180 lines
5.7 KiB
C++
180 lines
5.7 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015 Mario Luzeiro <mrluzeiro@gmail.com>
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* Copyright (C) 2015 Jean-Pierre Charras, jp.charras@wanadoo.fr
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* Copyright (C) 2011 Wayne Stambaugh <stambaughw@verizon.net>
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* Copyright (C) 1992-2015 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file 3d_read_mesh.cpp
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*/
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#include <fctsys.h>
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#include <common.h>
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#include <macros.h>
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#include <kicad_string.h>
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#include <pgm_base.h>
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#define GLM_FORCE_RADIANS
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#include <gal/opengl/glm/gtc/matrix_transform.hpp>
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#include <3d_viewer.h>
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#include <info3d_visu.h>
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#include "3d_struct.h"
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#include "modelparsers.h"
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S3D_MODEL_PARSER *S3D_MODEL_PARSER::Create( S3D_MASTER* aMaster,
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const wxString aExtension )
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{
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if ( aExtension == wxT( "x3d" ) )
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return new X3D_MODEL_PARSER( aMaster );
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else if ( aExtension == wxT( "wrl" ) )
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return new VRML_MODEL_PARSER( aMaster );
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return NULL;
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}
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int S3D_MASTER::ReadData( S3D_MODEL_PARSER* aParser )
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{
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if( m_Shape3DFullFilename.IsEmpty() || aParser == NULL )
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return -1;
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wxString filename = m_Shape3DFullFilename;
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#ifdef __WINDOWS__
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filename.Replace( wxT( "/" ), wxT( "\\" ) );
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#else
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filename.Replace( wxT( "\\" ), wxT( "/" ) );
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#endif
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if( wxFileName::FileExists( filename ) )
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{
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wxFileName fn( filename );
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if( aParser->Load( filename ) )
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{
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// Invalidate bounding boxes
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m_fastAABBox.Reset();
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m_BBox.Reset();
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m_parser = aParser;
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return 0;
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}
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}
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wxLogDebug( wxT( "3D shape '%s' not found, even tried '%s' after env var substitution." ),
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GetChars( m_Shape3DName ),
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GetChars( filename ) );
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return -1;
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}
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void S3D_MASTER::Render( bool aIsRenderingJustNonTransparentObjects,
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bool aIsRenderingJustTransparentObjects )
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{
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if( m_parser == NULL )
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return;
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double aVrmlunits_to_3Dunits = g_Parm_3D_Visu.m_BiuTo3Dunits * UNITS3D_TO_UNITSPCB;
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glScalef( aVrmlunits_to_3Dunits, aVrmlunits_to_3Dunits, aVrmlunits_to_3Dunits );
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glTranslatef( m_MatPosition.x * SCALE_3D_CONV,
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m_MatPosition.y * SCALE_3D_CONV,
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m_MatPosition.z * SCALE_3D_CONV );
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glRotatef( -m_MatRotation.z, 0.0f, 0.0f, 1.0f );
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glRotatef( -m_MatRotation.y, 0.0f, 1.0f, 0.0f );
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glRotatef( -m_MatRotation.x, 1.0f, 0.0f, 0.0f );
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glScalef( m_MatScale.x, m_MatScale.y, m_MatScale.z );
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for( unsigned int idx = 0; idx < m_parser->childs.size(); idx++ )
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m_parser->childs[idx]->openGL_RenderAllChilds( aIsRenderingJustNonTransparentObjects,
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aIsRenderingJustTransparentObjects );
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}
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CBBOX &S3D_MASTER::getBBox( )
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{
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if( !m_BBox.IsInitialized() )
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calcBBox();
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return m_BBox;
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}
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CBBOX &S3D_MASTER::getFastAABBox( )
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{
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if( !m_fastAABBox.IsInitialized() )
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calcBBox();
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return m_fastAABBox;
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}
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void S3D_MASTER::calcBBox()
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{
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if( m_parser == NULL )
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return;
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bool firstBBox = true;
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for( unsigned int idx = 0; idx < m_parser->childs.size(); idx++ )
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if( firstBBox )
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{
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firstBBox = false;
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m_BBox = m_parser->childs[idx]->getBBox();
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}
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else
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m_BBox.Union( m_parser->childs[idx]->getBBox() );
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// Calc transformation matrix to apply in AABBox
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float aVrmlunits_to_3Dunits = g_Parm_3D_Visu.m_BiuTo3Dunits * UNITS3D_TO_UNITSPCB;
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glm::mat4 fullTransformMatrix;
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fullTransformMatrix = glm::scale( glm::mat4(), S3D_VERTEX( aVrmlunits_to_3Dunits,
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aVrmlunits_to_3Dunits,
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aVrmlunits_to_3Dunits ) );
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fullTransformMatrix = glm::translate( fullTransformMatrix, S3D_VERTEX( m_MatPosition.x * SCALE_3D_CONV,
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m_MatPosition.y * SCALE_3D_CONV,
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m_MatPosition.z * SCALE_3D_CONV) );
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if( m_MatRotation.z != 0.0 )
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fullTransformMatrix = glm::rotate( fullTransformMatrix, glm::radians(-(float)m_MatRotation.z), S3D_VERTEX( 0.0f, 0.0f, 1.0f ) );
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if( m_MatRotation.y != 0.0 )
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fullTransformMatrix = glm::rotate( fullTransformMatrix, glm::radians(-(float)m_MatRotation.y), S3D_VERTEX( 0.0f, 1.0f, 0.0f ) );
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if( m_MatRotation.x != 0.0 )
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fullTransformMatrix = glm::rotate( fullTransformMatrix, glm::radians(-(float)m_MatRotation.x), S3D_VERTEX( 1.0f, 0.0f, 0.0f ) );
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fullTransformMatrix = glm::scale( fullTransformMatrix, S3D_VERTEX( m_MatScale.x, m_MatScale.y, m_MatScale.z ) );
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// Apply transformation
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m_fastAABBox = m_BBox;
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m_fastAABBox.ApplyTransformationAA( fullTransformMatrix );
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}
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