kicad/3d-viewer/3d_cache/sg/scenegraph.h

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015 Cirilo Bernardo <cirilo.bernardo@gmail.com>
*
* 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
*/
/**
* @file scenegraph.h
* defines the basic data set required to represent a 3D model;
* this model must remain compatible with VRML2.0 in order to
* facilitate VRML export of scene graph data created by avaiable
* 3D plugins.
*/
#ifndef SCENE_GRAPH_H
#define SCENE_GRAPH_H
#include <vector>
#include "3d_cache/sg/sg_node.h"
class SGSHAPE;
class SCENEGRAPH : public SGNODE
{
private:
// The following are items which may be defined for reuse
// in a VRML output file. They do not necessarily correspond
// to the use of DEF within a VRML input file; it is the
// responsibility of the plugin to perform any necessary
// conversions to comply with the restrictions imposed by
// this scene graph structure
std::vector< SCENEGRAPH* > m_Transforms; // local Transform nodes
std::vector< SGSHAPE* > m_Shape; // local Shape nodes
std::vector< SCENEGRAPH* > m_RTransforms; // referenced Transform nodes
std::vector< SGSHAPE* > m_RShape; // referenced Shape nodes
void unlinkNode( const SGNODE* aNode, bool isChild );
bool addNode( SGNODE* aNode, bool isChild );
public:
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void unlinkChildNode( const SGNODE* aNode ) override;
void unlinkRefNode( const SGNODE* aNode ) override;
public:
// note: order of transformation is Translate, Rotate, Offset
SGPOINT center;
SGPOINT translation;
SGVECTOR rotation_axis;
double rotation_angle; // radians
SGPOINT scale;
SGVECTOR scale_axis;
double scale_angle; // radians
SCENEGRAPH( SGNODE* aParent );
virtual ~SCENEGRAPH();
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virtual bool SetParent( SGNODE* aParent, bool notify = true ) override;
SGNODE* FindNode(const char *aNodeName, const SGNODE *aCaller) override;
bool AddRefNode( SGNODE* aNode ) override;
bool AddChildNode( SGNODE* aNode ) override;
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void ReNameNodes( void ) override;
bool WriteVRML( std::ofstream& aFile, bool aReuseFlag ) override;
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bool WriteCache( std::ofstream& aFile, SGNODE* parentNode ) override;
bool ReadCache( std::ifstream& aFile, SGNODE* parentNode ) override;
bool Prepare( const glm::dmat4* aTransform,
S3D::MATLIST& materials, std::vector< SMESH >& meshes );
};
/*
p.120
Transform {
center 0 0 0
children []
rotation 0 0 1 0
scale 1 1 1
scaleOrientation 0 0 1 0
translation 0 0 0
bboxCenter 0 0 0
bboxSize -1 -1 -1
}
*/
#endif // SCENE_GRAPH_H