253 lines
7.5 KiB
C++
253 lines
7.5 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) 2015-2016 Cirilo Bernardo <cirilo.bernardo@gmail.com>
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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 vrmlv1_node.h
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* defines the base class for VRML1.0 nodes
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*/
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#ifndef VRML1_NODE_H
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#define VRML1_NODE_H
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#define GLM_FORCE_RADIANS
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#include <glm/gtx/transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <list>
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#include <map>
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#include <string>
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#include "wrlproc.h"
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class WRL1NODE;
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// a class to hold the dictionary of node DEFs
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class NAMEREGISTER
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{
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private:
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std::map< std::string, WRL1NODE* > reg;
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public:
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bool AddName( const std::string aName, WRL1NODE* aNode );
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bool DelName( const std::string aName, WRL1NODE* aNode );
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WRL1NODE* FindName( const std::string aName );
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};
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class WRL1BASE;
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class WRL1MATERIAL;
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class WRL1COORDS;
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class SGNODE;
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// current settings which may affect all subsequent nodes
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// during translation / rendering
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struct WRL1STATUS
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{
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// material
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WRL1MATERIAL* mat;
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// normals
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WRL1NODE* norm;
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// coordinate3
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WRL1COORDS* coord;
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// material binding
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WRL1_BINDING matbind;
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// normal binding
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WRL1_BINDING normbind;
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// transform
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glm::dmat4 txmatrix;
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WRL1STATUS()
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{
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Init();
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return;
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}
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void Init()
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{
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mat = NULL;
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matbind = BIND_OVERALL;
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norm = NULL;
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normbind = BIND_DEFAULT;
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coord = NULL;
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txmatrix = glm::scale( glm::dmat4( 1.0 ), glm::dvec3( 1.0 ) );
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return;
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}
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};
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/**
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* Class WRL1NODE
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* represents the base class of all VRML1 nodes
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*/
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class WRL1NODE
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{
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private:
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void addItem( WRL1NODE* aNode );
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void delItem( const WRL1NODE* aNode );
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protected:
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WRL1NODE* m_Parent; // pointer to parent node; may be NULL for top level node
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WRL1NODES m_Type; // type of VRML node
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std::string m_Name; // name to use for referencing the node by name
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std::list< WRL1NODE* > m_BackPointers; // nodes which hold a reference to this
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std::list< WRL1NODE* > m_Children; // nodes owned by this node
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std::list< WRL1NODE* > m_Refs; // nodes referenced by this node
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std::list< WRL1NODE* > m_Items; // all nodes in order of addition
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std::string m_error;
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WRL1STATUS m_current; // current settings
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SGNODE* m_sgNode; // the SGNODE representation of the display data
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// note: once a node is orphaned from a base node it must never access
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// the dictionary since there is no guarantee the dictionary had not
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// been destroyed. It may be possible to enforce this rule via the
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// SetParent() routine if we implement a GetDictionary() function so
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// that a node can obtain the dictionary of its parent. Note that the
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// dictionary must be propagated to all children as well - perhaps
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// this is best done via a SetDictionary() function.
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NAMEREGISTER* m_dictionary;
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public:
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/**
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* Function GetCurrentSettings
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* is used by children to retrieve and perhaps modify the
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* current settings of the parent
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*/
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WRL1STATUS* GetCurrentSettings( void );
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/**
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* Function getNodeTypeID
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* returns the ID based on the given aNodeName or WRL1_INVALID (WRL1_END)
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* if no such node name exists
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*/
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WRL1NODES getNodeTypeID( const std::string aNodeName );
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/**
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* Function unlinkChild
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* removes references to an owned child; it is invoked by the child upon destruction
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* to ensure that the parent has no invalid references.
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*
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* @param aNode is the child which is being deleted
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*/
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virtual void unlinkChildNode( const WRL1NODE* aNode );
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/**
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* Function unlinkRef
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* removes pointers to a referenced node; it is invoked by the referenced node
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* upon destruction to ensure that the referring node has no invalid references.
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*
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* @param aNode is the node which is being deleted
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*/
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virtual void unlinkRefNode( const WRL1NODE* aNode );
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/**
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* Function addNodeRef
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* adds a pointer to a node which references, but does not own, this node.
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* Such back-pointers are required to ensure that invalidated references
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* are removed when a node is deleted
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*
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* @param aNode is the node holding a reference to this object
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*/
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void addNodeRef( WRL1NODE* aNode );
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/**
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* Function delNodeRef
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* removes a pointer to a node which references, but does not own, this node.
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*
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* @param aNode is the node holding a reference to this object
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*/
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void delNodeRef( WRL1NODE* aNode );
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public:
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WRL1NODE( NAMEREGISTER* aDictionary );
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virtual ~WRL1NODE();
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// read data via the given file processor and WRL1BASE object
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virtual bool Read( WRLPROC& proc, WRL1BASE* aTopNode ) = 0;
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/**
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* Function GetNodeType
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* returns the type of this node instance
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*/
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WRL1NODES GetNodeType( void ) const;
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/**
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* Function GetParent
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* returns a pointer to the parent SGNODE of this object
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* or NULL if the object has no parent (ie. top level transform)
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*/
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WRL1NODE* GetParent( void ) const;
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/**
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* Function SetParent
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* sets the parent WRL1NODE of this object.
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*
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* @param aParent [in] is the desired parent node
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* @param doUnlink indicates that the child must be unlinked from the parent
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* @return true if the operation succeeds; false if
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* the given node is not allowed to be a parent to
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* the derived object.
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*/
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virtual bool SetParent( WRL1NODE* aParent, bool doUnlink = true );
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virtual std::string GetName( void );
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virtual bool SetName( const std::string& aName );
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const char* GetNodeTypeName( WRL1NODES aNodeType ) const;
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size_t GetNItems( void ) const;
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/**
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* Function FindNode searches the tree of linked nodes and returns a
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* reference to the current node with the given name. The reference
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* is then typically added to another node via AddRefNode().
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*
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* @param aNodeName is the name of the node to search for
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* @return is a valid node pointer on success, otherwise NULL
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*/
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virtual WRL1NODE* FindNode( const std::string& aNodeName );
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virtual bool AddChildNode( WRL1NODE* aNode );
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virtual bool AddRefNode( WRL1NODE* aNode );
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std::string GetError( void );
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/**
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* Function TranslateToSG
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* produces a representation of the data using the intermediate
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* scenegraph structures of the kicad_3dsg library.
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*
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* @param aParent is a pointer to the parent SG node
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* @return is non-NULL on success
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*/
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virtual SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals ) = 0;
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};
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#endif // VRML1_NODE_H
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