185 lines
5.9 KiB
C++
185 lines
5.9 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 Cirilo Bernardo <cirilo.bernardo@gmail.com>
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* Copyright (C) 2020 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_cache.h
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*/
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#ifndef CACHE_3D_H
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#define CACHE_3D_H
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#include "3d_info.h"
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#include <core/typeinfo.h>
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#include "kicad_string.h"
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#include <list>
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#include <map>
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#include "plugins/3dapi/c3dmodel.h"
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#include <project.h>
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#include <wx/string.h>
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class PGM_BASE;
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class S3D_CACHE_ENTRY;
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class SCENEGRAPH;
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class FILENAME_RESOLVER;
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class S3D_PLUGIN_MANAGER;
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/**
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* Cache for storing the 3D shapes. This cache is able to be stored as a project
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* element (since it inherits from PROJECT::_ELEM).
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*/
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class S3D_CACHE : public PROJECT::_ELEM
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{
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public:
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S3D_CACHE();
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virtual ~S3D_CACHE();
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KICAD_T Type() noexcept override
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{
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return S3D_CACHE_T;
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}
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/**
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* Sets the configuration directory to be used by the model manager for storing 3D
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* model manager configuration data and the model cache.
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*
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* The config directory may only be set once in the lifetime of the object.
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*
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* @param aConfigDir is the configuration directory to use for 3D model manager data
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* @return true on success
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*/
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bool Set3DConfigDir( const wxString& aConfigDir );
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/**
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* Set the current project's working directory; this affects the model search path.
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*/
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bool SetProject( PROJECT* aProject );
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/**
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* Set the filename resolver's pointer to the application's PGM_BASE instance.
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*
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* The pointer is used to extract the local environment variables.
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*/
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void SetProgramBase( PGM_BASE* aBase );
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/**
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* Attempt to load the scene data for a model.
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*
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* It will consult the internal cache list and load from cache if possible before invoking
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* the load() function of the available plugins. The model may fail to load if, for example,
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* the plugin does not support rendering of the 3D model.
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*
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* @param aModelFile is the partial or full path to the model to be loaded.
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* @return true if the model was successfully loaded, otherwise false.
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*/
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SCENEGRAPH* Load( const wxString& aModelFile );
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FILENAME_RESOLVER* GetResolver() noexcept;
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/**
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* Return the list of file filters retrieved from the plugins.
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*
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* This will contain at least the default "All Files (*.*)|*.*"
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*
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* @return a pointer to the filter list.
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*/
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std::list< wxString > const* GetFileFilters() const;
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/**
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* Free all data in the cache and by default closes all plugins.
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*/
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void FlushCache( bool closePlugins = true );
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/**
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* Unload plugins to free memory.
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*/
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void ClosePlugins();
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/**
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* Attempt to load the scene data for a model and to translate it into an S3D_MODEL
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* structure for display by a renderer.
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*
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* @param aModelFileName is the full path to the model to be loaded.
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* @return is a pointer to the render data or NULL if not available.
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*/
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S3DMODEL* GetModel( const wxString& aModelFileName );
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/**
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* Delete up old cache files in cache directory.
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*
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* Deletes ".3dc" files in the cache directory that are older than \a aNumDaysOld.
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*
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* @param aNumDaysOld is age threshold to delete ".3dc" cache files.
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*/
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void CleanCacheDir( int aNumDaysOld );
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private:
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/**
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* Find or create cache entry for file name
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*
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* Searches the cache list for the given filename and retrieves the cache data; a cache
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* entry is created if one does not already exist.
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*
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* @param aFileName is the file name (full or partial path).
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* @param aCachePtr is an optional return address for cache entry pointer.
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* @return SCENEGRAPH object associated with file name or NULL on error.
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*/
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SCENEGRAPH* checkCache( const wxString& aFileName, S3D_CACHE_ENTRY** aCachePtr = NULL );
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/**
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* Calculate the SHA1 hash of the given file.
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*
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* @param aFileName file name (full path).
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* @param aSHA1Sum a 20 byte character array to hold the SHA1 hash.
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* @return true on success, otherwise false.
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*/
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bool getSHA1( const wxString& aFileName, unsigned char* aSHA1Sum );
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// load scene data from a cache file
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bool loadCacheData( S3D_CACHE_ENTRY* aCacheItem );
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// save scene data to a cache file
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bool saveCacheData( S3D_CACHE_ENTRY* aCacheItem );
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// the real load function (can supply a cache entry pointer to member functions)
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SCENEGRAPH* load( const wxString& aModelFile, S3D_CACHE_ENTRY** aCachePtr = NULL );
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/// cache entries
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std::list< S3D_CACHE_ENTRY* > m_CacheList;
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/// mapping of file names to cache names and data
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std::map< wxString, S3D_CACHE_ENTRY*, rsort_wxString > m_CacheMap;
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FILENAME_RESOLVER* m_FNResolver;
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S3D_PLUGIN_MANAGER* m_Plugins;
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PROJECT* m_project;
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wxString m_CacheDir;
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wxString m_ConfigDir; /// base configuration path for 3D items
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};
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#endif // CACHE_3D_H
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