/* * 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 */ /** * @file wrlfacet.h * declares classes to help manage normals calculations from VRML files */ #ifndef WRLFACET_H #define WRLFACET_H #include #include #include "wrltypes.h" #include "plugins/3dapi/ifsg_all.h" class SGNODE; class FACET { private: std::vector< WRLVEC3F > vertices; // vertices of the facet std::vector< SGCOLOR > colors; // per-vertex/per-face color (if any) std::vector< int > indices; // index of each vertex WRLVEC3F face_normal; // normal of this facet std::vector< WRLVEC3F > norms; // per-vertex normals std::vector< WRLVEC3F > vnweight; // angle weighted per vertex normal int maxIdx; // maximum index used public: FACET(); void Init(); bool HasMinPoints(); bool HasColors(); /** * Function AddVertex * adds the vertex and its associated index to the internal list * of polygon vertices */ void AddVertex( WRLVEC3F& aVertex, int aIndex ); /** * Function AddColor * adds the given RGB color to the internal list. For per-face * coloring only a single color needs to be specified; for a * per-vertex coloring the color must be specified for each * vertex */ void AddColor( const SGCOLOR& aColor ); /** * Function CalcFaceNormal * calculates the normal to the facet assuming a CCW orientation * and performs the calculation of the angle weighted vertex normals. * * @return is the max. magnitude of any component of the normal or zero * if there is a fault or the normal has already been calculated. */ float CalcFaceNormal(); void Renormalize( float aMaxValue ); /** * Function CalcVertexNormal * calculates the weighted normal for the given vertex * * @param aIndex is the VRML file's Vertex Index for the vertex to be processed * @param aFacetList is the list of all faces which share this vertex */ void CalcVertexNormal( int aIndex, std::list< FACET* >& aFacetList, float aCreaseAngle ); /** * Function GetWeightedNormal * retrieves the angle weighted normal for the given vertex index * * @param aIndex is the VRML file's Vertex Index for the vertex to be processed * @param aNorm will hold the result */ bool GetWeightedNormal( int aIndex, WRLVEC3F& aNorm ); /** * Function GetFaceNormal * retrieves the normal for this facet * * @param aNorm will hold the result */ bool GetFaceNormal( WRLVEC3F& aNorm ); /** * Function GetData * packages the internal data as triangles with corresponding per-vertex normals * * @param aVertexList is the list of vertices to add to * @param aNormalsList is the list of per-vertex normals to add to * @param aColorsList is the list of per-vertex colors (if any) to add to * @param aVertexOrder informs the function of the vertex winding order */ bool GetData( std::vector< WRLVEC3F >& aVertexList, std::vector< WRLVEC3F >& aNormalsList, std::vector< SGCOLOR >& aColorsList, WRL1_ORDER aVertexOrder ); int GetMaxIndex() { return maxIdx; } /** * Function CollectVertices * adds a pointer to this object at each position within aFacetList * referenced by the internal vertex indices */ void CollectVertices( std::vector< std::list< FACET* > >& aFacetList ); }; class SHAPE { std::list< FACET* > facets; public: ~SHAPE(); FACET* NewFacet(); SGNODE* CalcShape( SGNODE* aParent, SGNODE* aColor, WRL1_ORDER aVertexOrder, float aCreaseLimit = 0.74317, bool isVRML2 = false ); }; #endif // WRLFACET_H