/* * 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 */ /** * @file vrmlv1_node.h * defines the base class for VRML1.0 nodes */ #ifndef VRML1_NODE_H #define VRML1_NODE_H #define GLM_FORCE_RADIANS #include #include #include #include #include "wrlproc.h" class WRL1NODE; // a class to hold the dictionary of node DEFs class NAMEREGISTER { private: std::map< std::string, WRL1NODE* > reg; public: bool AddName( const std::string& aName, WRL1NODE* aNode ); bool DelName( const std::string& aName, WRL1NODE* aNode ); WRL1NODE* FindName( const std::string& aName ); }; class WRL1BASE; class WRL1MATERIAL; class WRL1COORDS; class SGNODE; // current settings which may affect all subsequent nodes // during translation / rendering struct WRL1STATUS { // material WRL1MATERIAL* mat; // normals WRL1NODE* norm; // coordinate3 WRL1COORDS* coord; // material binding WRL1_BINDING matbind; // normal binding WRL1_BINDING normbind; // transform glm::mat4 txmatrix; // winding order of vertices WRL1_ORDER order; // cos( creaseAngle ) defines a boundary for normals smoothing float creaseLimit; WRL1STATUS() { Init(); return; } void Init() { mat = NULL; matbind = BIND_OVERALL; norm = NULL; normbind = BIND_DEFAULT; coord = NULL; txmatrix = glm::scale( glm::mat4( 1.0 ), glm::vec3( 1.0 ) ); order = ORD_UNKNOWN; creaseLimit = 0.878f; return; } }; /** * WRL1NODE * represents the base class of all VRML1 nodes */ class WRL1NODE { private: void addItem( WRL1NODE* aNode ); void delItem( const WRL1NODE* aNode ); protected: WRL1NODE* m_Parent; // pointer to parent node; may be NULL for top level node WRL1NODES m_Type; // type of VRML node std::string m_Name; // name to use for referencing the node by name std::list< WRL1NODE* > m_BackPointers; // nodes which hold a reference to this std::list< WRL1NODE* > m_Children; // nodes owned by this node std::list< WRL1NODE* > m_Refs; // nodes referenced by this node std::list< WRL1NODE* > m_Items; // all nodes in order of addition std::string m_error; WRL1STATUS m_current; // current settings SGNODE* m_sgNode; // the SGNODE representation of the display data // note: once a node is orphaned from a base node it must never access // the dictionary since there is no guarantee the dictionary had not // been destroyed. It may be possible to enforce this rule via the // SetParent() routine if we implement a GetDictionary() function so // that a node can obtain the dictionary of its parent. Note that the // dictionary must be propagated to all children as well - perhaps // this is best done via a SetDictionary() function. NAMEREGISTER* m_dictionary; public: #if defined( DEBUG_VRML1 ) && ( DEBUG_VRML1 > 2 ) static std::string tabs; #endif // cancel the dictionary pointer; for internal use only void cancelDict( void ); /** * Function getNodeTypeID * returns the ID based on the given aNodeName or WRL1_INVALID (WRL1_END) * if no such node name exists */ WRL1NODES getNodeTypeID( const std::string& aNodeName ); /** * Function unlinkChild * removes references to an owned child; it is invoked by the child upon destruction * to ensure that the parent has no invalid references. * * @param aNode is the child which is being deleted */ virtual void unlinkChildNode( const WRL1NODE* aNode ); /** * Function unlinkRef * removes pointers to a referenced node; it is invoked by the referenced node * upon destruction to ensure that the referring node has no invalid references. * * @param aNode is the node which is being deleted */ virtual void unlinkRefNode( const WRL1NODE* aNode ); /** * Function addNodeRef * adds a pointer to a node which references, but does not own, this node. * Such back-pointers are required to ensure that invalidated references * are removed when a node is deleted * * @param aNode is the node holding a reference to this object */ void addNodeRef( WRL1NODE* aNode ); /** * Function delNodeRef * removes a pointer to a node which references, but does not own, this node. * * @param aNode is the node holding a reference to this object */ void delNodeRef( WRL1NODE* aNode ); public: WRL1NODE( NAMEREGISTER* aDictionary ); virtual ~WRL1NODE(); // read data via the given file processor and WRL1BASE object virtual bool Read( WRLPROC& proc, WRL1BASE* aTopNode ) = 0; /** * Function GetNodeType * returns the type of this node instance */ WRL1NODES GetNodeType( void ) const; /** * Function GetParent * returns a pointer to the parent SGNODE of this object * or NULL if the object has no parent (ie. top level transform) */ WRL1NODE* GetParent( void ) const; /** * Function SetParent * sets the parent WRL1NODE of this object. * * @param aParent [in] is the desired parent node * @param doUnlink indicates that the child must be unlinked from the parent * @return true if the operation succeeds; false if * the given node is not allowed to be a parent to * the derived object. */ virtual bool SetParent( WRL1NODE* aParent, bool doUnlink = true ); virtual std::string GetName( void ); virtual bool SetName( const std::string& aName ); const char* GetNodeTypeName( WRL1NODES aNodeType ) const; size_t GetNItems( void ) const; /** * Function FindNode searches the tree of linked nodes and returns a * reference to the current node with the given name. The reference * is then typically added to another node via AddRefNode(). * * @param aNodeName is the name of the node to search for * @return is a valid node pointer on success, otherwise NULL */ virtual WRL1NODE* FindNode( const std::string& aNodeName ); virtual bool AddChildNode( WRL1NODE* aNode ); virtual bool AddRefNode( WRL1NODE* aNode ); std::string GetError( void ); /** * Function TranslateToSG * produces a representation of the data using the intermediate * scenegraph structures of the kicad_3dsg library. * * @param aParent is a pointer to the parent SG node * @return is non-NULL on success */ virtual SGNODE* TranslateToSG( SGNODE* aParent, WRL1STATUS* sp ) = 0; }; #endif // VRML1_NODE_H