kicad/plugins/3d/vrml/wrlfacet.h

147 lines
4.6 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2016 Cirilo Bernardo <cirilo.bernardo@gmail.com>
* Copyright (C) 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
*/
/**
* @file wrlfacet.h
* declares classes to help manage normals calculations from VRML files
*/
#ifndef WRLFACET_H
#define WRLFACET_H
#include <list>
#include <vector>
#include "wrltypes.h"
#include "plugins/3dapi/ifsg_all.h"
class SGNODE;
class FACET
{
public:
FACET();
void Init();
bool HasMinPoints();
bool HasColors();
/**
* Add the vertex and its associated index to the internal list of polygon vertices.
*/
void AddVertex( WRLVEC3F& aVertex, int aIndex );
/**
* Add 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 );
/**
* Calculate the normal to the facet assuming a CCW orientation and perform 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 );
/**
* Calculate 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 );
/**
* Retrieve 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 );
/**
* Retrieve the normal for this facet.
*
* @param aNorm will hold the result.
*/
bool GetFaceNormal( WRLVEC3F& aNorm );
/**
* Package 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;
}
/**
* Add a pointer to this object at each position within \a aFacetList referenced by the
* internal vertex indices.
*/
void CollectVertices( std::vector< std::list< FACET* > >& aFacetList );
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
};
class SHAPE
{
public:
~SHAPE();
FACET* NewFacet();
SGNODE* CalcShape( SGNODE* aParent, SGNODE* aColor, WRL1_ORDER aVertexOrder,
float aCreaseLimit = 0.74317, bool isVRML2 = false );
private:
std::list< FACET* > facets;
};
#endif // WRLFACET_H