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Trans sv #301

Merged
merged 2 commits into from
Oct 25, 2012
Merged

Trans sv #301

merged 2 commits into from
Oct 25, 2012

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homann
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@homann homann commented Oct 25, 2012

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homann added a commit that referenced this pull request Oct 25, 2012
@homann homann merged commit b942bf1 into qgis:master Oct 25, 2012
wonder-sk added a commit to wonder-sk/QGIS that referenced this pull request Oct 2, 2024
Until now, coordinates of chunks of point clouds were using "world" coordinates,
i.e. they were relative to the 3D scene origin point. As a part of preparation
for large scene support (QEP qgis#301), we need coordinates inside chunks to be
independent from the scene origin point. For each point cloud chunk, we pick
origin point as a corner of the chunk's 3D box, which should guarantee that
coordinates within chunk (floats) will have reasonable numerical precision.

I have also used the opportunity to simplify the code that handles point cloud
chunk coordinates: rather than having flipped coordinates (x,-z,y) inside chunks,
we are using map coordinates without flipping (x,y,z), only relative to the origin
point of the chunk. The flipping of axes is handled by QTransform attached
to each chunk. (Hopefully when all chunked entity implementations get updated,
we will be able to remove all the axis flipping everywhere by just removing
the rotation in associated QTransforms.)

There's also a fix for a crash, when point cloud uses coloring based on classification
and triangulation is enabled (the pointSize array was not getting populated for parent
nodes).
wonder-sk added a commit that referenced this pull request Oct 3, 2024
Until now, coordinates of chunks of point clouds were using "world" coordinates,
i.e. they were relative to the 3D scene origin point. As a part of preparation
for large scene support (QEP #301), we need coordinates inside chunks to be
independent from the scene origin point. For each point cloud chunk, we pick
origin point as a corner of the chunk's 3D box, which should guarantee that
coordinates within chunk (floats) will have reasonable numerical precision.

I have also used the opportunity to simplify the code that handles point cloud
chunk coordinates: rather than having flipped coordinates (x,-z,y) inside chunks,
we are using map coordinates without flipping (x,y,z), only relative to the origin
point of the chunk. The flipping of axes is handled by QTransform attached
to each chunk. (Hopefully when all chunked entity implementations get updated,
we will be able to remove all the axis flipping everywhere by just removing
the rotation in associated QTransforms.)

There's also a fix for a crash, when point cloud uses coloring based on classification
and triangulation is enabled (the pointSize array was not getting populated for parent
nodes).
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