kicad/plugins/3d/s3d_plugin_tetra.cpp

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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
*/
/*
* NOTES:
*
* 1. Notice that the plugin class is instantiated as a static; this
* ensures that it is created an destroyed.
*/
#include <iostream>
#include <cmath>
#include <s3d_plugin_tetra.h>
#include <3d_cache/sg/ifsg_all.h>
S3D_PLUGIN_TETRA::S3D_PLUGIN_TETRA()
{
m_extensions.push_back( wxString::FromUTF8Unchecked( "wrl" ) );
#ifdef _WIN32
// assume a case-insensitive file system
m_filters.push_back( wxT( "VRML 1.0/2.0 (*.wrl)|*.wrl" ) );
#else
// assume the filesystem is case sensitive
m_extensions.push_back( wxString::FromUTF8Unchecked( "WRL" ) );
m_filters.push_back( wxT( "VRML 1.0/2.0 (*.wrl;*.WRL)|*.wrl;*.WRL" ) );
#endif
return;
}
S3D_PLUGIN_TETRA::~S3D_PLUGIN_TETRA()
{
return;
}
int S3D_PLUGIN_TETRA::GetNExtensions( void ) const
{
return (int) m_extensions.size();
}
const wxString S3D_PLUGIN_TETRA::GetModelExtension( int aIndex ) const
{
if( aIndex < 0 || aIndex >= (int) m_extensions.size() )
return wxString( "" );
return m_extensions[aIndex];
}
int S3D_PLUGIN_TETRA::GetNFilters( void ) const
{
return (int)m_filters.size();
}
const wxString S3D_PLUGIN_TETRA::GetFileFilter( int aIndex ) const
{
if( aIndex < 0 || aIndex >= (int)m_filters.size() )
return wxEmptyString;
return m_filters[aIndex];
}
bool S3D_PLUGIN_TETRA::CanRender( void ) const
{
return true;
}
SCENEGRAPH* S3D_PLUGIN_TETRA::Load( const wxString& aFileName )
{
// For this demonstration we create a tetrahedron and
// paint its faces Magenta Red Green Blue. Steps:
// * Create a top level transform tx0 which represent the VRML file
// * Create a child transform tx1, parent tx0, to define the tetrahedron
// + Create 'shape' to define one facet
// ++ Create a 'face' to hold vertices and indices
// +++ Create 'cp' which is the coordinate list
// +++ Create 'np' which is the per-vertex normals list
// +++ Create 'coordIndex' which is the (triangular) vertex index list
// for facet1 of the tetrahedron
// ++ Create a 'material' to define the appearance of 'shape'
// **
// + shape->NewNode() to define next facet
// ++ face->NewNode() for a new facet
// +++ Add Ref to 'cp' for coordinate list
// +++ Add Ref to 'np' for normals list
// +++ coordIndex->NewNode() for vertex index list of new facet
// ++ material->NewNode() for material of new facet
// + repeat twice from ** to produce last 2 facets
// * Create a child transform tx2, parent tx0, for a referenced tetrahedron
// + Set a translation and rotation so that this is distinct from tx1
// + Add Reference to tx1
// ALL DONE: we now have:
// tx0
// - contains tx1 which contains all elements of a tetrahedron
// - contains tx0 which contains a reference to tx1 and offsets it so
// that it renders in a different position
// create the top level transform; this will hold all other
// scenegraph objects; a transform may hold other transforms and
// shapes
IFSG_TRANSFORM* tx0 = new IFSG_TRANSFORM( true );
// create the transform which will house the shapes
IFSG_TRANSFORM* tx1 = new IFSG_TRANSFORM( tx0->GetRawPtr() );
// add a shape which we will use to define a tetrahedron; shapes
// hold facesets and appearances
IFSG_SHAPE* shape = new IFSG_SHAPE( *tx1 );
// add a faceset; these contain coordinate lists, coordinate indices,
// vertex lists, vertex indices, and may also contain color lists and
// their indices.
IFSG_FACESET* face = new IFSG_FACESET( *shape );
// define the vertices of the tetrahedron
double SQ2 = sqrt( 0.5 );
SGPOINT vert[4];
vert[0] = SGPOINT( 1.0, 0.0, -SQ2 );
vert[1] = SGPOINT( -1.0, 0.0, -SQ2 );
vert[2] = SGPOINT( 0.0, 1.0, SQ2 );
vert[3] = SGPOINT( 0.0, -1.0, SQ2 );
IFSG_COORDS* cp = new IFSG_COORDS( *face );
cp->SetCoordsList( 4, vert );
// coordinate indices - note: enforce triangles;
// in real plugins where it is not necessarily possible
// to determine which side a triangle is visible from,
// 2 point orders must be specified for each triangle
IFSG_COORDINDEX* coordIdx = new IFSG_COORDINDEX( *face );
int cidx[12] = { 0, 3, 1, 0, 2, 3, 1, 3, 2, 0, 1, 2 };
coordIdx->SetIndices( 3, cidx );
// the vertex normals in this case are the normalized
// vertex points
SGVECTOR norm[4];
norm[0] = SGVECTOR( -1.0, 0.0, SQ2 );
norm[1] = SGVECTOR( 1.0, 0.0, SQ2 );
norm[2] = SGVECTOR( 0.0, -1.0, -SQ2 );
norm[3] = SGVECTOR( 0.0, 1.0, -SQ2 );
IFSG_NORMALS* np = new IFSG_NORMALS( *face );
np->SetNormalList( 4, norm );
// create an appearance; appearances are owned by shapes
// magenta
IFSG_APPEARANCE* material = new IFSG_APPEARANCE( *shape);
material->SetSpecular( 1.0, 0.0, 1.0 );
material->SetDiffuse( 0.9, 0.0, 0.9 );
material->SetAmbient( 0.9 );
material->SetShininess( 0.3 );
// Shape2
shape->NewNode( *tx1 );
face->NewNode( *shape );
face->AddRefNode( *cp );
face->AddRefNode( *np );
coordIdx->NewNode( *face );
coordIdx->SetIndices( 3, &cidx[3] );
// red
material->NewNode( *shape );
material->SetSpecular( 1.0, 0.0, 0.0 );
material->SetDiffuse( 0.9, 0.0, 0.0 );
material->SetAmbient( 0.9 );
material->SetShininess( 0.3 );
// Shape3
shape->NewNode( *tx1 );
face->NewNode( *shape );
face->AddRefNode( *cp );
face->AddRefNode( *np );
coordIdx->NewNode( *face );
coordIdx->SetIndices( 3, &cidx[6] );
// green
material->NewNode( *shape );
material->SetSpecular( 0.0, 1.0, 0.0 );
material->SetDiffuse( 0.0, 0.9, 0.0 );
material->SetAmbient( 0.9 );
material->SetShininess( 0.3 );
// Shape4
shape->NewNode( *tx1 );
face->NewNode( *shape );
face->AddRefNode( *cp );
face->AddRefNode( *np );
coordIdx->NewNode( *face );
coordIdx->SetIndices( 3, &cidx[9] );
// blue
material->NewNode( *shape );
material->SetSpecular( 0.0, 0.0, 1.0 );
material->SetDiffuse( 0.0, 0.0, 0.9 );
material->SetAmbient( 0.9 );
material->SetShininess( 0.3 );
// create a copy of the entire tetrahedron shifted Z+2 and rotated 2/3PI
IFSG_TRANSFORM* tx2 = new IFSG_TRANSFORM( tx0->GetRawPtr() );
tx2->AddRefNode( *tx1 );
tx2->SetTranslation( SGPOINT( 0, 0, 2 ) );
tx2->SetRotation( SGVECTOR( 0, 0, 1 ), M_PI*2.0/3.0 );
SGNODE* data = tx0->GetRawPtr();
// delete the wrappers
delete shape;
delete face;
delete coordIdx;
delete material;
delete cp;
delete np;
delete tx0;
delete tx1;
delete tx2;
return (SCENEGRAPH*)data;
}
static S3D_PLUGIN_TETRA plugin_3d_tetra;
#ifndef _WIN32
extern "C" __attribute__((__visibility__("default"))) S3D_PLUGIN* Get3DPlugin( void )
{
return &plugin_3d_tetra;
}
#else
extern "C" __declspec( dllexport ) S3D_PLUGIN* Get3DPlugin( void )
{
return &plugin_3d_tetra;
}
#endif