kicad/3d-viewer/3d_mesh_model.h

108 lines
3.4 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014-2015 Mario Luzeiro <mrluzeiro@gmail.com>
* Copyright (C) 1992-2014 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 3d_mesh_model.h
* @brief
*/
#ifndef __3D_MESH_MODEL_H__
#define __3D_MESH_MODEL_H__
#include <memory>
#include <boost/shared_ptr.hpp>
#include <vector>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include "3d_struct.h"
#include "3d_material.h"
#include "3d_rendering/3d_render_raytracing/shapes3D/cbbox.h"
class S3D_MESH;
/** A smart pointer to an S3D_MESH object */
typedef boost::shared_ptr<S3D_MESH> S3D_MESH_PTR;
/** A container of smar S3D_MESH object pointers */
typedef std::vector<S3D_MESH_PTR> S3D_MESH_PTRS;
class S3D_MESH
{
public:
S3D_MESH();
~S3D_MESH();
void openGL_RenderAllChilds( bool aIsRenderingJustNonTransparentObjects,
bool aIsRenderingJustTransparentObjects );
S3D_MATERIAL *m_Materials;
// Point and index list
std::vector< S3D_VERTEX > m_Point;
std::vector< std::vector<int> > m_CoordIndex;
std::vector< std::vector<int> > m_NormalIndex;
std::vector< S3D_VERTEX > m_PerFaceColor;
std::vector< S3D_VERTEX > m_PerFaceNormalsNormalized;
std::vector< S3D_VERTEX > m_PerVertexNormalsNormalized;
std::vector< int > m_MaterialIndexPerFace;
std::vector< std::vector<int> > m_MaterialIndexPerVertex;
S3D_MESH_PTRS childs;
S3D_VERTEX m_translation;
glm::vec4 m_rotation;
S3D_VERTEX m_scale;
CBBOX &getBBox();
private:
std::vector< S3D_VERTEX > m_PerFaceNormalsRaw_X_PerFaceSquaredArea;
std::vector< std::vector< S3D_VERTEX > > m_PerFaceVertexNormals;
std::vector< S3D_VERTEX > m_PointNormalized;
std::vector< std::vector<int> > m_InvalidCoordIndexes; //!TODO: check for invalid CoordIndex in file and remove the index and the same material index
bool isPerFaceNormalsComputed;
void calcPerFaceNormals ();
bool isPointNormalizedComputed;
void calcPointNormalized();
bool isPerPointNormalsComputed;
void calcPerPointNormals();
bool isPerVertexNormalsVerified;
void perVertexNormalsVerify_and_Repair();
void calcBBox();
void calcBBoxAllChilds();
CBBOX m_BBox;
void openGL_Render( bool aIsRenderingJustNonTransparentObjects,
bool aIsRenderingJustTransparentObjects );
};
#endif