/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Cirilo Bernardo * Copyright (C) 2020-2021 KiCad Developers, see AUTHORS.TXT for contributors. * * 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 "plugins/3d/3d_plugin.h" #include "plugins/3dapi/ifsg_all.h" #include "richio.h" #include "vrml1_base.h" #include "vrml2_base.h" #include "wrlproc.h" #include "x3d.h" #include #include #include #include #include #include #include #define PLUGIN_VRML_MAJOR 1 #define PLUGIN_VRML_MINOR 3 #define PLUGIN_VRML_PATCH 2 #define PLUGIN_VRML_REVNO 2 /** * Flag to enable VRML plugin trace output. * * @ingroup trace_env_vars */ const wxChar* const traceVrmlPlugin = wxT( "KICAD_VRML_PLUGIN" ); 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; } static struct FILE_DATA { std::vector extensions; std::vector filters; FILE_DATA() { #ifdef _WIN32 extensions = { "wrl", "wrz", "x3d" }; filters = { "VRML 1.0/2.0 (*.wrl;*.wrz)|*.wrl;*.wrz", "X3D (*.x3d)|*.x3d" }; #else extensions = { "wrl", "WRL", "wrz", "WRZ", "x3d", "X3D" }; filters = { "VRML 1.0/2.0 (*.wrl;*.WRL;*.wrz;*.WRZ)|*.wrl;*.WRL;*.wrz;*.WRZ", "X3D (*.x3d;*.X3D)|*.x3d;*.X3D" }; #endif } } file_data; int GetNExtensions( void ) { return file_data.extensions.size(); } char const* GetModelExtension( int aIndex ) { if( aIndex < 0 || aIndex >= int( file_data.extensions.size() ) ) return nullptr; return file_data.extensions[aIndex].c_str(); } int GetNFilters( void ) { return file_data.filters.size(); } char const* GetFileFilter( int aIndex ) { if( aIndex < 0 || aIndex >= int( file_data.filters.size() ) ) return nullptr; return file_data.filters[aIndex].c_str(); } bool CanRender( void ) { // this plugin supports rendering of IDF component outlines return true; } class LOCALESWITCH { public: LOCALESWITCH() { m_locale = setlocale( LC_NUMERIC, nullptr ); setlocale( LC_NUMERIC, "C" ); } ~LOCALESWITCH() { setlocale( LC_NUMERIC, m_locale.c_str() ); } private: // Store the user locale name, to restore this locale later, in dtor std::string m_locale; }; SCENEGRAPH* LoadVRML( const wxString& aFileName, bool useInline ) { FILE_LINE_READER* modelFile = nullptr; SCENEGRAPH* scene = nullptr; wxString filename = aFileName; wxFileName tmpfilename; if( aFileName.Upper().EndsWith( "WRZ" ) ) { wxFFileInputStream ifile( aFileName ); tmpfilename = wxFileName( aFileName ); tmpfilename.SetPath( wxStandardPaths::Get().GetTempDir() ); tmpfilename.SetExt( "WRL" ); wxFileOffset size = ifile.GetLength(); if( size == wxInvalidOffset ) return nullptr; { wxFFileOutputStream ofile( tmpfilename.GetFullPath() ); if( !ofile.IsOk() ) return nullptr; char *buffer = new char[size]; ifile.Read( buffer, size); std::string expanded; try { expanded = gzip::decompress( buffer, size ); } catch(...) { delete[] buffer; return nullptr; } delete[] buffer; ofile.Write( expanded.data(), expanded.size() ); ofile.Close(); } filename = tmpfilename.GetFullPath(); } 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( filename, 0, 8388608 ); } catch( IO_ERROR & ) { wxLogError( wxS( " * " ) + _( "[INFO] load failed: input line too long\n" ) ); return nullptr; } // VRML file processor WRLPROC proc( modelFile ); // Cleanup our temporary file if( tmpfilename.IsOk() ) wxRemoveFile( tmpfilename.GetFullPath() ); if( proc.GetVRMLType() == WRLVERSION::VRML_V1 ) { wxLogTrace( traceVrmlPlugin, " * [INFO] Processing VRML 1.0 file" ); WRL1BASE* bp = new WRL1BASE; if( !bp->Read( proc ) ) { wxLogTrace( traceVrmlPlugin, " * [INFO] load failed" ); } else { wxLogTrace( traceVrmlPlugin, " * [INFO] load completed" ); scene = (SCENEGRAPH*)bp->TranslateToSG( nullptr, nullptr ); } delete bp; } else { wxLogTrace( traceVrmlPlugin, " * [INFO] Processing VRML 2.0 file" ); WRL2BASE* bp = new WRL2BASE; // allow Inline{} files to be included bp->SetEnableInline( true ); if( !bp->Read( proc ) ) { wxLogTrace( traceVrmlPlugin, " * [INFO] load failed" ); } else { wxLogTrace( traceVrmlPlugin, " * [INFO] load completed" ); // for now we recalculate all normals per-vertex per-face scene = (SCENEGRAPH*)bp->TranslateToSG( nullptr ); } delete bp; } if( nullptr != 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 = nullptr; X3DPARSER model; scene = model.Load( aFileName ); return scene; } SCENEGRAPH* Load( char const* aFileName ) { if( nullptr == aFileName ) return nullptr; wxString fname = wxString::FromUTF8Unchecked( aFileName ); if( !wxFileName::FileExists( fname ) ) return nullptr; LOCALESWITCH switcher; SCENEGRAPH* scene = nullptr; wxString ext = wxFileName( fname ).GetExt(); if( ext == "x3d" || ext == "X3D" ) scene = LoadX3D( fname ); else scene = LoadVRML( fname, true ); return scene; }