturesUV.size() )
162 {
163 // TODO: flip texture in a more appropriate way (for repeated textures)
164 out << "vt " << mTexturesUV[u_index] << " " << 1.0f - mTexturesUV[u_index + 1] << "\n";
165 }
166 }
167
168 bool hasTextures = mTexturesUV.size() == mVertexPosition.size() / 3 * 2;
169 // if the object has normals then the normals and positions buffers should be the same size
170 bool hasNormals = mNormals.size() == mVertexPosition.size();
171
172 if ( !hasNormals && !mNormals.empty() )
173 {
174 QgsDebugError( "Vertex normals count and vertex positions count are different" );
175 }
176 const int verticesCount = mIndexes.size();
177
178 // we use negative indexes as this is the way to use relative values to reference vertex positions
179 // Positive values are absolute vertex position from the beginning of the file.
180 auto getVertexIndex = [&]( unsigned int i ) -> QString {
181 const int negativeIndex = static_cast<int>( i - verticesCount );
182 if ( hasNormals && !hasTextures )
183 return u"%1//%2"_s.arg( negativeIndex ).arg( negativeIndex );
184 if ( !hasNormals && hasTextures )
185 return u"%1/%2"_s.arg( negativeIndex ).arg( negativeIndex );
186 if ( hasNormals && hasTextures )
187 return u"%1/%2/%3"_s.arg( negativeIndex ).arg( negativeIndex ).arg( negativeIndex );
188 return QString::number( negativeIndex );
189 };
190
191 if ( mType == TriangularFaces )
192 {
193 // Construct triangular faces
194 // As we have "compressed" the vertex/normal section above by using only the vertices referenced by the faces
195 // we do not need to the 'mIndexes[i]' value but only the 'i' value.
196 for ( int i = 0; i < mIndexes.size(); i += 3 )
197 {
198 out << "f " << getVertexIndex( i );
199 out << " " << getVertexIndex( i + 1 );
200 out << " " << getVertexIndex( i + 2 );
201 out << "\n";
202 }
203 }
204 else if ( mType == LineStrip )
205 {
206 out << "l";
207 for ( const unsigned int i : qAsConst( mIndexes ) )
208 out << " " << getVertexIndex( i );
209 out << "\n";
210 }
211 else if ( mType == Points )
212 {
213 out << "p";
214 for ( const unsigned int i : qAsConst( mIndexes ) )
215 out << " " << getVertexIndex( i );
216 out << "\n";
217 }
218}
219
220QString Qgs3DExportObject::saveMaterial( QTextStream &mtlOut, const QString &folderPath ) const
221{
222 QString materialName = mName + "_material";
223 if ( mMaterialParameters.size() == 0 && ( mTexturesUV.size() == 0 || mTextureImage.isNull() ) )
224 return QString();
225 mtlOut << "newmtl " << materialName << "\n";
226 if ( mTexturesUV.size() != 0 && !mTextureImage.isNull() )
227 {
228 const QString filePath = QDir( folderPath ).filePath( materialName + ".jpg" );
229 mTextureImage.save( filePath, "JPG" );
230 mtlOut << "\tmap_Kd " << materialName << ".jpg" << "\n";
231 }
232 for ( auto it = mMaterialParameters.constBegin(); it != mMaterialParameters.constEnd(); it++ )
233 {
234 mtlOut << "\t" << it.key() << " " << it.value() << "\n";
235 }
236 mtlOut << "\tillum 2\n";
237 return materialName;
238}
void setupPoint(const QVector< float > &positionsBuffer)
sets point positions coordinates
QString saveMaterial(QTextStream &mtlOut, const QString &folder) const
saves the texture of the object and material information
void setupMaterial(QgsAbstractMaterialSettings *material)
Sets the material parameters (diffuse color, shininess...) to be exported in the ....
void setupTriangle(const QVector< float > &positionsBuffer, const QVector< uint > &facesIndexes, const QMatrix4x4 &transform)
sets triangle indexes and positions coordinates
void setupNormalCoordinates(const QVector< float > &normalsBuffer, const QMatrix4x4 &transform)
Sets normal coordinates for each vertex.
void saveTo(QTextStream &out, float scale, const QVector3D &center, int precision=6) const
Saves the current object to the output stream while scaling the object and centering it to be visible...
void objectBounds(float &minX, float &minY, float &minZ, float &maxX, float &maxY, float &maxZ) const
Updates the box bounds explained with the current object bounds This expands the bounding box if the ...
void setupLine(const QVector< float > &positionsBuffer)
sets line indexes and positions coordinates
void setupTextureCoordinates(const QVector< float > &texturesBuffer)
Sets texture coordinates for each vertex.
Abstract base class for material settings.
virtual QMap< QString, QString > toExportParameters() const =0
Returns the parameters to be exported to .mtl file.
bool qgsFloatNear(float a, float b, float epsilon=4 *FLT_EPSILON)
Compare two floats (but allow some difference).
Definition qgis.h:6911
#define QgsDebugError(str)
Definition qgslogger.h:59