304 lines
9.1 KiB
C++
304 lines
9.1 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) 2013 Tuomas Vaherkoski <tuomasvaherkoski@gmail.com>
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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 modelparsers.h
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*/
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#ifndef MODELPARSERS_H
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#define MODELPARSERS_H
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#include <map>
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#include <vector>
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#include <wx/string.h>
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#include <3d_mesh_model.h>
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class S3D_MASTER;
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class X3D_MODEL_PARSER;
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/**
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* abstract class S3D_MODEL_PARSER
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* Base class for 3D model parsers.
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*/
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class S3D_MODEL_PARSER
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{
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public:
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S3D_MODEL_PARSER( S3D_MASTER* aMaster ) :
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master( aMaster )
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{}
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virtual ~S3D_MODEL_PARSER(){}
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S3D_MASTER* GetMaster()
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{
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return master;
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}
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/**
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* Function Create
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* Factory method for creating concrete 3D model parsers
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* Notice that the caller is responsible to delete created parser.
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*
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* @param aMaster is master object that the parser will fill.
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* @param aExtension is file extension of the file you are going to parse.
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*/
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static S3D_MODEL_PARSER* Create( S3D_MASTER* aMaster, const wxString aExtension );
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/**
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* virtual Function
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* Concrete parsers should implement this function
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* @param aFilename = the full file name of the file to load
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* @return true if as succeeded
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*/
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virtual bool Load( const wxString& aFilename ) {
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return false;
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};
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std::vector< S3D_MESH* > childs;
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private:
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S3D_MASTER* master;
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};
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class wxXmlNode;
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/**
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* class X3D_MODEL_PARSER
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* Implements parser for X3D file format (VRML2.0 successor)
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* X3D files can be exported from eg. Blender */
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class X3D_MODEL_PARSER: public S3D_MODEL_PARSER
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{
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public:
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X3D_MODEL_PARSER( S3D_MASTER* aMaster );
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~X3D_MODEL_PARSER();
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bool Load( const wxString& aFilename );
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typedef std::map< wxString, wxString > PROPERTY_MAP;
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typedef std::vector< wxXmlNode* > NODE_LIST;
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/**
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* Function GetChildsByName
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* Searches all child nodes with aName.
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*
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* @param aParent is node to search from
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* @param aName is the name of node you try to find
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* @param aResult contains found nodes
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*/
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static void GetChildsByName( wxXmlNode* aParent, const wxString aName, NODE_LIST& aResult );
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/**
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* Function GetNodeProperties
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* Collects all node properties to map.
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*
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* @param aNode is an XML node.
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* @param aProps contains map of found properties.
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*/
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static void GetNodeProperties( wxXmlNode* aNode, PROPERTY_MAP& aProps );
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/**
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* Return string representing x3d file in vrml2 format
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* Function Load must be called before this function, otherwise empty
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* data set is returned.
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*/
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wxString VRML2_representation();
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private:
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wxString m_Filename;
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S3D_MESH* m_model;
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std::vector< wxString > vrml_materials;
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std::vector< wxString > vrml_points;
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std::vector< wxString > vrml_coord_indexes;
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void readTransform( wxXmlNode* aTransformNode );
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void readMaterial( wxXmlNode* aMatNode );
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void readIndexedFaceSet( wxXmlNode* aFaceNode, PROPERTY_MAP& aTransfromProps );
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bool parseDoubleTriplet( const wxString& aData, S3D_VERTEX& aResult );
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void rotate( S3D_VERTEX& aCoordinate, S3D_VERTEX& aRotAxis, double angle );
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};
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typedef std::map< std::string, std::vector< glm::vec3 > > VRML2_COORDINATE_MAP;
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typedef std::map< std::string, S3D_MESH* > VRML2_DEF_GROUP_MAP;
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/**
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* class VRML2_MODEL_PARSER
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* Parses
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*/
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class VRML2_MODEL_PARSER
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{
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public:
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VRML2_MODEL_PARSER( S3D_MODEL_PARSER* aModelParser );
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~VRML2_MODEL_PARSER();
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bool Load( const wxString& aFilename );
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/**
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* Function Load
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* Load a VRML2 filename and apply a transformation to the root
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* @param aFilename file name with path
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* @param aTransformationModel a model with translation, rotation and scale to apply to default root
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* @return bool - true if finnished with success
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*/
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bool Load( const wxString& aFilename, S3D_MESH *aTransformationModel );
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/**
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* Return string representing VRML2 file in vrml2 format
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* Function Load must be called before this function, otherwise empty
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* data set is returned.
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*/
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wxString VRML2_representation();
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private:
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int loadFileModel( S3D_MESH *transformationModel );
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int read_Transform();
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int read_DEF();
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int read_DEF_Coordinate();
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int read_Shape();
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int read_appearance();
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int read_Appearance();
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int read_material();
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int read_Material();
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int read_IndexedFaceSet();
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int read_IndexedLineSet();
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int read_Coordinate();
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int read_CoordinateDef();
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int read_Normal();
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int read_NormalIndex();
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int read_Color();
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int read_coordIndex();
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int read_colorIndex();
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int read_geometry();
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int read_IndexedFaceSet_USE();
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int read_Transform_USE();
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int read_Inline();
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/** Function debug_enter
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* Used in debug to increase a ' ' in the m_debugSpacer,
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* should be called after the first debug comment in a function
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*/
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void debug_enter();
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/** Function debug_exit
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* Used in debug to decrease a ' ' in the m_debugSpacer,
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* should be called before the last debug comment in a funtion before exit
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*/
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void debug_exit();
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bool m_normalPerVertex;
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bool colorPerVertex;
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S3D_MESH* m_model; ///< It stores the current model that the parsing is adding data
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FILE* m_file;
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wxFileName m_Filename;
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VRML2_COORDINATE_MAP m_defCoordinateMap;
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VRML2_DEF_GROUP_MAP m_defGroupMap; ///< Stores a list of labels for groups and meshs that will be used later by the USE keyword
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S3D_MODEL_PARSER* m_ModelParser;
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S3D_MASTER* m_Master;
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wxString m_debugSpacer; ///< Used to give identation space
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int m_counter_DEF_GROUP; ///< Counts the number of DEF * GROUPS used
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int m_counter_USE_GROUP; ///< Counts the number of USE * used, in the end, if m_counter_DEF_GROUP > 0 and m_counter_USE_GROUP == 0 then it will add the first group with childs
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bool m_discardLastGeometry; ///< If true, it should not store the latest loaded geometry (used to discard IndexedLineSet, but load it)
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};
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/**
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* class VRML1_MODEL_PARSER
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* Parses
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*/
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class VRML1_MODEL_PARSER
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{
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public:
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VRML1_MODEL_PARSER( S3D_MODEL_PARSER* aModelParser );
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~VRML1_MODEL_PARSER();
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bool Load( const wxString& aFilename );
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/**
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* Return string representing VRML2 file in vrml2 format
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* Function Load must be called before this function, otherwise empty
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* data set is returned.
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*/
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wxString VRML2_representation();
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private:
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int read_separator();
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int readMaterial();
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int readCoordinate3();
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int readIndexedFaceSet();
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int readMaterial_ambientColor();
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int readMaterial_diffuseColor();
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int readMaterial_emissiveColor();
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int readMaterial_specularColor();
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int readMaterial_shininess();
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int readMaterial_transparency();
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int readCoordinate3_point();
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int readIndexedFaceSet_coordIndex();
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int readIndexedFaceSet_materialIndex();
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bool m_normalPerVertex;
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bool colorPerVertex;
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S3D_MESH* m_model;
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FILE* m_file;
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wxString m_Filename;
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S3D_MODEL_PARSER* m_ModelParser;
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S3D_MASTER* m_Master;
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};
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/**
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* class VRML_MODEL_PARSER
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* Parses
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*/
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class VRML_MODEL_PARSER: public S3D_MODEL_PARSER
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{
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public:
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/**
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* ctor: initialize a VRML file parser
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* @param aMaster = a ref to a 3D footprint shape description to fill
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* by the vrml file data
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*/
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VRML_MODEL_PARSER( S3D_MASTER* aMaster );
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~VRML_MODEL_PARSER();
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/**
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* Function load
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* Load a 3D file and build a S3D_MASTER shape.
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* file has .vrml ext and can be VRML 1 or VRML 2 format
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* @param aFilename = the full filename to read
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* @param aVrmlunits_to_3Dunits = the csaling factor to convert the 3D file unit
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* to our internal units.
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*/
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bool Load( const wxString& aFilename );
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};
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#endif // MODELPARSERS_H
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