/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 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 */ /* * 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: * * #VRML V1.0 ascii * #VRML V2.0 utf8 */ #include #include #include #include #include #include #include #include "richio.h" #include "plugins/3d/3d_plugin.h" #include "plugins/3dapi/ifsg_all.h" #include "wrlproc.h" #include "vrml1_base.h" #include "vrml2_base.h" #include "x3d.h" #define PLUGIN_VRML_MAJOR 1 #define PLUGIN_VRML_MINOR 3 #define PLUGIN_VRML_PATCH 0 #define PLUGIN_VRML_REVNO 0 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; } // number of extensions supported #ifdef _WIN32 #define NEXTS 2 #else #define NEXTS 4 #endif // number of filter sets supported #define NFILS 2 static char ext0[] = "wrl"; static char ext1[] = "x3d"; #ifdef _WIN32 static char fil0[] = "VRML 1.0/2.0 (*.wrl)|*.wrl"; static char fil1[] = "X3D (*.x3d)|*.x3d"; #else static char ext2[] = "WRL"; static char ext3[] = "X3D"; static char fil0[] = "VRML 1.0/2.0 (*.wrl;*.WRL)|*.wrl;*.WRL"; static char fil1[] = "X3D (*.x3d;*.X3D)|*.x3d;*.X3D"; #endif static struct FILE_DATA { char const* extensions[NEXTS]; char const* filters[NFILS]; FILE_DATA() { extensions[0] = ext0; extensions[1] = ext1; filters[0] = fil0; filters[1] = fil1; #ifndef _WIN32 extensions[2] = ext2; extensions[3] = ext3; #endif return; } } file_data; int GetNExtensions( void ) { return NEXTS; } char const* GetModelExtension( int aIndex ) { if( aIndex < 0 || aIndex >= NEXTS ) return NULL; return file_data.extensions[aIndex]; } int GetNFilters( void ) { return NFILS; } char const* GetFileFilter( int aIndex ) { if( aIndex < 0 || aIndex >= NFILS ) return NULL; return file_data.filters[aIndex]; } bool CanRender( void ) { // this plugin supports rendering of IDF component outlines return true; } class LOCALESWITCH { public: LOCALESWITCH() { setlocale( LC_NUMERIC, "C" ); } ~LOCALESWITCH() { setlocale( LC_NUMERIC, "" ); } }; SCENEGRAPH* LoadVRML( const wxString& aFileName, bool useInline ) { FILE_LINE_READER* modelFile = NULL; SCENEGRAPH* scene = NULL; 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( aFileName, 0, 8388608 ); } catch( IO_ERROR &e ) { #ifdef DEBUG std::cerr << " * [INFO] load failed: input line too long\n"; #endif return NULL; } // VRML file processor WRLPROC proc( modelFile ); if( proc.GetVRMLType() == VRML_V1 ) { #ifdef DEBUG std::cerr << " * [INFO] Processing VRML 1.0 file\n"; #endif WRL1BASE* bp = new WRL1BASE; // allow or ignore Inline{} files bp->SetEnableInline( useInline ); if( !bp->Read( proc ) ) { #ifdef DEBUG std::cerr << " * [INFO] load failed\n"; #endif } else { #ifdef DEBUG std::cerr << " * [INFO] load completed\n"; #endif scene = (SCENEGRAPH*)bp->TranslateToSG( NULL, NULL ); } delete bp; } else { #ifdef DEBUG std::cerr << " * [INFO] Processing VRML 2.0 file\n"; #endif WRL2BASE* bp = new WRL2BASE; // allow Inline{} files to be included bp->SetEnableInline( true ); if( !bp->Read( proc ) ) { #ifdef DEBUG std::cerr << " * [INFO] load failed\n"; #endif } else { #ifdef DEBUG std::cerr << " * [INFO] load completed\n"; #endif // for now we recalculate all normals per-vertex per-face scene = (SCENEGRAPH*)bp->TranslateToSG( NULL ); } delete bp; } if( NULL != modelFile ) delete modelFile; // DEBUG: WRITE OUT VRML2 FILE TO CONFIRM STRUCTURE #if ( defined( DEBUG_VRML1 ) && DEBUG_VRML1 > 3 ) \ || ( defined( DEBUG_VRML2 ) && DEBUG_VRML2 > 3 ) if( scene ) { wxFileName fn( wxString::FromUTF8Unchecked( aFileName ) ); wxString output; if( proc.GetVRMLType() == VRML_V1 ) output = wxT( "_vrml1-" ); else output = wxT( "_vrml2-" ); output.append( fn.GetName() ); output.append( wxT(".wrl") ); S3D::WriteVRML( output.ToUTF8(), true, (SGNODE*)(scene), true, true ); } #endif return scene; } 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 scene = LoadVRML( fname, true ); return scene; }