/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 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 */ #define GLM_FORCE_RADIANS #include #include #include #include "wrlfacet.h" #define LOWER_LIMIT (1e-12) static bool VDegenerate( glm::vec3* pts ) { // note: only checks the degenerate case of zero length sides; it // does not detect the case of 3 distinct collinear points double dx, dy, dz; dx = pts[1].x - pts[0].x; dy = pts[1].y - pts[0].y; dz = pts[1].z - pts[0].z; if( ( dx*dx + dy*dy + dz*dz ) < LOWER_LIMIT ) return true; dx = pts[2].x - pts[0].x; dy = pts[2].y - pts[0].y; dz = pts[2].z - pts[0].z; if( ( dx*dx + dy*dy + dz*dz ) < LOWER_LIMIT ) return true; dx = pts[2].x - pts[1].x; dy = pts[2].y - pts[1].y; dz = pts[2].z - pts[1].z; if( ( dx*dx + dy*dy + dz*dz ) < LOWER_LIMIT ) return true; return false; }; static WRLVEC3F VCalcTriNorm( const WRLVEC3F& p1, const WRLVEC3F& p2, const WRLVEC3F& p3 ) { // note: p1 = reference vertex glm::vec3 tri = glm::vec3( 0.0, 0.0, 0.0 ); glm::vec3 pts[3]; pts[0] = p1; pts[1] = p2; pts[2] = p3; // degenerate points are given a default 0, 0, 0 normal if( VDegenerate( pts ) ) return tri; // normal tri = glm::cross( pts[2] - pts[0], pts[1] - pts[0] ); float dn = sqrtf( tri.x * tri.x + tri.y * tri.y + tri.z * tri.z ); if( dn > LOWER_LIMIT ) { tri.x /= dn; tri.y /= dn; tri.z /= dn; } return tri; } static float VCalcCosAngle( const WRLVEC3F& p1, const WRLVEC3F& p2, const WRLVEC3F& p3 ) { // note: p1 = reference vertex float l12, l13; float dx, dy, dz; dx = p2.x - p1.x; dy = p2.y - p1.y; dz = p2.z - p1.z; float p12 = dx*dx + dy*dy + dz*dz; l12 = sqrtf( p12 ); dx = p3.x - p2.x; dy = p3.y - p2.y; dz = p3.z - p2.z; float p23 = dx*dx + dy*dy + dz*dz; dx = p3.x - p1.x; dy = p3.y - p1.y; dz = p3.z - p1.z; float p13 = dx*dx + dy*dy + dz*dz; l13 = sqrtf( p13 ); float dn = 2.0 * l12 * l13; // place a limit to prevent calculations from blowing up if( dn < LOWER_LIMIT ) { if( (p12 + p13 - p23) < FLT_EPSILON ) return -1.0; if( (p12 + p13 - p23) > FLT_EPSILON ) return 1.0; return 0.0; } float cosAngle = (p12 + p13 - p23) / dn; // check the domain; errors in the cosAngle calculation // can result in domain errors if( cosAngle > 1.0 ) cosAngle = 1.0; else if( cosAngle < -1.0 ) cosAngle = -1.0; // note: we are guaranteed that acosf() is never negative return cosAngle; } FACET::FACET() { face_normal.x = 0.0; face_normal.y = 0.0; face_normal.z = 0.0; maxIdx = 0; } void FACET::Init() { vertices.clear(); colors.clear(); indices.clear(); norms.clear(); vnweight.clear(); face_normal.x = 0.0; face_normal.y = 0.0; face_normal.z = 0.0; maxIdx = 0; return; } bool FACET::HasMinPoints() { if( vertices.size() < 3 ) return false; return true; } bool FACET::HasColors() { if( colors.empty() ) return false; return true; } void FACET::AddVertex( WRLVEC3F& aVertex, int aIndex ) { if( aIndex < 0 ) return; vertices.push_back( aVertex ); indices.push_back( aIndex ); if( aIndex > maxIdx ) maxIdx = aIndex; return; } void FACET::AddColor( const SGCOLOR& aColor ) { colors.push_back( aColor ); return; } float FACET::CalcFaceNormal() { // note: this calculation assumes that the face is a convex polygon; // concave polygons may be supported in the future via functions which // split the polygon into triangles if( vertices.size() < 3 ) return 0.0; // check if the values were already calculated if( vertices.size() == vnweight.size() ) return 0.0; WRLVEC3F lCPts[3]; std::vector< WRLVEC3F >::iterator sV = vertices.begin(); std::vector< WRLVEC3F >::iterator eV = vertices.end(); lCPts[0] = vertices.back(); lCPts[1] = *sV; ++sV; lCPts[2] = *sV; ++sV; face_normal = VCalcTriNorm( lCPts[1], lCPts[0], lCPts[2] ); vnweight.clear(); WRLVEC3F wnorm = face_normal; // calculate area: size_t nv = vertices.size(); float a1 = 0.0; glm::vec3 sum( 0.0, 0.0, 0.0 ); size_t j = 0; for( size_t i = 1; i < nv; ++i, ++j ) sum += glm::cross( vertices[j], vertices[i] ); a1 = fabs( glm::dot( face_normal, sum ) ); float a2 = acosf( VCalcCosAngle( lCPts[1], lCPts[0], lCPts[2] ) ); wnorm.x *= a1 * a2; wnorm.y *= a1 * a2; wnorm.z *= a1 * a2; vnweight.push_back( wnorm ); float maxV = fabs( wnorm.x ); float tV = fabs( wnorm.y ); if( tV > maxV ) maxV = tV; tV = fabs( wnorm.z ); if( tV > maxV ) maxV = tV; while( sV != eV ) { lCPts[0] = lCPts[1]; lCPts[1] = lCPts[2]; lCPts[2] = *sV; ++sV; WRLVEC3F wnorm = face_normal; a2 = acosf( VCalcCosAngle( lCPts[1], lCPts[0], lCPts[2] ) ); wnorm.x *= a1 * a2; wnorm.y *= a1 * a2; wnorm.z *= a1 * a2; vnweight.push_back( wnorm ); tV = fabs( wnorm.x ); if( tV > maxV ) maxV = tV; tV = fabs( wnorm.y ); if( tV > maxV ) maxV = tV; tV = fabs( wnorm.z ); if( tV > maxV ) maxV = tV; } lCPts[0] = lCPts[1]; lCPts[1] = lCPts[2]; lCPts[2] = vertices.front(); wnorm = face_normal; a2 = acosf( VCalcCosAngle( lCPts[1], lCPts[0], lCPts[2] ) ); wnorm.x *= a1 * a2; wnorm.y *= a1 * a2; wnorm.z *= a1 * a2; vnweight.push_back( wnorm ); tV = fabs( wnorm.x ); if( tV > maxV ) maxV = tV; tV = fabs( wnorm.y ); if( tV > maxV ) maxV = tV; tV = fabs( wnorm.z ); if( tV > maxV ) maxV = tV; return maxV; } void FACET::CalcVertexNormal( int aIndex, std::list< FACET* > &aFacetList, float aCreaseLimit ) { if( vertices.size() < 3 ) return; if( vnweight.size() != vertices.size() ) return; if( norms.size() != vertices.size() ) norms.resize( vertices.size() ); std::vector< int >::iterator sI = indices.begin(); std::vector< int >::iterator eI = indices.end(); int idx = 0; WRLVEC3F fp[2]; // vectors to calculate facet angle fp[0].x = 0.0; fp[0].y = 0.0; fp[0].z = 0.0; while( sI != eI ) { if( *sI == aIndex ) { // first set the default (weighted) normal value norms[idx] = vnweight[idx]; // iterate over adjacent facets std::list< FACET* >::iterator sF = aFacetList.begin(); std::list< FACET* >::iterator eF = aFacetList.end(); while( sF != eF ) { if( this == *sF ) { ++sF; continue; } // check the crease angle limit (*sF)->GetFaceNormal( fp[1] ); float thrs = VCalcCosAngle( fp[0], face_normal, fp[1] ); if( aCreaseLimit <= thrs && (*sF)->GetWeightedNormal( aIndex, fp[1] ) ) { norms[idx].x += fp[1].x; norms[idx].y += fp[1].y; norms[idx].z += fp[1].z; } ++sF; } // normalize the vector float dn = sqrtf( norms[idx].x * norms[idx].x + norms[idx].y * norms[idx].y + norms[idx].z * norms[idx].z ); if( dn > LOWER_LIMIT ) { norms[idx].x /= dn; norms[idx].y /= dn; norms[idx].z /= dn; } // if the normals is an invalid normal this test will pass if( fabs( norms[idx].x ) < 0.5 && fabs( norms[idx].y ) < 0.5 && fabs( norms[idx].z ) < 0.5 ) { norms[idx] = face_normal; } return; } ++idx; ++sI; } return; } bool FACET::GetWeightedNormal( int aIndex, WRLVEC3F& aNorm ) { // the default weighted normal shall have no effect even if accidentally included aNorm.x = 0.0; aNorm.y = 0.0; aNorm.z = 0.0; if( vertices.size() < 3 ) return false; if( vnweight.size() != vertices.size() ) return false; std::vector< int >::iterator sI = indices.begin(); std::vector< int >::iterator eI = indices.end(); int idx = 0; while( sI != eI ) { if( *sI == aIndex ) { aNorm = vnweight[idx]; return true; } ++idx; ++sI; } return false; } bool FACET::GetFaceNormal( WRLVEC3F& aNorm ) { aNorm.x = 0.0; aNorm.y = 0.0; aNorm.z = 0.0; if( vertices.size() < 3 ) return false; if( vnweight.size() != vertices.size() ) return false; aNorm = face_normal; return true; } bool FACET::GetData( std::vector< WRLVEC3F >& aVertexList, std::vector< WRLVEC3F >& aNormalsList, std::vector< SGCOLOR >& aColorsList, WRL1_ORDER aVertexOrder ) { // if no normals are calculated we simply return if( norms.empty() ) return false; // the output must always be triangle sets in order to conform to the // requirements of the SG* classes int idx[3]; idx[0] = 0; idx[1] = 1; idx[2] = 2; WRLVEC3F tnorm; if( aVertexOrder != ORD_CLOCKWISE ) { aVertexList.push_back( vertices[idx[0]] ); aVertexList.push_back( vertices[idx[1]] ); aVertexList.push_back( vertices[idx[2]] ); aNormalsList.push_back( norms[idx[0]] ); aNormalsList.push_back( norms[idx[1]] ); aNormalsList.push_back( norms[idx[2]] ); } if( aVertexOrder != ORD_CCW ) { aVertexList.push_back( vertices[idx[0]] ); aVertexList.push_back( vertices[idx[2]] ); aVertexList.push_back( vertices[idx[1]] ); tnorm = norms[idx[0]]; tnorm.x = -tnorm.x; tnorm.y = -tnorm.y; tnorm.z = -tnorm.z; aNormalsList.push_back( tnorm ); tnorm = norms[idx[2]]; tnorm.x = -tnorm.x; tnorm.y = -tnorm.y; tnorm.z = -tnorm.z; aNormalsList.push_back( tnorm ); tnorm = norms[idx[1]]; tnorm.x = -tnorm.x; tnorm.y = -tnorm.y; tnorm.z = -tnorm.z; aNormalsList.push_back( tnorm ); } bool hasColor = false; bool perVC = false; // per-vertex colors? if( !colors.empty() ) { hasColor = true; if( colors.size() >= vertices.size() ) perVC = true; if( perVC ) { if( aVertexOrder != ORD_CLOCKWISE ) { aColorsList.push_back( colors[idx[0]] ); aColorsList.push_back( colors[idx[1]] ); aColorsList.push_back( colors[idx[2]] ); } if( aVertexOrder != ORD_CCW ) { aColorsList.push_back( colors[idx[0]] ); aColorsList.push_back( colors[idx[2]] ); aColorsList.push_back( colors[idx[1]] ); } } else { if( aVertexOrder != ORD_CLOCKWISE ) { aColorsList.push_back( colors[0] ); aColorsList.push_back( colors[0] ); aColorsList.push_back( colors[0] ); } if( aVertexOrder != ORD_CCW ) { aColorsList.push_back( colors[0] ); aColorsList.push_back( colors[0] ); aColorsList.push_back( colors[0] ); } } } int lim = (int) vertices.size() - 1; while( idx[2] < lim ) { idx[1] = idx[2]; ++idx[2]; if( aVertexOrder != ORD_CLOCKWISE ) { aVertexList.push_back( vertices[idx[0]] ); aVertexList.push_back( vertices[idx[1]] ); aVertexList.push_back( vertices[idx[2]] ); aNormalsList.push_back( norms[idx[0]] ); aNormalsList.push_back( norms[idx[1]] ); aNormalsList.push_back( norms[idx[2]] ); } if( aVertexOrder != ORD_CCW ) { aVertexList.push_back( vertices[idx[0]] ); aVertexList.push_back( vertices[idx[2]] ); aVertexList.push_back( vertices[idx[1]] ); tnorm = norms[idx[0]]; tnorm.x = -tnorm.x; tnorm.y = -tnorm.y; tnorm.z = -tnorm.z; aNormalsList.push_back( tnorm ); tnorm = norms[idx[2]]; tnorm.x = -tnorm.x; tnorm.y = -tnorm.y; tnorm.z = -tnorm.z; aNormalsList.push_back( tnorm ); tnorm = norms[idx[1]]; tnorm.x = -tnorm.x; tnorm.y = -tnorm.y; tnorm.z = -tnorm.z; aNormalsList.push_back( tnorm ); } if( hasColor ) { if( perVC ) { if( aVertexOrder != ORD_CLOCKWISE ) { aColorsList.push_back( colors[idx[0]] ); aColorsList.push_back( colors[idx[1]] ); aColorsList.push_back( colors[idx[2]] ); } if( aVertexOrder != ORD_CCW ) { aColorsList.push_back( colors[idx[0]] ); aColorsList.push_back( colors[idx[2]] ); aColorsList.push_back( colors[idx[1]] ); } } else { if( aVertexOrder != ORD_CLOCKWISE ) { aColorsList.push_back( colors[0] ); aColorsList.push_back( colors[0] ); aColorsList.push_back( colors[0] ); } if( aVertexOrder != ORD_CCW ) { aColorsList.push_back( colors[0] ); aColorsList.push_back( colors[0] ); aColorsList.push_back( colors[0] ); } } } } return true; } void FACET::CollectVertices( std::vector< std::list< FACET* > >& aFacetList ) { // check if this facet may contribute anything at all if( vertices.size() < 3 ) return; // note: in principle this should never be invoked if( (maxIdx + 1) >= (int)aFacetList.size() ) aFacetList.resize( maxIdx + 1 ); std::vector< int >::iterator sI = indices.begin(); std::vector< int >::iterator eI = indices.end(); while( sI != eI ) { aFacetList[*sI].push_back( this ); ++sI; } return; } void FACET::Renormalize( float aMaxValue ) { if( vnweight.empty() || aMaxValue < LOWER_LIMIT ) return; size_t vs = vnweight.size(); for( size_t i = 0; i < vs; ++i ) { vnweight[i].x /= aMaxValue; vnweight[i].y /= aMaxValue; vnweight[i].z /= aMaxValue; } return; } SHAPE::~SHAPE() { std::list< FACET* >::iterator sF = facets.begin(); std::list< FACET* >::iterator eF = facets.end(); while( sF != eF ) { delete *sF; ++sF; } facets.clear(); return; } FACET* SHAPE::NewFacet() { FACET* fp = new FACET; facets.push_back( fp ); return fp; } SGNODE* SHAPE::CalcShape( SGNODE* aParent, SGNODE* aColor, WRL1_ORDER aVertexOrder, float aCreaseLimit, bool isVRML2 ) { if( facets.empty() || !facets.front()->HasMinPoints() ) return NULL; std::vector< std::list< FACET* > > flist; // determine the max. index and size flist as appropriate std::list< FACET* >::iterator sF = facets.begin(); std::list< FACET* >::iterator eF = facets.end(); int maxIdx = 0; int tmi; float maxV = 0.0; float tV = 0.0; while( sF != eF ) { tV = (*sF)->CalcFaceNormal(); tmi = (*sF)->GetMaxIndex(); if( tmi > maxIdx ) maxIdx = tmi; if( tV > maxV ) maxV = tV; ++sF; } ++maxIdx; if( maxIdx < 3 ) return NULL; flist.resize( maxIdx ); // create the lists of facets common to indices sF = facets.begin(); while( sF != eF ) { (*sF)->Renormalize( tV ); (*sF)->CollectVertices( flist ); ++sF; } // calculate the normals size_t vs = flist.size(); for( size_t i = 0; i < vs; ++i ) { sF = flist[i].begin(); eF = flist[i].end(); while( sF != eF ) { (*sF)->CalcVertexNormal( i, flist[i], aCreaseLimit ); ++sF; } } std::vector< WRLVEC3F > vertices; std::vector< WRLVEC3F > normals; std::vector< SGCOLOR > colors; // push the facet data to the final output list sF = facets.begin(); eF = facets.end(); while( sF != eF ) { (*sF)->GetData( vertices, normals, colors, aVertexOrder ); ++sF; } flist.clear(); if( vertices.size() < 3 ) return NULL; IFSG_SHAPE shapeNode( false ); if( !isVRML2 ) { shapeNode.NewNode( aParent ); if( aColor ) { if( NULL == S3D::GetSGNodeParent( aColor ) ) shapeNode.AddChildNode( aColor ); else shapeNode.AddRefNode( aColor ); } } std::vector< SGPOINT > lCPts; // vertex points in SGPOINT (double) format std::vector< SGVECTOR > lCNorm; // per-vertex normals vs = vertices.size(); for( size_t i = 0; i < vs; ++i ) { SGPOINT pt; pt.x = vertices[i].x; pt.y = vertices[i].y; pt.z = vertices[i].z; lCPts.push_back( pt ); lCNorm.push_back( SGVECTOR( normals[i].x, normals[i].y, normals[i].z ) ); } vertices.clear(); normals.clear(); IFSG_FACESET fsNode( false ); if( !isVRML2 ) fsNode.NewNode( shapeNode ); else fsNode.NewNode( aParent ); IFSG_COORDS cpNode( fsNode ); cpNode.SetCoordsList( lCPts.size(), &lCPts[0] ); IFSG_COORDINDEX ciNode( fsNode ); for( int i = 0; i < (int)lCPts.size(); ++i ) ciNode.AddIndex( i ); IFSG_NORMALS nmNode( fsNode ); nmNode.SetNormalList( lCNorm.size(), &lCNorm[0] ); if( !colors.empty() ) { IFSG_COLORS nmColor( fsNode ); nmColor.SetColorList( colors.size(), &colors[0] ); colors.clear(); } if( !isVRML2 ) return shapeNode.GetRawPtr(); return fsNode.GetRawPtr(); }