23#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 ) 
   24#include <Qt3DRender/QAttribute> 
   25#include <Qt3DRender/QBuffer> 
   29#include <Qt3DCore/QAttribute> 
   30#include <Qt3DCore/QBuffer> 
   42  for ( 
int i = 0; i < faceIndex.size(); i += 3 )
 
   44    if ( i + 2 >= faceIndex.size() )
 
   47    if ( faceIndex[i] == faceIndex[i + 1] || faceIndex[i + 1] == faceIndex[i + 2] || faceIndex[i] == faceIndex[i + 2] )
 
   49    for ( 
int j = 0; j < 3; ++j )
 
   50      vertexIndex << faceIndex[i + j];
 
 
   56  for ( 
int i = 0; i < positionsBuffer.size(); i += 3 )
 
   58    const QVector3D position( positionsBuffer[i], positionsBuffer[i + 1], positionsBuffer[i + 2] );
 
   59    const QVector3D positionFinal = transform.map( position );
 
   60    mVertexPosition << positionFinal.x() << positionFinal.y() << positionFinal.z();
 
 
   66  insertIndexData<uint>( mIndexes, facesIndexes );
 
 
   71  Q_UNUSED( lineIndexes );
 
   72  for ( 
int i = 0; i < mVertexPosition.size(); i += 3 )
 
   73    mIndexes << i / 3 + 1;
 
 
   79  QMatrix3x3 normal3x3 = transform.normalMatrix();
 
   80  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 );
 
   82  for ( 
int i = 0; i < normalsBuffer.size(); i += 3 )
 
   84    const QVector3D normalVector( normalsBuffer[i], normalsBuffer[i + 1], normalsBuffer[i + 2] );
 
   85    QVector3D v = normal4x4.mapVector( normalVector );
 
   93    mNormals << v.x() << v.y() << v.z();
 
 
   99  mTexturesUV << texturesBuffer;
 
 
  105  for ( 
auto it = parameters.begin(); it != parameters.end(); ++it )
 
 
  115  for ( 
const unsigned int vertice : qAsConst( mIndexes ) )
 
  117    const int heightIndex = 
static_cast<int>( vertice ) * 3 + 1;
 
  118    minX = std::min( minX, mVertexPosition[heightIndex - 1] );
 
  119    maxX = std::max( maxX, mVertexPosition[heightIndex - 1] );
 
  120    minY = std::min( minY, mVertexPosition[heightIndex] );
 
  121    maxY = std::max( maxY, mVertexPosition[heightIndex] );
 
  122    minZ = std::min( minZ, mVertexPosition[heightIndex + 1] );
 
  123    maxZ = std::max( maxZ, mVertexPosition[heightIndex + 1] );
 
 
  131  out << qSetRealNumberPrecision( 
precision );
 
  142  for ( 
const unsigned int vertice : qAsConst( mIndexes ) )
 
  144    const int i = 
static_cast<int>( vertice * 3 );
 
  147    out << ( mVertexPosition[i] - center.x() ) / scale << 
" ";
 
  148    out << ( mVertexPosition[i + 1] - center.y() ) / scale << 
" ";
 
  149    out << ( mVertexPosition[i + 2] - center.z() ) / scale << 
"\n";
 
  150    if ( i + 3 <= mNormals.size() )
 
  152      out << 
"vn " << mNormals[i] << 
" " << mNormals[i + 1] << 
" " << mNormals[i + 2] << 
"\n";
 
  154    const int u_index = i / 3 * 2;
 
  155    if ( u_index + 1 < mTexturesUV.size() )
 
  158      out << 
"vt " << mTexturesUV[u_index] << 
" " << 1.0f - mTexturesUV[u_index + 1] << 
"\n";
 
  162  bool hasTextures = mTexturesUV.size() == mVertexPosition.size() / 3 * 2;
 
  164  bool hasNormals = mNormals.size() == mVertexPosition.size();
 
  166  if ( !hasNormals && !mNormals.empty() )
 
  168    QgsDebugError( 
"Vertex normals count and vertex positions count are different" );
 
  170  const int verticesCount = mIndexes.size();
 
  174  auto getVertexIndex = [&]( 
unsigned int i ) -> QString {
 
  175    const int negativeIndex = 
static_cast<int>( i - verticesCount );
 
  176    if ( hasNormals && !hasTextures )
 
  177      return QStringLiteral( 
"%1//%2" ).arg( negativeIndex ).arg( negativeIndex );
 
  178    if ( !hasNormals && hasTextures )
 
  179      return QStringLiteral( 
"%1/%2" ).arg( negativeIndex ).arg( negativeIndex );
 
  180    if ( hasNormals && hasTextures )
 
  181      return QStringLiteral( 
"%1/%2/%3" ).arg( negativeIndex ).arg( negativeIndex ).arg( negativeIndex );
 
  182    return QString::number( negativeIndex );
 
  190    for ( 
int i = 0; i < mIndexes.size(); i += 3 )
 
  192      out << 
"f " << getVertexIndex( i );
 
  193      out << 
" " << getVertexIndex( i + 1 );
 
  194      out << 
" " << getVertexIndex( i + 2 );
 
  201    for ( 
const unsigned int i : qAsConst( mIndexes ) )
 
  202      out << 
" " << getVertexIndex( i );
 
  205  else if ( mType == 
Points )
 
  208    for ( 
const unsigned int i : qAsConst( mIndexes ) )
 
  209      out << 
" " << getVertexIndex( i );
 
 
  216  QString materialName = mName + 
"_material";
 
  217  if ( mMaterialParameters.size() == 0 && ( mTexturesUV.size() == 0 || mTextureImage.isNull() ) )
 
  219  mtlOut << 
"newmtl " << materialName << 
"\n";
 
  220  if ( mTexturesUV.size() != 0 && !mTextureImage.isNull() )
 
  222    const QString filePath = QDir( folderPath ).filePath( materialName + 
".jpg" );
 
  223    mTextureImage.save( filePath, 
"JPG" );
 
  224    mtlOut << 
"\tmap_Kd " << materialName << 
".jpg" << 
"\n";
 
  226  for ( 
auto it = mMaterialParameters.constBegin(); it != mMaterialParameters.constEnd(); it++ )
 
  228    mtlOut << 
"\t" << it.key() << 
" " << it.value() << 
"\n";
 
  230  mtlOut << 
"\tillum 2\n";
 
 
void setMaterialParameter(const QString ¶meter, const QString &value)
Sets a material parameter to be exported in the .mtl file.
 
void setupPositionCoordinates(const QVector< float > &positionsBuffer, const QMatrix4x4 &transform)
Sets positions coordinates and does the translation, rotation and scaling.
 
void objectBounds(float &minX, float &minY, float &minZ, float &maxX, float &maxY, float &maxZ)
Updates the box bounds explained with the current object bounds This expands the bounding box if the ...
 
void saveTo(QTextStream &out, float scale, const QVector3D ¢er, int precision=6)
Saves the current object to the output stream while scaling the object and centering it to be visible...
 
void setupMaterial(QgsAbstractMaterialSettings *material)
Sets the material parameters (diffuse color, shininess...) from phong material.
 
void setupNormalCoordinates(const QVector< float > &normalsBuffer, const QMatrix4x4 &transform)
Sets normal coordinates for each vertex.
 
QString saveMaterial(QTextStream &mtlOut, const QString &folder)
saves the texture of the object and material information
 
void setupLine(const QVector< uint > &facesIndexes)
sets line vertex indexes
 
void setupFaces(const QVector< uint > &facesIndexes)
Sets the faces in facesIndexes to the faces in the object.
 
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)
 
Qt3DCore::QAttribute Qt3DQAttribute
 
Qt3DCore::QBuffer Qt3DQBuffer
 
void insertIndexData(QVector< uint > &vertexIndex, const QVector< T > &faceIndex)
 
#define QgsDebugError(str)