64686 Commits

Author SHA1 Message Date
nirvn
655c2ca7f3 [locator] Flash canvas center point when triggering goto result 2020-08-04 19:26:33 +07:00
Denis Rouzaud
12a1a0d8bd
warn with 0 or negative values when using log scale in graduated renderer (#38128)
* warn with 0 or negative values when using log scale in graduated renderer

* fix windows build
2020-08-04 13:05:40 +02:00
Matthias Kuhn
63f939e8a2
Merge pull request #37041 from olivierdalang/rotated_ticks
Support for rotated ticks/annotation
2020-08-04 09:25:48 +02:00
Nyall Dawson
f2bbb3e657 Fix ui build warning 2020-08-04 15:42:59 +10:00
nirvn
c898d8c862 [processing] Use a feature source for the input of the extract by location alg 2020-08-04 15:08:46 +10:00
Andrea Giudiceandrea
ef11ad32b1 Don't load GRASS algs if GRASS is not installed
Fixes qgis_process that incorrectly lists GRASS algorithms among the available processing algs even when GRASS is not installed in the system
2020-08-04 14:51:34 +10:00
Nyall Dawson
35d0bbc267 Fix leak in runtime profiler dock 2020-08-04 14:33:56 +10:00
Nyall Dawson
7f6dda0bf4 Fix leak of QgsWindow3DEngine 2020-08-04 14:33:56 +10:00
Nyall Dawson
ea8c67b635 Fix leak of QgsSourceCache 2020-08-04 14:33:56 +10:00
Nyall Dawson
58921fc492 Fix leaks in snapping toolbar
These widgets were being created when the widget is in toolbar mode,
even though they were never used or added to a layout

Instead defer their creation so that it only happens when they are to
be used.
2020-08-04 14:33:56 +10:00
Nyall Dawson
d492d1e9e0 Fix message bar "show more" label incorrectly counts items and thinks
there's one too many items to show
2020-08-04 14:33:37 +10:00
Mathieu Pellerin
740e44f1f6
Merge pull request #38067 from nirvn/processing_atlas
[FEATURE][processing] Export atlas layout as image algorithm
2020-08-04 07:52:42 +07:00
Martin Dobias
dbe1ef8aa2
Merge pull request #37685 from vcloarec/curveMapToolCapture
digitizing and splitting feature with curves
2020-08-03 22:41:04 +02:00
Adriaan de Groot
f38f5f6ac9 Fix build with CMake 3.18
It looks like CMake 3.18 fixed escaping of `$` in generated Makefiles. It does on FreeBSD, at least, where I had to apply this patch in packaging to get existing QGis packages to build against newer CMake. I'm still checking if this doesn't break with older CMake, though -- I'm fairly confident of the syntax, but you never know until it compiles.
2020-08-04 06:02:36 +10:00
Nyall Dawson
fc82f1d682 String improvement 2020-08-04 06:00:53 +10:00
Nyall Dawson
4a03d3c2c9 Fix crash when using older 3d line symbols 2020-08-04 06:00:53 +10:00
nirvn
346743be7e Add custom layers test 2020-08-03 18:02:34 +07:00
nirvn
4eda6f81c0 Address last bit of review, add test 2020-08-03 18:02:34 +07:00
nirvn
4ebe3bd6d2 [processing] Add a method to override map layers used by map items in export atlas layout alg 2020-08-03 18:02:34 +07:00
nirvn
9ef25675f7 Better strings and alg name 2020-08-03 18:02:34 +07:00
nirvn
40a37c5990 [FEATURE][processing] Export print layout atlas as image(s) algorithm 2020-08-03 18:02:34 +07:00
Nyall Dawson
88b3f43f9f [processing] Be more tolerant, and expose map layer outputs as possible
inputs for multi input parameters regardless of the required type

Otherwise we potentially block valid use cases. Better to be flexible
and catch errors at run time then prevent users making the model they need...
2020-08-03 19:25:48 +10:00
Nyall Dawson
129736093e [processing] Fix strange behaviour when mix of model outputs and fixed
inputs are selected as the input for a multi layer parameter
2020-08-03 18:36:40 +10:00
Matthias Kuhn
a3dc6b3911 Fix control images 2020-08-03 10:04:50 +02:00
Nyall Dawson
53a8343eac Fix see also 2020-08-03 16:34:10 +10:00
Nyall Dawson
cafa347441 Add sip casting code for material types 2020-08-03 16:34:10 +10:00
Nyall Dawson
b07e0a20d0 Split textured phong material class from basic phong material class 2020-08-03 16:34:10 +10:00
Nyall Dawson
4d5518531f Split simple line material out from phong material 2020-08-03 16:34:10 +10:00
Nyall Dawson
c87a8f6afb Code shuffle to move all material classes to separate subdirectory 2020-08-03 16:34:10 +10:00
Nyall Dawson
798ed57155 Rename terrain texture for clarity 2020-08-03 16:34:10 +10:00
Nyall Dawson
7c08046a47 Don't show texture controls in terrain shading widget 2020-08-03 16:34:10 +10:00
Nyall Dawson
ce13ca2007 Fix build 2020-08-03 16:34:10 +10:00
Nyall Dawson
1417310442 Remove unused method 2020-08-03 16:34:10 +10:00
Nyall Dawson
f88c3efd52 Fix build 2020-08-03 16:34:10 +10:00
Nyall Dawson
58ad4cb985 Avoid misleading flake warning from autogenerated 3d code 2020-08-03 16:34:10 +10:00
Nyall Dawson
2455170df1 Fix broken see also link 2020-08-03 16:34:10 +10:00
Nyall Dawson
ba23f580bc [3d] Fix phong texture images are incorrectly ignored when applied
to a buffered line symbol
2020-08-03 16:34:10 +10:00
Nyall Dawson
ada2c601fb Move some texture handling methods to base class 2020-08-03 16:34:10 +10:00
Nyall Dawson
201ab0d05c Fix warning 2020-08-03 16:34:10 +10:00
Nyall Dawson
b9a147659f Fix sipifaction of enum class 2020-08-03 16:34:10 +10:00
Nyall Dawson
51cde6fbd2 [3d][FEATURE] Add CAD style ("Gooch") material for polygons/extruded lines
From the qt docs:

"The Gooch lighting model uses both color and brightness to help show the
curvature of 3D surfaces. This is often better than models such as Phong
that rely purely upon changes in brightness. In situations such as in CAD
and CAM applications where photorealism is not a goal, the Gooch shading
model in conjunction with some kind of silhouette edge inking is a popular
solution.

The Gooch lighting model is explained fully in the original Gooch paper.
The Gooch model mixes a diffuse object color with a user-provided cool
color and warm color to produce the end points of a color ramp that is
used to shade the object based upon the cosine of the angle between the
vector from the fragment to the light source and the fragment's normal
vector. Optionally, a specular highlight can be added on top. The
relative contributions to the cool and warm colors by the diffuse color
are controlled by the alpha and beta properties respecitvely."""

The TLDR: the shader works well for revealing 3d details of objects
which may otherwise be hidden due to the scene's lighting. Ultimately,
it's an easier material to work with as you don't need to worry
about setting up appropriate scene lighting in order to visualise features.
2020-08-03 16:34:10 +10:00
Nyall Dawson
d9af7f7170 Gooch shading! 2020-08-03 16:34:10 +10:00
Nyall Dawson
daf38a9f23 Rework QgsAbstractMaterialSettings class to handle different rendering techniques
Restrict choice of material in widgets based on the symbol's required technique,
and hide material settings in phong widget which don't apply to certain
rendering techniques (e.g. hiding all but the ambient color for simple 3d line
symbols)
2020-08-03 16:34:10 +10:00
Nyall Dawson
d85228654b Add an icon in the 3d material combo box 2020-08-03 16:34:10 +10:00
Alexander Bruy
c1e91425b6
Merge pull request #37298 from alexbruy/split-vector
use attribute value in the output file name for Split vector layer algorithm (fix #37296)
2020-08-03 09:33:39 +03:00
Peter Petrik
8ed274bb60
automatically add MACOS environment variables if folders/dirs present in bundle (#37918) 2020-08-03 06:20:23 +02:00
Nyall Dawson
4f34b8a7f8 [3d][api] Split api from specifying 3d map layers to render from api
for specifying terrain layers to render

Previously the one method was used for both, which made it very
difficult to have a different set of layers used for terrain
generation vs 3d entity generation (you had to manually create a map
theme, which is very messy)
2020-08-03 13:13:11 +10:00
Alexander Bruy
29ccd61cd6 use more robust WKT export option 2020-08-03 09:47:58 +10:00
Alexander Bruy
fc4d0f5388 address review comments 2020-08-03 09:47:58 +10:00
Alexander Bruy
b1f08378f7 use more descriptive representation of the current layer CRS 2020-08-03 09:47:58 +10:00