SWMMVis  6.0.0-alpha.4
Qt6/C++ GIS-based graphical user interface for the SWMMVis engine (6.0.0-alpha.4)
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swmm2dmeshlayer.cpp File Reference
#include "core/crsreproject.h"
#include "layers/swmm2dmeshlayer.h"
#include "core/preferencesmanager.h"
#include "core/unitsystem.h"
#include "mesh/meshcellgeom.h"
#include "mesh/meshcellparams.h"
#include "mesh/meshcellstats.h"
#include "mesh/meshobjectref.h"
#include "map/mapextent.h"
#include "map/spatialreferencesystem.h"
#include "render/ifeaturerenderer.h"
#include "contour/marchingtriangles.h"
#include "render/rastersymbollayers.h"
#include "render/rule.h"
#include "render/rulelist.h"
#include "render/symbollayer.h"
#include "render/symbolstyleadapter.h"
#include "render/symbolstyle.h"
#include "render/maskclipresolver.h"
#include "ui/dialogs/ilayerstylesubject.h"
#include "render/renderers/singlesymbolrenderer.h"
#include "render/sublayers/contourbandsublayer.h"
#include "render/sublayers/couplednodesublayer.h"
#include "render/sublayers/isolinesublayer.h"
#include "render/sublayers/meshbcsublayer.h"
#include "render/sublayers/meshedgesublayer.h"
#include "render/sublayers/meshfillsublayer.h"
#include "render/sublayers/meshnodesublayer.h"
#include <QFileInfo>
#include <QFutureWatcher>
#include <QGraphicsScene>
#include <QGraphicsItem>
#include <QHash>
#include <QJsonArray>
#include <QJsonObject>
#include <QLocale>
#include <QPainter>
#include <QSet>
#include <QStyleOptionGraphicsItem>
#include <QtConcurrent/QtConcurrentRun>
#include <QtMath>
#include <ogr_spatialref.h>
#include <algorithm>
#include <cmath>
#include <limits>
Include dependency graph for swmm2dmeshlayer.cpp:

Classes

class  SWMM2DMeshGraphicsItem
 

Detailed Description

Author
Caleb Buahin caleb.nosp@m..bua.nosp@m.hin@g.nosp@m.mail.nosp@m..com
Date
2026
License\n GPL-3.0-or-later

Rendering uses SWMM2DMeshGraphicsItem — a QGraphicsItem that paints the triangulated mesh via QPainter, exactly like SWMMLayerItem does for the SWMM network. rebuildSceneGeometry() populates the scene-space caches (m_sceneTris / m_sceneEdges / m_sceneNodes); the graphics item reads them and calls update() on itself whenever repaintRequested() fires.