/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015 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 parsers. * This VRML 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 "plugins/3d/3d_plugin.h" #include "plugins/3dapi/ifsg_all.h" #include "wrlproc.h" #include "vrml2_base.h" #define PLUGIN_VRML_MAJOR 1 #define PLUGIN_VRML_MINOR 0 #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 1 #else #define NEXTS 2 #endif // number of filter sets supported #define NFILS 1 static char ext0[] = "wrl"; #ifdef _WIN32 static char fil0[] = "VRML 1.0/2.0 (*.wrl)|*.wrl"; #else static char ext1[] = "WRL"; static char fil0[] = "VRML 1.0/2.0 (*.wrl;*.WRL)|*.wrl;*.WRL"; #endif static struct FILE_DATA { char const* extensions[NEXTS]; char const* filters[NFILS]; FILE_DATA() { extensions[0] = ext0; filters[0] = fil0; #ifndef _WIN32 extensions[1] = ext1; #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* 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; // VRML file processor WRLPROC proc; if( !proc.Open( std::string( fname.ToUTF8() ) ) ) return NULL; if( proc.GetVRMLType() == VRML_V1 ) { #ifdef DEBUG std::cout << " * [INFO] Processing VRML 1.0 file\n"; #endif } else { #ifdef DEBUG std::cout << " * [INFO] Processing VRML 2.0 file\n"; #endif WRL2BASE* bp = new WRL2BASE; if( !bp->Read( proc ) ) { #ifdef DEBUG std::cout << " * [INFO] load failed\n"; #endif } else { #ifdef DEBUG std::cout << " * [INFO] load completed\n"; #endif // XXX - for now we recalculate all normals per-vertex per-facet scene = (SCENEGRAPH*)bp->TranslateToSG( NULL, true ); } delete bp; } // DEBUG: WRITE OUT VRML2 FILE TO CONFIRM STRUCTURE #ifdef DEBUG if( scene ) { wxFileName fn( wxString::FromUTF8Unchecked( aFileName ) ); wxString output = wxT( "_" ); output.append( fn.GetName() ); output.append( wxT(".wrl") ); S3D::WriteVRML( output, true, (SGNODE*)(scene), true, true ); } #endif return scene; }