kicad/plugins/3d/vrml/vrml.cpp

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Cirilo Bernardo <cirilo.bernardo@gmail.com>
* Copyright (C) 2020 KiCad Developers, see CHANGELOG.TXT for contributors.
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/*
* Description:
* This plugin implements the legacy kicad VRML1/VRML2 and X3D parsers
* The plugin will invoke a VRML1 or VRML2 parser depending on the
* identifying information in the file header:
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*
* #VRML V1.0 ascii
* #VRML V2.0 utf8
*/
#include "plugins/3d/3d_plugin.h"
#include "plugins/3dapi/ifsg_all.h"
#include "richio.h"
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#include "vrml1_base.h"
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#include "vrml2_base.h"
#include "wrlproc.h"
#include "x3d.h"
#include <clocale>
#include <wx/filename.h>
#include <wx/stdpaths.h>
#include <wx/string.h>
#include <wx/wfstream.h>
#include <wx/log.h>
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#include <decompress.hpp>
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#define PLUGIN_VRML_MAJOR 1
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#define PLUGIN_VRML_MINOR 3
#define PLUGIN_VRML_PATCH 2
#define PLUGIN_VRML_REVNO 2
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const char* GetKicadPluginName( void )
{
return "PLUGIN_3D_VRML";
}
void GetPluginVersion( unsigned char* Major,
unsigned char* Minor, unsigned char* Patch, unsigned char* Revision )
{
if( Major )
*Major = PLUGIN_VRML_MAJOR;
if( Minor )
*Minor = PLUGIN_VRML_MINOR;
if( Patch )
*Patch = PLUGIN_VRML_PATCH;
if( Revision )
*Revision = PLUGIN_VRML_REVNO;
return;
}
static struct FILE_DATA
{
std::vector<std::string> extensions;
std::vector<std::string> filters;
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FILE_DATA()
{
#ifdef _WIN32
extensions = { "wrl", "wrz", "x3d" };
filters = { "VRML 1.0/2.0 (*.wrl;*.wrz)|*.wrl;*.wrz",
"X3D (*.x3d)|*.x3d" };
#else
extensions = { "wrl", "WRL", "wrz", "WRZ", "x3d", "X3D" };
filters = { "VRML 1.0/2.0 (*.wrl;*.WRL;*.wrz;*.WRZ)|*.wrl;*.WRL;*.wrz;*.WRZ",
"X3D (*.x3d;*.X3D)|*.x3d;*.X3D" };
#endif
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}
} file_data;
int GetNExtensions( void )
{
return file_data.extensions.size();
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}
char const* GetModelExtension( int aIndex )
{
if( aIndex < 0 || aIndex >= int( file_data.extensions.size() ) )
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return NULL;
return file_data.extensions[aIndex].c_str();
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}
int GetNFilters( void )
{
return file_data.filters.size();
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}
char const* GetFileFilter( int aIndex )
{
if( aIndex < 0 || aIndex >= int( file_data.filters.size() ) )
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return NULL;
return file_data.filters[aIndex].c_str();
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}
bool CanRender( void )
{
// this plugin supports rendering of IDF component outlines
return true;
}
class LOCALESWITCH
{
// Store the user locale name, to restore this locale later, in dtor
std::string m_locale;
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public:
LOCALESWITCH()
{
m_locale = setlocale( LC_NUMERIC, 0 );
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setlocale( LC_NUMERIC, "C" );
}
~LOCALESWITCH()
{
setlocale( LC_NUMERIC, m_locale.c_str() );
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}
};
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SCENEGRAPH* LoadVRML( const wxString& aFileName, bool useInline )
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{
FILE_LINE_READER* modelFile = NULL;
SCENEGRAPH* scene = NULL;
wxString filename = aFileName;
wxFileName tmpfilename;
if( aFileName.Upper().EndsWith( "WRZ" ) )
{
wxFileInputStream ifile( aFileName );
tmpfilename = wxFileName( aFileName );
tmpfilename.SetPath( wxStandardPaths::Get().GetTempDir() );
tmpfilename.SetExt( "WRL" );
wxFileOffset size = ifile.GetLength();
if( size == wxInvalidOffset )
return nullptr;
{
wxFileOutputStream ofile( tmpfilename.GetFullPath() );
if( !ofile.IsOk() )
return nullptr;
char *buffer = new char[size];
ifile.Read( buffer, size);
std::string expanded = gzip::decompress( buffer, size );
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delete[] buffer;
ofile.Write( expanded.data(), expanded.size() );
ofile.Close();
}
filename = tmpfilename.GetFullPath();
}
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try
{
// set the max char limit to 8MB; if a VRML file contains
// longer lines then perhaps it shouldn't be used
modelFile = new FILE_LINE_READER( filename, 0, 8388608 );
}
catch( IO_ERROR & )
{
wxLogError( _( " * [INFO] load failed: input line too long\n" ) );
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return NULL;
}
// VRML file processor
WRLPROC proc( modelFile );
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// Cleanup our temporary file
if( tmpfilename.IsOk() )
wxRemoveFile( tmpfilename.GetFullPath() );
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if( proc.GetVRMLType() == VRML_V1 )
{
wxLogTrace( MASK_VRML, " * [INFO] Processing VRML 1.0 file\n" );
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WRL1BASE* bp = new WRL1BASE;
if( !bp->Read( proc ) )
{
wxLogTrace( MASK_VRML, " * [INFO] load failed\n" );
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}
else
{
wxLogTrace( MASK_VRML, " * [INFO] load completed\n" );
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scene = (SCENEGRAPH*)bp->TranslateToSG( NULL, NULL );
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}
delete bp;
}
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else
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{
wxLogTrace( MASK_VRML, " * [INFO] Processing VRML 2.0 file\n" );
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WRL2BASE* bp = new WRL2BASE;
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// allow Inline{} files to be included
bp->SetEnableInline( true );
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if( !bp->Read( proc ) )
{
wxLogTrace( MASK_VRML, " * [INFO] load failed\n" );
}
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else
{
wxLogTrace( MASK_VRML, " * [INFO] load completed\n" );
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// for now we recalculate all normals per-vertex per-face
scene = (SCENEGRAPH*)bp->TranslateToSG( NULL );
}
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delete bp;
}
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if( NULL != modelFile )
delete modelFile;
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// DEBUG: WRITE OUT VRML2 FILE TO CONFIRM STRUCTURE
#if ( defined( DEBUG_VRML1 ) && DEBUG_VRML1 > 3 ) \
|| ( defined( DEBUG_VRML2 ) && DEBUG_VRML2 > 3 )
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if( scene )
{
wxFileName fn( wxString::FromUTF8Unchecked( aFileName ) );
wxString output;
if( proc.GetVRMLType() == VRML_V1 )
output = wxT( "_vrml1-" );
else
output = wxT( "_vrml2-" );
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output.append( fn.GetName() );
output.append( wxT(".wrl") );
S3D::WriteVRML( output.ToUTF8(), true, (SGNODE*)(scene), true, true );
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}
#endif
return scene;
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}
SCENEGRAPH* LoadX3D( const wxString& aFileName )
{
SCENEGRAPH* scene = NULL;
X3DPARSER model;
scene = model.Load( aFileName );
return scene;
}
SCENEGRAPH* Load( char const* aFileName )
{
if( NULL == aFileName )
return NULL;
wxString fname = wxString::FromUTF8Unchecked( aFileName );
if( !wxFileName::FileExists( fname ) )
return NULL;
LOCALESWITCH switcher;
SCENEGRAPH* scene = NULL;
wxString ext = wxFileName( fname ).GetExt();
if( ext == "x3d" || ext == "X3D" )
scene = LoadX3D( fname );
else
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scene = LoadVRML( fname, true );
return scene;
}