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 Q_DECL_DEPRECATED
void setTextureRotation(
float rotation )
SIP_DEPRECATED;
128 void setAddTextureUVs(
bool addTextureUVs );
144 void setAddNormals(
bool addNormals );
160 void setAddTangents(
bool addTangents );
176 void setBackFacesEnabled(
bool addBackFaces );
192 void setInvertNormals(
bool invertNormals );
231 void addPolygon(
const QgsPolygon &polygon,
float extrusionHeight );
246 QByteArray indexBuffer() const;
252 QByteArray vertexBuffer() const;
255 int dataVerticesCount() const;
269 std::unique_ptr< QgsMultiPolygon > asMultiPolygon() const
SIP_SKIP;
288 QString
error()
const {
return mError; }
294 int uniqueVertexCount()
const;
303 inline bool operator==(
const VertexPoint &other )
const {
return position == other.position && normal == other.normal && tangent == other.tangent; }
306 friend uint
qHash(
const VertexPoint &key,
size_t seed )
308 return qHashMulti( seed, key.position.x(), key.position.y(), key.position.z(), key.normal.x(), key.normal.y(), key.normal.z(), key.tangent.x(), key.tangent.y(), key.tangent.z(), key.tangent.w() );
311 QVector<uint32_t> mIndexBuffer;
314 void setExtrusionFacesLegacy(
int facade );
315 void calculateBaseTransform(
const QVector3D &pNormal, QMatrix4x4 *base )
const;
316 QVector3D applyTransformWithExtrusion(
const QVector3D point,
float extrusionHeight, QMatrix4x4 *transformMatrix,
const QgsPoint *originOffset );
318 const QVector3D &point,
319 const QVector3D &normal,
320 const QVector4D &tangent,
321 float extrusionHeight,
322 QMatrix4x4 *transformMatrix,
324 QHash<VertexPoint, unsigned int> *vertexBuffer,
325 const size_t &vertexBufferOffset,
328 void addVertex(
const QVector3D &point,
const QVector3D &normal,
const QVector4D &tangent,
float extrusionHeight, QMatrix4x4 *transformMatrix,
const QgsPoint *originOffset,
bool isFloor =
false );
329 void makeWalls(
const QgsLineString &ring,
bool ccw,
float extrusionHeight );
330 void addExtrusionWallQuad(
const QVector3D &pt1,
const QVector3D &pt2,
float height,
float u1,
float u2 );
331 void ringToEarcutPoints(
const QgsLineString *ring, std::vector<std::array<double, 2>> &polyline, QHash<std::array<double, 2> *,
float> *zHash );
332 std::vector<QVector3D> generateConstrainedDelaunayTriangles(
const QgsPolygon *polygonNew );
333 std::vector<QVector3D> generateEarcutTriangles(
const QgsPolygon *polygonNew );
336 bool mAddNormals =
false;
337 bool mAddTangents =
false;
338 bool mInvertNormals =
false;
339 bool mAddBackFaces =
false;
340 bool mAddTextureCoords =
false;
341 QVector<float> mData;
342 int mStride = 3 *
sizeof( float );
343 bool mInputZValueIgnored =
false;
349 float mZMin = std::numeric_limits<float>::max();
350 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.
bool hasTextureUVs() const
Returns true if texture UV coordinates are being added to the output data.
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.
Q_DECL_DEPRECATED bool isOutputZUp() const
Returns whether the "up" direction should be the Z axis on output (true), otherwise the "up" directio...
int indexStride() const
Returns size of one index entry in bytes.
bool hasBackFacesEnabled() const
Returns true if back faces are being added to the output data.
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.
QString error() const
Returns a descriptive error string if the tessellation failed.
Qgis::TriangulationAlgorithm triangulationAlgorithm() const
Returns the algorithm used for triangulation.
bool hasTangents() const
Returns true if tangents are being added to the output data.
friend uint qHash(const VertexPoint &key, size_t seed)
bool hasNormals() const
Returns true if normals are being added to the output data.
bool hasInvertedNormals() const
Returns true if normals are inverted.
float zMaximum() const
Returns maximal Z value of the data (in world coordinates).
Q_DECL_DEPRECATED float textureRotation() const
Returns the rotation of texture UV coordinates (in degrees).
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
bool operator==(const QgsFeatureIterator &fi1, const QgsFeatureIterator &fi2)