16#ifndef QGSTESSELLATOR_H 
   17#define QGSTESSELLATOR_H 
   43    QgsTessellator( 
double originX, 
double originY, 
bool addNormals, 
bool invertNormals = 
false, 
bool addBackFaces = 
false, 
bool noZ = 
false,
 
   44                    bool addTextureCoords = 
false, 
int facade = 3, 
float textureRotation = 0.0f );
 
   55    QgsTessellator( 
const QgsRectangle &bounds, 
bool addNormals, 
bool invertNormals = 
false, 
bool addBackFaces = 
false, 
bool noZ = 
false,
 
   56                    bool addTextureCoords = 
false, 
int facade = 3, 
float textureRotation = 0.0f );
 
   75    void addPolygon( 
const QgsPolygon &polygon, 
float extrusionHeight );
 
   82    QVector<float> 
data()
 const { 
return mData; }
 
   85    int dataVerticesCount() 
const;
 
   88    int stride()
 const { 
return mStride; }
 
   93    std::unique_ptr< QgsMultiPolygon > asMultiPolygon() const 
SIP_SKIP;
 
   99    float zMinimum()
 const { 
return mZMin; }
 
  112    QString 
error()
 const { 
return mError; }
 
  118    double mOriginX = 0, mOriginY = 0;
 
  119    bool mAddNormals = 
false;
 
  120    bool mInvertNormals = 
false;
 
  121    bool mAddBackFaces = 
false;
 
  122    bool mAddTextureCoords = 
false;
 
  123    bool mOutputZUp = 
false;
 
  124    QVector<float> mData;
 
  127    int mTessellatedFacade = 3;
 
  128    float mTextureRotation = 0.0f;
 
  131    float mZMin = std::numeric_limits<float>::max();
 
  132    float mZMax = -std::numeric_limits<float>::max();
 
 
Multi polygon geometry collection.
 
A rectangle specified with double values.
 
Tessellates polygons into triangles.
 
QVector< float > data() const
Returns array of triangle vertex data.
 
int stride() const
Returns size of one vertex entry in bytes.
 
QString error() const
Returns a descriptive error string if the tessellation failed.
 
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...
 
float zMaximum() const
Returns maximal Z value of the data (in world coordinates)