/* * file: vrml_layer.h * * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2013 Cirilo Bernardo * * 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 vrml_layer.h */ /* * Classes and structures to support the tesselation of a * PCB for VRML output. */ #ifndef VRML_LAYER_H #define VRML_LAYER_H #include // CALLBACK definition, needed on Windows // alse needed on OSX to define __DARWIN__ #ifdef __WXMAC__ # ifdef __DARWIN__ # include # else # include # endif #else # include #endif #include #include #include #include #ifndef M_PI2 #define M_PI2 ( M_PI / 2.0 ) #endif #ifndef M_PI4 #define M_PI4 ( M_PI / 4.0 ) #endif struct VERTEX_3D { double x; double y; int i; // vertex index int o; // vertex order bool pth; // true for plate-through hole }; struct TRIPLET_3D { int i1, i2, i3; TRIPLET_3D( int p1, int p2, int p3 ) { i1 = p1; i2 = p2; i3 = p3; } }; class VRML_LAYER { private: // Arc parameters int maxArcSeg; // maximum number of arc segments in a small circle double minSegLength; // min. segment length double maxSegLength; // max. segment length // Vertex offsets to work around a suspected GLU tesselator bug double offsetX; double offsetY; bool fix; // when true, no more vertices may be added by the user int idx; // vertex index (number of contained vertices) int ord; // vertex order (number of ordered vertices) std::vector vertices; // vertices of all contours std::vector*> contours; // lists of vertices for each contour std::vectorpth; // indicates whether a 'contour' is a PTH or not std::vectorsolid; // indicates whether a 'contour' is a solid or a hole std::vector< double > areas; // area of the contours (positive if winding is CCW) std::list triplets; // output facet triplet list (triplet of ORDER values) std::list*> outline; // indices for outline outputs (index by ORDER values) std::vector ordmap; // mapping of ORDER to INDEX std::string error; // error message int hidx; // number of vertices in the holes int eidx; // index for extra vertices std::vector extra_verts; // extra vertices added for outlines and facets std::vector vlist; // vertex list for the GL command in progress VRML_LAYER* pholes; // pointer to another layer object used for tesselation; // this object is normally expected to hold only holes GLUtesselator* tess; // local instance of the GLU tesselator GLenum glcmd; // current GL command type ( fan, triangle, tri-strip, loop ) void clearTmp( void ); // clear ephemeral data used by the tesselation routine // add a triangular facet (triplet) to the output index list bool addTriplet( VERTEX_3D* p0, VERTEX_3D* p1, VERTEX_3D* p2 ); // retrieve a vertex given its index; the vertex may be contained in the // vertices vector, extra_verts vector, or foreign VRML_LAYER object VERTEX_3D* getVertexByIndex( int aPointIndex, VRML_LAYER* holes ); void processFan( void ); // process a GL_TRIANGLE_FAN list void processStrip( void ); // process a GL_TRIANGLE_STRIP list void processTri( void ); // process a GL_TRIANGLES list void pushVertices( bool holes ); // push the internal vertices bool pushOutline( VRML_LAYER* holes ); // push the outline vertices // calculate number of sides on an arc (angle is in radians) int calcNSides( double aRadius, double aAngle ); // returns the number of solid or hole contours int checkNContours( bool holes ); public: /// set to true when a fault is encountered during tesselation bool Fault; VRML_LAYER(); virtual ~VRML_LAYER(); /** * Function GetArcParams * retieves the parameters used in calculating the number of vertices in an arc * * @param aMaxSeg is the maximum number of segments for an arc with cords of length aMinLength * @param aMinLength is the minimum length of cords in an arc * @param aMaxLength is the maximum length of cords in an arc */ void GetArcParams( int& aMaxSeg, double& aMinLength, double& aMaxLength ); /** * Function SetArcParams * sets the parameters used in calculating the number of vertices in an arc. * The default settings are reasonable for rendering for unit lengths of 1mm * * @param aMaxSeg is the maximum number of segments for an arc with cords of length aMinLength * @param aMinLength is the minimum length of cords in an arc * @param aMaxLength is the maximum length of cords in an arc * * @return bool: true if the parameters were accepted */ bool SetArcParams( int aMaxSeg, double aMinLength, double aMaxLength ); /** * Function Clear * erases all data except for arc parameters. */ void Clear( void ); /** * Function GetSize * returns the total number of vertices indexed */ int GetSize( void ); /** * Function GetNConours * returns the number of stored contours */ int GetNContours( void ) { return contours.size(); } /** * Function NewContour * creates a new list of vertices and returns an index to the list * * @param aPlatedHole is true if the new contour will represent a plated hole * * @return int: index to the list or -1 if the operation failed */ int NewContour( bool aPlatedHole = false ); /** * Function AddVertex * adds a point to the requested contour * * @param aContour is an index previously returned by a call to NewContour() * @param aXpos is the X coordinate of the vertex * @param aYpos is the Y coordinate of the vertex * * @return bool: true if the vertex was added */ bool AddVertex( int aContourID, double aXpos, double aYpos ); /** * Function EnsureWinding * checks the winding of a contour and ensures that it is a hole or * a solid depending on the value of @param hole * * @param aContour is an index to a contour as returned by NewContour() * @param aHoleFlag determines if the contour must be a hole * * @return bool: true if the operation suceeded */ bool EnsureWinding( int aContourID, bool aHoleFlag ); /** * Function AppendCircle * adds a circular contour to the specified (empty) contour * * @param aXpos is the X coordinate of the hole center * @param aYpos is the Y coordinate of the hole center * @param aRadius is the radius of the hole * @param aContourID is the contour index * @param aHoleFlag determines if the contour to be created is a cutout * * @return bool: true if the new contour was successfully created */ bool AppendCircle( double aXpos, double aYpos, double aRadius, int aContourID, bool aHoleFlag = false ); /** * Function AddCircle * creates a circular contour and adds it to the internal list * * @param aXpos is the X coordinate of the hole center * @param aYpos is the Y coordinate of the hole center * @param aRadius is the radius of the hole * @param aHoleFlag determines if the contour to be created is a cutout * @param aPlatedHole is true if this is a plated hole * * @return bool: true if the new contour was successfully created */ bool AddCircle( double aXpos, double aYpos, double aRadius, bool aHoleFlag = false, bool aPlatedHole = false ); /** * Function AddSlot * creates and adds a slot feature to the list of contours * * @param aCenterX is the X coordinate of the slot's center * @param aCenterY is the Y coordinate of the slot's center * @param aSlotLength is the length of the slot along the major axis * @param aSlotWidth is the width of the slot along the minor axis * @param aAngle (degrees) is the orientation of the slot * @param aHoleFlag determines whether the slot is a hole or a solid * @param aPlatedHole is true if this is a plated slot * * @return bool: true if the slot was successfully created */ bool AddSlot( double aCenterX, double aCenterY, double aSlotLength, double aSlotWidth, double aAngle, bool aHoleFlag = false, bool aPlatedHole = false ); /** * Function AppendArc * adds an arc to the specified contour * * @param aCenterX is the X coordinate of the arc's center * @param aCenterY is the Y coordinate of the arc's center * @param aRadius is the radius of the arc * @param aStartAngle (degrees) is the starting angle of the arc * @param aAngle (degrees) is the measure of the arc * @param aContourID is the contour's index * * @return bool: true if the slot was successfully created */ bool AppendArc( double aCenterX, double aCenterY, double aRadius, double aStartAngle, double aAngle, int aContourID ); /** * Function AddArc * creates a slotted arc and adds it to the internal list of contours * * @param aCenterX is the X coordinate of the arc's center * @param aCenterY is the Y coordinate of the arc's center * @param aStartX is the X coordinate of the starting point * @param aStartY is the Y coordinate of the starting point * @param aArcWidth is the width of the arc * @param aAngle is the included angle (degrees) * @param aHoleFlag determines whether the arc is to be a hole or a solid * @param aPlatedHole is true if this is a plated slotted arc * * @return bool: true if the feature was successfully created */ bool AddArc( double aCenterX, double aCenterY, double aStartX, double aStartY, double aArcWidth, double aAngle, bool aHoleFlag = false, bool aPlatedHole = false ); /** * Function Tesselate * creates a list of outline vertices as well as the * vertex sets required to render the surface. * * @param holes is an optional pointer to cutouts to be imposed on the * surface. * @param aHolesOnly is true if the outline contains only holes * * @return bool: true if the operation succeeded */ bool Tesselate( VRML_LAYER* holes = NULL, bool aHolesOnly = false ); /** * Function WriteVertices * writes out the list of vertices required to render a * planar surface. * * @param aZcoord is the Z coordinate of the plane * @param aOutFile is the file to write to * @param aPrecision is the precision of the output coordinates * * @return bool: true if the operation succeeded */ bool WriteVertices( double aZcoord, std::ofstream& aOutFile, int aPrecision ); /** * Function Write3DVertices * writes out the list of vertices required to render an extruded solid * * @param aTopZ is the Z coordinate of the top plane * @param aBottomZ is the Z coordinate of the bottom plane * @param aOutFile is the file to write to * @param aPrecision is the precision of the output coordinates * * @return bool: true if the operation succeeded */ bool Write3DVertices( double aTopZ, double aBottomZ, std::ofstream& aOutFile, int aPrecision ); /** * Function WriteIndices * writes out the vertex sets required to render a planar * surface. * * @param aTopFlag is true if the surface is to be visible from above; * if false the surface will be visible from below. * @param aOutFile is the file to write to * * @return bool: true if the operation succeeded */ bool WriteIndices( bool aTopFlag, std::ofstream& aOutFile ); /** * Function Write3DIndices * writes out the vertex sets required to render an extruded solid * * @param aOutFile is the file to write to * @param aIncludePlatedHoles is true if holes marked as plated should * be rendered. Default is false since the user will usually * render these holes in a different color * * @return bool: true if the operation succeeded */ bool Write3DIndices( std::ofstream& aOutFile, bool aIncludePlatedHoles = false ); /** * Function AddExtraVertex * adds an extra vertex as required by the GLU tesselator. * * @param aXpos is the X coordinate of the newly created point * @param aYpos is the Y coordinate of the newly created point * @param aPlatedHole is true if this point is part of a plated hole * * @return VERTEX_3D*: is the new vertex or NULL if a vertex * could not be created. */ VERTEX_3D* AddExtraVertex( double aXpos, double aYpos, bool aPlatedHole ); /** * Function glStart * is invoked by the GLU tesselator callback to notify this object * of the type of GL command which is applicable to the upcoming * vertex list. * * @param cmd is the GL command */ void glStart( GLenum cmd ); /** * Function glPushVertex * is invoked by the GLU tesselator callback; the supplied vertex is * added to the internal list of vertices awaiting processing upon * execution of glEnd() * * @param vertex is a vertex forming part of the GL command as previously * set by glStart */ void glPushVertex( VERTEX_3D* vertex ); /** * Function glEnd * is invoked by the GLU tesselator callback to notify this object * that the vertex list is complete and ready for processing */ void glEnd( void ); /** * Function SetGLError * sets the error message according to the specified OpenGL error */ void SetGLError( GLenum error_id ); /** * Function Import * inserts all contours into the given tesselator; this * results in the renumbering of all vertices from @param start. * Take care when using this call since tesselators cannot work on * the internal data concurrently. * * @param start is the starting number for vertex indices * @param tess is a pointer to a GLU Tesselator object * * @return int: the number of vertices exported */ int Import( int start, GLUtesselator* tess ); /** * Function GetVertexByIndex * returns a pointer to the requested vertex or * NULL if no such vertex exists. * * @param aPointIndex is a vertex index * * @return VERTEX_3D*: the requested vertex or NULL */ VERTEX_3D* GetVertexByIndex( int aPointIndex ); /* * Function GetError * Returns the error message related to the last failed operation */ const std::string& GetError( void ); void SetVertexOffsets( double aXoffset, double aYoffset ); /** * Function Get3DTriangles * Allocates and populates the 3D vertex and index lists with * triangular vertices which may be used for rendering a volume * * @param aVertexList will store the vertices * @param aIndexPlane will store the indices for the top + bottom planes * @param aIndexSide will store the indices for the vertical wall * @param aTopZ is the top plane of the model * @param aBotZ is the bottom plane of the model */ bool Get3DTriangles( std::vector< double >& aVertexList, std::vector< int > &aIndexPlane, std::vector< int > &aIndexSide, double aTopZ, double aBotZ ); /** * Function Get2DTriangles * Allocates and populates the 3D vertex and index lists with * triangular vertices which may be used for rendering a plane * * @param aVertexList will store the vertices * @param aIndexPlane will store the indices for the plane * @param aHeight is the plane of the model * @param aTopPlane is true if the plane is a top plane (false = reverse indices) */ bool Get2DTriangles( std::vector< double >& aVertexList, std::vector< int > &aIndexPlane, double aHeight, bool aTopPlane ); }; #endif // VRML_LAYER_H