Updated VRML exporter and fixed some VRML related bugs
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65821328d2
commit
d3771d53ef
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@ -131,13 +131,13 @@ class SGCOORDINDEX;
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aOwnedList.push_back( (aType*)aNode ); \
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aNode->SetParent( this, false ); \
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} else { \
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if( NULL == aNode->GetParent() ) { \
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/*if( NULL == aNode->GetParent() ) { \
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n"; \
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std::cerr << " * [BUG] object '" << aNode->GetName(); \
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std::cerr << "' has no parent\n"; \
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std::cerr << " * [INFO] possible copy assignment or copy constructor bug\n"; \
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return false; \
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} \
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} */ \
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aRefList.push_back( (aType*)aNode ); \
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aNode->addNodeRef( this ); \
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} \
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File diff suppressed because it is too large
Load Diff
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@ -340,8 +340,8 @@ static bool getOutlineModel( VRML_LAYER& model, const std::list< IDF_OUTLINE* >*
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#ifdef DEBUG
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do {
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std::ostringstream ostr;
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << " * [INFO] cannot create an outline";
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ostr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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ostr << " * [INFO] cannot create an outline";
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wxLogTrace( MASK_IDF, "%s\n", ostr.str().c_str() );
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} while( 0 );
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#endif
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@ -354,8 +354,8 @@ static bool getOutlineModel( VRML_LAYER& model, const std::list< IDF_OUTLINE* >*
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#ifdef DEBUG
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do {
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std::ostringstream ostr;
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << " * [INFO] invalid contour: no vertices";
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ostr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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ostr << " * [INFO] invalid contour: no vertices";
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wxLogTrace( MASK_IDF, "%s\n", ostr.str().c_str() );
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} while( 0 );
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#endif
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@ -376,8 +376,8 @@ static bool getOutlineModel( VRML_LAYER& model, const std::list< IDF_OUTLINE* >*
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#ifdef DEBUG
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do {
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std::ostringstream ostr;
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << " * [BUG] cannot add segment";
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ostr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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ostr << " * [BUG] cannot add segment";
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wxLogTrace( MASK_IDF, "%s\n", ostr.str().c_str() );
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} while( 0 );
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#endif
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@ -410,8 +410,8 @@ static bool addSegment( VRML_LAYER& model, IDF_SEGMENT* seg, int icont, int iseg
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#ifdef DEBUG
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do {
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std::ostringstream ostr;
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << " * [INFO] adding a circle to an existing vertex list";
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ostr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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ostr << " * [INFO] adding a circle to an existing vertex list";
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wxLogTrace( MASK_IDF, "%s\n", ostr.str().c_str() );
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} while( 0 );
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#endif
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@ -454,8 +454,8 @@ static SCENEGRAPH* vrmlToSG( VRML_LAYER& vpcb, int idxColor, SGNODE* aParent, do
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#ifdef DEBUG
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do {
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std::ostringstream ostr;
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << " * [INFO] no vertex data";
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ostr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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ostr << " * [INFO] no vertex data";
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wxLogTrace( MASK_IDF, "%s\n", ostr.str().c_str() );
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} while( 0 );
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#endif
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@ -468,8 +468,8 @@ static SCENEGRAPH* vrmlToSG( VRML_LAYER& vpcb, int idxColor, SGNODE* aParent, do
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#ifdef DEBUG
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do {
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std::ostringstream ostr;
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << " * [BUG] index lists are not a multiple of 3 (not a triangle list)";
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ostr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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ostr << " * [BUG] index lists are not a multiple of 3 (not a triangle list)";
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wxLogTrace( MASK_IDF, "%s\n", ostr.str().c_str() );
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} while( 0 );
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#endif
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@ -574,8 +574,8 @@ static SCENEGRAPH* addOutline( IDF3_COMP_OUTLINE* outline, int idxColor, SGNODE*
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#ifdef DEBUG
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do {
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std::ostringstream ostr;
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << " * [INFO] no valid outline data";
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ostr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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ostr << " * [INFO] no valid outline data";
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wxLogTrace( MASK_IDF, "%s\n", ostr.str().c_str() );
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} while( 0 );
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#endif
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@ -614,11 +614,11 @@ static SCENEGRAPH* loadIDFOutline( const wxString& aFileName )
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#ifdef DEBUG
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do {
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std::ostringstream ostr;
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << " * [INFO] Failed to read IDF data:\n";
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std::cerr << brd.GetError() << "\n\n";
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std::cerr << " * [INFO] no outline for file '";
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std::cerr << aFileName << "'";
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ostr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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ostr << " * [INFO] Failed to read IDF data:\n";
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ostr << brd.GetError() << "\n\n";
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ostr << " * [INFO] no outline for file '";
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ostr << aFileName << "'";
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wxLogTrace( MASK_IDF, "%s\n", ostr.str().c_str() );
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} while( 0 );
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#endif
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@ -643,10 +643,10 @@ static SCENEGRAPH* loadIDFBoard( const wxString& aFileName )
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#ifdef DEBUG
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do {
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std::ostringstream ostr;
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << " * [INFO] Failed to read IDF file:\n";
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std::cerr << brd.GetError() << "\n\n";
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std::cerr << " * [INFO] IDF file '" << aFileName.ToUTF8() << "'";
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ostr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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ostr << " * [INFO] Failed to read IDF file:\n";
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ostr << brd.GetError() << "\n\n";
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ostr << " * [INFO] IDF file '" << aFileName.ToUTF8() << "'";
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wxLogTrace( MASK_IDF, "%s\n", ostr.str().c_str() );
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} while( 0 );
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#endif
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@ -468,7 +468,7 @@ bool VRML_LAYER::AppendCircle( double aXpos, double aYpos,
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}
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// adds a circle the existing list; if 'hole' is true the contour is
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// adds a circle to the existing list; if 'hole' is true the contour is
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// a hole. Returns true if OK.
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bool VRML_LAYER::AddCircle( double aXpos, double aYpos, double aRadius,
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bool aHoleFlag, bool aPlatedHole )
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@ -1826,8 +1826,8 @@ bool VRML_LAYER::Get3DTriangles( std::vector< double >& aVertexList,
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return false;
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}
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aVertexList.push_back( vp->x );
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aVertexList.push_back( vp->y );
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aVertexList.push_back( vp->x + offsetX );
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aVertexList.push_back( vp->y + offsetY );
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aVertexList.push_back( aTopZ );
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}
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@ -1836,8 +1836,8 @@ bool VRML_LAYER::Get3DTriangles( std::vector< double >& aVertexList,
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{
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vp = getVertexByIndex( ordmap[i], pholes );
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aVertexList.push_back( vp->x );
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aVertexList.push_back( vp->y );
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aVertexList.push_back( vp->x + offsetX );
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aVertexList.push_back( vp->y + offsetY );
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aVertexList.push_back( aBotZ );
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}
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@ -1961,3 +1961,77 @@ bool VRML_LAYER::Get3DTriangles( std::vector< double >& aVertexList,
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return true;
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}
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bool VRML_LAYER::Get2DTriangles( std::vector< double >& aVertexList,
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std::vector< int > &aIndexPlane, double aHeight, bool aTopPlane )
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{
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aVertexList.clear();
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aIndexPlane.clear();
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if( ordmap.size() < 3 || outline.empty() )
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return false;
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VERTEX_3D* vp = getVertexByIndex( ordmap[0], pholes );
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if( !vp )
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return false;
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size_t i;
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size_t vsize = ordmap.size();
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// vertices
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for( i = 0; i < vsize; ++i )
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{
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vp = getVertexByIndex( ordmap[i], pholes );
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if( !vp )
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{
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aVertexList.clear();
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return false;
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}
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aVertexList.push_back( vp->x + offsetX );
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aVertexList.push_back( vp->y + offsetY );
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aVertexList.push_back( aHeight );
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}
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// create the index lists .. it is difficult to estimate the list size
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// a priori so instead we use a vector to help
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if( triplets.empty() )
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return false;
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// go through the triplet list and write out the indices based on order
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std::list< TRIPLET_3D >::const_iterator tbeg = triplets.begin();
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std::list< TRIPLET_3D >::const_iterator tend = triplets.end();
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std::vector< int > aIndexBot;
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if( aTopPlane )
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{
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while( tbeg != tend )
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{
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// top vertices
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aIndexPlane.push_back( (int) tbeg->i1 );
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aIndexPlane.push_back( (int) tbeg->i2 );
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aIndexPlane.push_back( (int) tbeg->i3 );
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++tbeg;
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}
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}
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else
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{
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while( tbeg != tend )
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{
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// bottom vertices
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aIndexPlane.push_back( (int) ( tbeg->i2 ) );
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aIndexPlane.push_back( (int) ( tbeg->i1 ) );
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aIndexPlane.push_back( (int) ( tbeg->i3 ) );
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++tbeg;
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}
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}
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return true;
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}
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@ -460,7 +460,7 @@ public:
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/**
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* Function Get3DTriangles
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* Allocates and populates the 3D vertex and index lists with
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* triangular vertices which may be used for rendering.
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* triangular vertices which may be used for rendering a volume
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*
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* @param aVertexList will store the vertices
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* @param aIndexPlane will store the indices for the top + bottom planes
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@ -472,6 +472,19 @@ public:
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std::vector< int > &aIndexPlane, std::vector< int > &aIndexSide,
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double aTopZ, double aBotZ );
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/**
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* Function Get2DTriangles
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* Allocates and populates the 3D vertex and index lists with
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* triangular vertices which may be used for rendering a plane
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*
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* @param aVertexList will store the vertices
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* @param aIndexPlane will store the indices for the plane
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* @param aHeight is the plane of the model
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* @param aTopPlane is true if the plane is a top plane (false = reverse indices)
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*/
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bool Get2DTriangles( std::vector< double >& aVertexList,
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std::vector< int > &aIndexPlane, double aHeight, bool aTopPlane );
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};
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#endif // VRML_LAYER_H
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