2026 lines
49 KiB
C++
2026 lines
49 KiB
C++
/*
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* file: vrml_layer.cpp
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*
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* This program source code file is part of KiCad, a free EDA CAD application.
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* Copyright (C) 2021 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* Copyright (C) 2013-2017 Cirilo Bernardo
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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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// Wishlist:
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// 1. crop anything outside the board outline on PTH, silk, and copper layers
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// 2. on the PTH layer, handle cropped holes differently from others;
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// these are assumed to be castellated edges and the profile is not
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// a closed loop as assumed for all other outlines.
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// 3. a scheme is needed to tell a castellated edge from a plain board edge
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#include <sstream>
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#include <string>
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#include <iomanip>
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#include <cmath>
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#include <vrml_layer.h>
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#include <trigo.h>
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#ifndef CALLBACK
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#define CALLBACK
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#endif
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#define GLCALLBACK(x) (( void (CALLBACK*)() )&(x))
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// minimum sides to a circle
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#define MIN_NSIDES 6
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static void FormatDoublet( double x, double y, int precision, std::string& strx, std::string& stry )
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{
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std::ostringstream ostr;
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ostr << std::fixed << std::setprecision( precision );
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ostr << x;
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strx = ostr.str();
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ostr.str( "" );
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ostr << y;
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stry = ostr.str();
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while( *strx.rbegin() == '0' )
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strx.erase( strx.size() - 1 );
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while( *stry.rbegin() == '0' )
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stry.erase( stry.size() - 1 );
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}
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static void FormatSinglet( double x, int precision, std::string& strx )
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{
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std::ostringstream ostr;
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ostr << std::fixed << std::setprecision( precision );
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ostr << x;
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strx = ostr.str();
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while( *strx.rbegin() == '0' )
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strx.erase( strx.size() - 1 );
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}
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int VRML_LAYER::calcNSides( double aRadius, double aAngle )
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{
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// check #segments on ends of arc
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int maxSeg = maxArcSeg * aAngle / M_PI;
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if( maxSeg < 3 )
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maxSeg = 3;
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int csides = aRadius * M_PI / minSegLength;
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if( csides < 0 )
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csides = -csides;
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if( csides > maxSeg )
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{
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if( csides < 2 * maxSeg )
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csides /= 2;
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else
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csides = ( ( (double) csides ) * minSegLength / maxSegLength );
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}
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if( csides < 3 )
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csides = 3;
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if( ( csides & 1 ) == 0 )
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csides += 1;
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return csides;
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}
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static void CALLBACK vrml_tess_begin( GLenum cmd, void* user_data )
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{
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VRML_LAYER* lp = (VRML_LAYER*) user_data;
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lp->glStart( cmd );
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}
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static void CALLBACK vrml_tess_end( void* user_data )
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{
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VRML_LAYER* lp = (VRML_LAYER*) user_data;
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lp->glEnd();
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}
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static void CALLBACK vrml_tess_vertex( void* vertex_data, void* user_data )
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{
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VRML_LAYER* lp = (VRML_LAYER*) user_data;
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lp->glPushVertex( (VERTEX_3D*) vertex_data );
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}
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static void CALLBACK vrml_tess_err( GLenum errorID, void* user_data )
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{
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VRML_LAYER* lp = (VRML_LAYER*) user_data;
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lp->Fault = true;
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lp->SetGLError( errorID );
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}
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static void CALLBACK vrml_tess_combine( GLdouble coords[3], VERTEX_3D* vertex_data[4],
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GLfloat weight[4], void** outData, void* user_data )
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{
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VRML_LAYER* lp = (VRML_LAYER*) user_data;
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// the plating is set to true only if all are plated
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bool plated = vertex_data[0]->pth;
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if( !vertex_data[1]->pth )
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plated = false;
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if( vertex_data[2] && !vertex_data[2]->pth )
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plated = false;
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if( vertex_data[3] && !vertex_data[3]->pth )
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plated = false;
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*outData = lp->AddExtraVertex( coords[0], coords[1], plated );
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}
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VRML_LAYER::VRML_LAYER()
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{
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ResetArcParams();
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offsetX = 0.0;
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offsetY = 0.0;
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fix = false;
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Fault = false;
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idx = 0;
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hidx = 0;
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eidx = 0;
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ord = 0;
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glcmd = 0;
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pholes = NULL;
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tess = gluNewTess();
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if( !tess )
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return;
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// set up the tesselator callbacks
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gluTessCallback( tess, GLU_TESS_BEGIN_DATA, GLCALLBACK( vrml_tess_begin ) );
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gluTessCallback( tess, GLU_TESS_VERTEX_DATA, GLCALLBACK( vrml_tess_vertex ) );
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gluTessCallback( tess, GLU_TESS_END_DATA, GLCALLBACK( vrml_tess_end ) );
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gluTessCallback( tess, GLU_TESS_ERROR_DATA, GLCALLBACK( vrml_tess_err ) );
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gluTessCallback( tess, GLU_TESS_COMBINE_DATA, GLCALLBACK( vrml_tess_combine ) );
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gluTessProperty( tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE );
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gluTessNormal( tess, 0, 0, 1 );
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}
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VRML_LAYER::~VRML_LAYER()
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{
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Clear();
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if( tess )
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{
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gluDeleteTess( tess );
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tess = NULL;
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}
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}
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void VRML_LAYER::ResetArcParams()
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{
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// arc parameters suitable to mm measurements
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maxArcSeg = 48;
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minSegLength = 0.1;
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maxSegLength = 0.5;
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}
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void VRML_LAYER::GetArcParams( int& aMaxSeg, double& aMinLength, double& aMaxLength )
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{
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aMaxSeg = maxArcSeg;
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aMinLength = minSegLength;
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aMaxLength = maxSegLength;
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}
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bool VRML_LAYER::SetArcParams( int aMaxSeg, double aMinLength, double aMaxLength )
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{
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if( aMaxSeg < 8 )
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aMaxSeg = 8;
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if( aMinLength <= 0 || aMaxLength <= aMinLength )
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return false;
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maxArcSeg = aMaxSeg;
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minSegLength = aMinLength;
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maxSegLength = aMaxLength;
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return true;
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}
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void VRML_LAYER::Clear( void )
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{
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int i;
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fix = false;
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idx = 0;
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for( i = contours.size(); i > 0; --i )
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{
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delete contours.back();
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contours.pop_back();
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}
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pth.clear();
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areas.clear();
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for( i = vertices.size(); i > 0; --i )
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{
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delete vertices.back();
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vertices.pop_back();
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}
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clearTmp();
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}
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void VRML_LAYER::clearTmp( void )
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{
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unsigned int i;
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Fault = false;
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hidx = 0;
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eidx = 0;
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ord = 0;
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glcmd = 0;
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triplets.clear();
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solid.clear();
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for( i = outline.size(); i > 0; --i )
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{
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delete outline.back();
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outline.pop_back();
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}
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ordmap.clear();
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for( i = extra_verts.size(); i > 0; --i )
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{
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delete extra_verts.back();
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extra_verts.pop_back();
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}
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// note: unlike outline and extra_verts,
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// vlist is not responsible for memory management
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vlist.clear();
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// go through the vertex list and reset ephemeral parameters
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for( i = 0; i < vertices.size(); ++i )
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{
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vertices[i]->o = -1;
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}
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}
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int VRML_LAYER::NewContour( bool aPlatedHole )
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{
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if( fix )
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return -1;
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std::list<int>* contour = new std::list<int>;
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contours.push_back( contour );
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areas.push_back( 0.0 );
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pth.push_back( aPlatedHole );
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return contours.size() - 1;
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}
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bool VRML_LAYER::AddVertex( int aContourID, double aXpos, double aYpos )
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{
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if( fix )
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{
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error = "AddVertex(): no more vertices may be added (Tesselate was previously executed)";
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return false;
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}
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if( aContourID < 0 || (unsigned int) aContourID >= contours.size() )
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{
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error = "AddVertex(): aContour is not within a valid range";
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return false;
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}
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VERTEX_3D* vertex = new VERTEX_3D;
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vertex->x = aXpos;
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vertex->y = aYpos;
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vertex->i = idx++;
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vertex->o = -1;
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vertex->pth = pth[ aContourID ];
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VERTEX_3D* v2 = NULL;
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if( contours[aContourID]->size() > 0 )
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v2 = vertices[ contours[aContourID]->back() ];
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vertices.push_back( vertex );
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contours[aContourID]->push_back( vertex->i );
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if( v2 )
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areas[aContourID] += ( aXpos - v2->x ) * ( aYpos + v2->y );
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return true;
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}
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bool VRML_LAYER::EnsureWinding( int aContourID, bool aHoleFlag )
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{
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if( aContourID < 0 || (unsigned int) aContourID >= contours.size() )
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{
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error = "EnsureWinding(): aContour is outside the valid range";
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return false;
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}
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std::list<int>* cp = contours[aContourID];
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if( cp->size() < 3 )
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{
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error = "EnsureWinding(): there are fewer than 3 vertices";
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return false;
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}
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double dir = areas[aContourID];
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VERTEX_3D* vp0 = vertices[ cp->back() ];
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VERTEX_3D* vp1 = vertices[ cp->front() ];
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dir += ( vp1->x - vp0->x ) * ( vp1->y + vp0->y );
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// if dir is positive, winding is CW
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if( ( aHoleFlag && dir < 0 ) || ( !aHoleFlag && dir > 0 ) )
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{
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cp->reverse();
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areas[aContourID] = -areas[aContourID];
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}
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return true;
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}
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bool VRML_LAYER::AppendCircle( double aXpos, double aYpos, double aRadius, int aContourID,
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bool aHoleFlag )
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{
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if( aContourID < 0 || (unsigned int) aContourID >= contours.size() )
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{
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error = "AppendCircle(): invalid contour (out of range)";
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return false;
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}
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int nsides = M_PI * 2.0 * aRadius / minSegLength;
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if( nsides > maxArcSeg )
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{
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if( nsides > 2 * maxArcSeg )
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{
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// use segments approx. maxAr
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nsides = M_PI * 2.0 * aRadius / maxSegLength;
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}
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else
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{
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nsides /= 2;
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}
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}
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if( nsides < MIN_NSIDES )
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nsides = MIN_NSIDES;
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// even numbers give prettier results for circles
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if( nsides & 1 )
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nsides += 1;
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double da = M_PI * 2.0 / nsides;
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bool fail = false;
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if( aHoleFlag )
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{
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fail |= !AddVertex( aContourID, aXpos + aRadius, aYpos );
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for( double angle = da; angle < M_PI * 2; angle += da )
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fail |= !AddVertex( aContourID, aXpos + aRadius * cos( angle ),
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aYpos - aRadius * sin( angle ) );
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}
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else
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{
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fail |= !AddVertex( aContourID, aXpos + aRadius, aYpos );
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for( double angle = da; angle < M_PI * 2; angle += da )
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fail |= !AddVertex( aContourID, aXpos + aRadius * cos( angle ),
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aYpos + aRadius * sin( angle ) );
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}
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return !fail;
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}
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bool VRML_LAYER::AddCircle( double aXpos, double aYpos, double aRadius, bool aHoleFlag,
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bool aPlatedHole )
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{
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int pad;
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if( aHoleFlag && aPlatedHole )
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pad = NewContour( true );
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else
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pad = NewContour( false );
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if( pad < 0 )
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{
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error = "AddCircle(): failed to add a contour";
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return false;
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}
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return AppendCircle( aXpos, aYpos, aRadius, pad, aHoleFlag );
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}
|
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|
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bool VRML_LAYER::AddSlot( double aCenterX, double aCenterY, double aSlotLength, double aSlotWidth,
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double aAngle, bool aHoleFlag, bool aPlatedHole )
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{
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aAngle *= M_PI / 180.0;
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if( aSlotWidth > aSlotLength )
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{
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aAngle += M_PI2;
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std::swap( aSlotLength, aSlotWidth );
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}
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aSlotWidth /= 2.0;
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aSlotLength = aSlotLength / 2.0 - aSlotWidth;
|
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|
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int csides = calcNSides( aSlotWidth, M_PI );
|
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double capx, capy;
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capx = aCenterX + cos( aAngle ) * aSlotLength;
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capy = aCenterY + sin( aAngle ) * aSlotLength;
|
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|
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double ang, da;
|
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int i;
|
||
int pad;
|
||
|
||
if( aHoleFlag && aPlatedHole )
|
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pad = NewContour( true );
|
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else
|
||
pad = NewContour( false );
|
||
|
||
if( pad < 0 )
|
||
{
|
||
error = "AddCircle(): failed to add a contour";
|
||
return false;
|
||
}
|
||
|
||
da = M_PI / csides;
|
||
bool fail = false;
|
||
|
||
if( aHoleFlag )
|
||
{
|
||
for( ang = aAngle + M_PI2, i = 0; i < csides; ang -= da, ++i )
|
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fail |= !AddVertex( pad, capx + aSlotWidth * cos( ang ),
|
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capy + aSlotWidth * sin( ang ) );
|
||
|
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ang = aAngle - M_PI2;
|
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fail |= !AddVertex( pad, capx + aSlotWidth * cos( ang ),
|
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capy + aSlotWidth * sin( ang ) );
|
||
|
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capx = aCenterX - cos( aAngle ) * aSlotLength;
|
||
capy = aCenterY - sin( aAngle ) * aSlotLength;
|
||
|
||
for( ang = aAngle - M_PI2, i = 0; i < csides; ang -= da, ++i )
|
||
fail |= !AddVertex( pad, capx + aSlotWidth * cos( ang ),
|
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capy + aSlotWidth * sin( ang ) );
|
||
|
||
ang = aAngle + M_PI2;
|
||
fail |= !AddVertex( pad, capx + aSlotWidth * cos( ang ),
|
||
capy + aSlotWidth * sin( ang ) );
|
||
}
|
||
else
|
||
{
|
||
for( ang = aAngle - M_PI2, i = 0; i < csides; ang += da, ++i )
|
||
fail |= !AddVertex( pad, capx + aSlotWidth * cos( ang ),
|
||
capy + aSlotWidth * sin( ang ) );
|
||
|
||
ang = aAngle + M_PI2;
|
||
fail |= !AddVertex( pad, capx + aSlotWidth * cos( ang ),
|
||
capy + aSlotWidth * sin( ang ) );
|
||
|
||
capx = aCenterX - cos( aAngle ) * aSlotLength;
|
||
capy = aCenterY - sin( aAngle ) * aSlotLength;
|
||
|
||
for( ang = aAngle + M_PI2, i = 0; i < csides; ang += da, ++i )
|
||
fail |= !AddVertex( pad, capx + aSlotWidth * cos( ang ),
|
||
capy + aSlotWidth * sin( ang ) );
|
||
|
||
ang = aAngle - M_PI2;
|
||
fail |= !AddVertex( pad, capx + aSlotWidth * cos( ang ),
|
||
capy + aSlotWidth * sin( ang ) );
|
||
}
|
||
|
||
return !fail;
|
||
}
|
||
|
||
|
||
bool VRML_LAYER::AddPolygon( const std::vector< wxRealPoint >& aPolySet, double aCenterX,
|
||
double aCenterY, double aAngle )
|
||
{
|
||
int pad = NewContour( false );
|
||
|
||
if( pad < 0 )
|
||
{
|
||
error = "AddPolygon(): failed to add a contour";
|
||
return false;
|
||
}
|
||
|
||
for( auto corner : aPolySet )
|
||
{
|
||
// The sense of polygon rotations is reversed
|
||
RotatePoint( &corner.x, &corner.y, -aAngle );
|
||
AddVertex( pad, aCenterX + corner.x, aCenterY + corner.y );
|
||
}
|
||
|
||
if( !EnsureWinding( pad, false ) )
|
||
return false;
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
// adds an arc to the given center, start point, pen width, and angle (degrees).
|
||
bool VRML_LAYER::AppendArc( double aCenterX, double aCenterY, double aRadius,
|
||
double aStartAngle, double aAngle, int aContourID )
|
||
{
|
||
if( aContourID < 0 || (unsigned int) aContourID >= contours.size() )
|
||
{
|
||
error = "AppendArc(): invalid contour (out of range)";
|
||
return false;
|
||
}
|
||
|
||
aAngle = aAngle / 180.0 * M_PI;
|
||
aStartAngle = aStartAngle / 180.0 * M_PI;
|
||
|
||
int nsides = calcNSides( aRadius, aAngle );
|
||
|
||
double da = aAngle / nsides;
|
||
|
||
bool fail = false;
|
||
|
||
if( aAngle > 0 )
|
||
{
|
||
aAngle += aStartAngle;
|
||
for( double ang = aStartAngle; ang < aAngle; ang += da )
|
||
fail |= !AddVertex( aContourID, aCenterX + aRadius * cos( ang ),
|
||
aCenterY + aRadius * sin( ang ) );
|
||
}
|
||
else
|
||
{
|
||
aAngle += aStartAngle;
|
||
for( double ang = aStartAngle; ang > aAngle; ang += da )
|
||
fail |= !AddVertex( aContourID, aCenterX + aRadius * cos( ang ),
|
||
aCenterY + aRadius * sin( ang ) );
|
||
}
|
||
|
||
return !fail;
|
||
}
|
||
|
||
|
||
bool VRML_LAYER::AddArc( double aCenterX, double aCenterY, double aStartX, double aStartY,
|
||
double aArcWidth, double aAngle, bool aHoleFlag, bool aPlatedHole )
|
||
{
|
||
aAngle *= M_PI / 180.0;
|
||
|
||
// we don't accept small angles; in fact, 1 degree ( 0.01745 ) is already
|
||
// way too small but we must set a limit somewhere
|
||
if( aAngle < 0.01745 && aAngle > -0.01745 )
|
||
{
|
||
error = "AddArc(): angle is too small: abs( angle ) < 1 degree";
|
||
return false;
|
||
}
|
||
|
||
double rad = sqrt( (aStartX - aCenterX) * (aStartX - aCenterX)
|
||
+ (aStartY - aCenterY) * (aStartY - aCenterY) );
|
||
|
||
aArcWidth /= 2.0; // this is the radius of the caps
|
||
|
||
// we will not accept an arc with an inner radius close to zero so we
|
||
// set a limit here. the end result will vary somewhat depending on
|
||
// the output units
|
||
if( aArcWidth >= ( rad * 1.01 ) )
|
||
{
|
||
error = "AddArc(): width/2 exceeds radius*1.01";
|
||
return false;
|
||
}
|
||
|
||
// calculate the radii of the outer and inner arcs
|
||
double orad = rad + aArcWidth;
|
||
double irad = rad - aArcWidth;
|
||
|
||
int osides = calcNSides( orad, aAngle );
|
||
int isides = calcNSides( irad, aAngle );
|
||
int csides = calcNSides( aArcWidth, M_PI );
|
||
|
||
double stAngle = atan2( aStartY - aCenterY, aStartX - aCenterX );
|
||
double endAngle = stAngle + aAngle;
|
||
|
||
// calculate ends of inner and outer arc
|
||
double oendx = aCenterX + orad* cos( endAngle );
|
||
double oendy = aCenterY + orad* sin( endAngle );
|
||
double ostx = aCenterX + orad* cos( stAngle );
|
||
double osty = aCenterY + orad* sin( stAngle );
|
||
|
||
double iendx = aCenterX + irad* cos( endAngle );
|
||
double iendy = aCenterY + irad* sin( endAngle );
|
||
double istx = aCenterX + irad* cos( stAngle );
|
||
double isty = aCenterY + irad* sin( stAngle );
|
||
|
||
if( ( aAngle < 0 && !aHoleFlag ) || ( aAngle > 0 && aHoleFlag ) )
|
||
{
|
||
aAngle = -aAngle;
|
||
std::swap( stAngle, endAngle );
|
||
std::swap( oendx, ostx );
|
||
std::swap( oendy, osty );
|
||
std::swap( iendx, istx );
|
||
std::swap( iendy, isty );
|
||
}
|
||
|
||
int arc;
|
||
|
||
if( aHoleFlag && aPlatedHole )
|
||
arc = NewContour( true );
|
||
else
|
||
arc = NewContour( false );
|
||
|
||
if( arc < 0 )
|
||
{
|
||
error = "AddArc(): could not create a contour";
|
||
return false;
|
||
}
|
||
|
||
// trace the outer arc:
|
||
int i;
|
||
double ang;
|
||
double da = aAngle / osides;
|
||
|
||
for( ang = stAngle, i = 0; i < osides; ang += da, ++i )
|
||
AddVertex( arc, aCenterX + orad * cos( ang ), aCenterY + orad * sin( ang ) );
|
||
|
||
// trace the first cap
|
||
double capx = ( iendx + oendx ) / 2.0;
|
||
double capy = ( iendy + oendy ) / 2.0;
|
||
|
||
if( aHoleFlag )
|
||
da = -M_PI / csides;
|
||
else
|
||
da = M_PI / csides;
|
||
|
||
for( ang = endAngle, i = 0; i < csides; ang += da, ++i )
|
||
AddVertex( arc, capx + aArcWidth * cos( ang ), capy + aArcWidth * sin( ang ) );
|
||
|
||
// trace the inner arc:
|
||
da = -aAngle / isides;
|
||
|
||
for( ang = endAngle, i = 0; i < isides; ang += da, ++i )
|
||
AddVertex( arc, aCenterX + irad * cos( ang ), aCenterY + irad * sin( ang ) );
|
||
|
||
// trace the final cap
|
||
capx = ( istx + ostx ) / 2.0;
|
||
capy = ( isty + osty ) / 2.0;
|
||
|
||
if( aHoleFlag )
|
||
da = -M_PI / csides;
|
||
else
|
||
da = M_PI / csides;
|
||
|
||
for( ang = stAngle + M_PI, i = 0; i < csides; ang += da, ++i )
|
||
AddVertex( arc, capx + aArcWidth * cos( ang ), capy + aArcWidth * sin( ang ) );
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
bool VRML_LAYER::Tesselate( VRML_LAYER* holes, bool aHolesOnly )
|
||
{
|
||
if( !tess )
|
||
{
|
||
error = "Tesselate(): GLU tesselator was not initialized";
|
||
return false;
|
||
}
|
||
|
||
pholes = holes;
|
||
Fault = false;
|
||
|
||
if( aHolesOnly )
|
||
gluTessProperty( tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_NEGATIVE );
|
||
else
|
||
gluTessProperty( tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE );
|
||
|
||
|
||
if( contours.size() < 1 || vertices.size() < 3 )
|
||
{
|
||
error = "Tesselate(): not enough vertices";
|
||
return false;
|
||
}
|
||
|
||
// finish the winding calculation on all vertices prior to setting 'fix'
|
||
if( !fix )
|
||
{
|
||
for( unsigned int i = 0; i < contours.size(); ++i )
|
||
{
|
||
if( contours[i]->size() < 3 )
|
||
continue;
|
||
|
||
VERTEX_3D* vp0 = vertices[ contours[i]->back() ];
|
||
VERTEX_3D* vp1 = vertices[ contours[i]->front() ];
|
||
areas[i] += ( vp1->x - vp0->x ) * ( vp1->y + vp0->y );
|
||
}
|
||
}
|
||
|
||
// prevent the addition of any further contours and contour vertices
|
||
fix = true;
|
||
|
||
// clear temporary internals which may have been used in a previous run
|
||
clearTmp();
|
||
|
||
// request an outline
|
||
gluTessProperty( tess, GLU_TESS_BOUNDARY_ONLY, GL_TRUE );
|
||
|
||
// adjust internal indices for extra points and holes
|
||
if( holes )
|
||
hidx = holes->GetSize();
|
||
else
|
||
hidx = 0;
|
||
|
||
eidx = idx + hidx;
|
||
|
||
if( aHolesOnly && ( checkNContours( true ) == 0 ) )
|
||
{
|
||
error = "tesselate(): no hole contours";
|
||
return false;
|
||
}
|
||
else if( !aHolesOnly && ( checkNContours( false ) == 0 ) )
|
||
{
|
||
error = "tesselate(): no solid contours";
|
||
return false;
|
||
}
|
||
|
||
// open the polygon
|
||
gluTessBeginPolygon( tess, this );
|
||
|
||
if( aHolesOnly )
|
||
{
|
||
pholes = NULL; // do not accept foreign holes
|
||
hidx = 0;
|
||
eidx = idx;
|
||
|
||
// add holes
|
||
pushVertices( true );
|
||
|
||
gluTessEndPolygon( tess );
|
||
|
||
if( Fault )
|
||
return false;
|
||
|
||
return true;
|
||
}
|
||
|
||
// add solid outlines
|
||
pushVertices( false );
|
||
|
||
// close the polygon
|
||
gluTessEndPolygon( tess );
|
||
|
||
if( Fault )
|
||
return false;
|
||
|
||
// if there are no outlines we cannot proceed
|
||
if( outline.empty() )
|
||
{
|
||
error = "tesselate(): no points in result";
|
||
return false;
|
||
}
|
||
|
||
// at this point we have a solid outline; add it to the tesselator
|
||
gluTessBeginPolygon( tess, this );
|
||
|
||
if( !pushOutline( NULL ) )
|
||
return false;
|
||
|
||
// add the holes contained by this object
|
||
pushVertices( true );
|
||
|
||
// import external holes (if any)
|
||
if( hidx && ( holes->Import( idx, tess ) < 0 ) )
|
||
{
|
||
std::ostringstream ostr;
|
||
ostr << "Tesselate():FAILED: " << holes->GetError();
|
||
error = ostr.str();
|
||
return false;
|
||
}
|
||
|
||
if( Fault )
|
||
return false;
|
||
|
||
// erase the previous outline data and vertex order
|
||
// but preserve the extra vertices
|
||
while( !outline.empty() )
|
||
{
|
||
delete outline.back();
|
||
outline.pop_back();
|
||
}
|
||
|
||
ordmap.clear();
|
||
ord = 0;
|
||
|
||
// go through the vertex lists and reset ephemeral parameters
|
||
for( unsigned int i = 0; i < vertices.size(); ++i )
|
||
{
|
||
vertices[i]->o = -1;
|
||
}
|
||
|
||
for( unsigned int i = 0; i < extra_verts.size(); ++i )
|
||
{
|
||
extra_verts[i]->o = -1;
|
||
}
|
||
|
||
// close the polygon; this creates the outline points
|
||
// and the point ordering list 'ordmap'
|
||
solid.clear();
|
||
gluTessEndPolygon( tess );
|
||
|
||
// repeat the last operation but request a tesselated surface
|
||
// rather than an outline; this creates the triangles list.
|
||
gluTessProperty( tess, GLU_TESS_BOUNDARY_ONLY, GL_FALSE );
|
||
|
||
gluTessBeginPolygon( tess, this );
|
||
|
||
if( !pushOutline( holes ) )
|
||
return false;
|
||
|
||
gluTessEndPolygon( tess );
|
||
|
||
if( Fault )
|
||
return false;
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
bool VRML_LAYER::pushOutline( VRML_LAYER* holes )
|
||
{
|
||
// traverse the outline list to push all used vertices
|
||
if( outline.size() < 1 )
|
||
{
|
||
error = "pushOutline() failed: no vertices to push";
|
||
return false;
|
||
}
|
||
|
||
std::list<std::list<int>*>::const_iterator obeg = outline.begin();
|
||
std::list<std::list<int>*>::const_iterator oend = outline.end();
|
||
|
||
int nc = 0; // number of contours pushed
|
||
|
||
int pi;
|
||
std::list<int>::const_iterator begin;
|
||
std::list<int>::const_iterator end;
|
||
GLdouble pt[3];
|
||
VERTEX_3D* vp;
|
||
|
||
while( obeg != oend )
|
||
{
|
||
if( (*obeg)->size() < 3 )
|
||
{
|
||
++obeg;
|
||
continue;
|
||
}
|
||
|
||
gluTessBeginContour( tess );
|
||
|
||
begin = (*obeg)->begin();
|
||
end = (*obeg)->end();
|
||
|
||
while( begin != end )
|
||
{
|
||
pi = *begin;
|
||
|
||
if( pi < 0 || (unsigned int) pi > ordmap.size() )
|
||
{
|
||
gluTessEndContour( tess );
|
||
error = "pushOutline():BUG: *outline.begin() is not a valid index to ordmap";
|
||
return false;
|
||
}
|
||
|
||
// retrieve the actual index
|
||
pi = ordmap[pi];
|
||
|
||
vp = getVertexByIndex( pi, holes );
|
||
|
||
if( !vp )
|
||
{
|
||
gluTessEndContour( tess );
|
||
error = "pushOutline():: BUG: ordmap[n] is not a valid index to vertices[]";
|
||
return false;
|
||
}
|
||
|
||
pt[0] = vp->x;
|
||
pt[1] = vp->y;
|
||
pt[2] = 0.0;
|
||
gluTessVertex( tess, pt, vp );
|
||
++begin;
|
||
}
|
||
|
||
gluTessEndContour( tess );
|
||
++obeg;
|
||
++nc;
|
||
}
|
||
|
||
if( !nc )
|
||
{
|
||
error = "pushOutline():: no valid contours available";
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
bool VRML_LAYER::WriteVertices( double aZcoord, std::ostream& aOutFile, int aPrecision )
|
||
{
|
||
if( ordmap.size() < 3 )
|
||
{
|
||
error = "WriteVertices(): not enough vertices";
|
||
return false;
|
||
}
|
||
|
||
if( aPrecision < 4 )
|
||
aPrecision = 4;
|
||
|
||
int i, j;
|
||
|
||
VERTEX_3D* vp = getVertexByIndex( ordmap[0], pholes );
|
||
|
||
if( !vp )
|
||
return false;
|
||
|
||
std::string strx, stry, strz;
|
||
FormatDoublet( vp->x + offsetX, vp->y + offsetY, aPrecision, strx, stry );
|
||
FormatSinglet( aZcoord, aPrecision, strz );
|
||
|
||
aOutFile << strx << " " << stry << " " << strz;
|
||
|
||
for( i = 1, j = ordmap.size(); i < j; ++i )
|
||
{
|
||
vp = getVertexByIndex( ordmap[i], pholes );
|
||
|
||
if( !vp )
|
||
return false;
|
||
|
||
FormatDoublet( vp->x + offsetX, vp->y + offsetY, aPrecision, strx, stry );
|
||
|
||
if( i & 1 )
|
||
aOutFile << ", " << strx << " " << stry << " " << strz;
|
||
else
|
||
aOutFile << ",\n" << strx << " " << stry << " " << strz;
|
||
}
|
||
|
||
return !aOutFile.fail();
|
||
}
|
||
|
||
|
||
bool VRML_LAYER::Write3DVertices( double aTopZ, double aBottomZ, std::ostream& aOutFile,
|
||
int aPrecision )
|
||
{
|
||
if( ordmap.size() < 3 )
|
||
{
|
||
error = "Write3DVertices(): insufficient vertices";
|
||
return false;
|
||
}
|
||
|
||
if( aPrecision < 4 )
|
||
aPrecision = 4;
|
||
|
||
if( aTopZ <= aBottomZ )
|
||
{
|
||
error = "Write3DVertices(): top <= bottom";
|
||
return false;
|
||
}
|
||
|
||
int i, j;
|
||
|
||
VERTEX_3D* vp = getVertexByIndex( ordmap[0], pholes );
|
||
|
||
if( !vp )
|
||
return false;
|
||
|
||
std::string strx, stry, strz;
|
||
FormatDoublet( vp->x + offsetX, vp->y + offsetY, aPrecision, strx, stry );
|
||
FormatSinglet( aTopZ, aPrecision, strz );
|
||
|
||
aOutFile << strx << " " << stry << " " << strz;
|
||
|
||
for( i = 1, j = ordmap.size(); i < j; ++i )
|
||
{
|
||
vp = getVertexByIndex( ordmap[i], pholes );
|
||
|
||
if( !vp )
|
||
return false;
|
||
|
||
FormatDoublet( vp->x + offsetX, vp->y + offsetY, aPrecision, strx, stry );
|
||
|
||
if( i & 1 )
|
||
aOutFile << ", " << strx << " " << stry << " " << strz;
|
||
else
|
||
aOutFile << ",\n" << strx << " " << stry << " " << strz;
|
||
}
|
||
|
||
// repeat for the bottom layer
|
||
vp = getVertexByIndex( ordmap[0], pholes );
|
||
FormatDoublet( vp->x + offsetX, vp->y + offsetY, aPrecision, strx, stry );
|
||
FormatSinglet( aBottomZ, aPrecision, strz );
|
||
|
||
bool endl;
|
||
|
||
if( i & 1 )
|
||
{
|
||
aOutFile << ", " << strx << " " << stry << " " << strz;
|
||
endl = false;
|
||
}
|
||
else
|
||
{
|
||
aOutFile << ",\n" << strx << " " << stry << " " << strz;
|
||
endl = true;
|
||
}
|
||
|
||
for( i = 1, j = ordmap.size(); i < j; ++i )
|
||
{
|
||
vp = getVertexByIndex( ordmap[i], pholes );
|
||
FormatDoublet( vp->x + offsetX, vp->y + offsetY, aPrecision, strx, stry );
|
||
|
||
if( endl )
|
||
{
|
||
aOutFile << ", " << strx << " " << stry << " " << strz;
|
||
endl = false;
|
||
}
|
||
else
|
||
{
|
||
aOutFile << ",\n" << strx << " " << stry << " " << strz;
|
||
endl = true;
|
||
}
|
||
}
|
||
|
||
return !aOutFile.fail();
|
||
}
|
||
|
||
|
||
bool VRML_LAYER::WriteIndices( bool aTopFlag, std::ostream& aOutFile )
|
||
{
|
||
if( triplets.empty() )
|
||
{
|
||
error = "WriteIndices(): no triplets (triangular facets) to write";
|
||
return false;
|
||
}
|
||
|
||
// go through the triplet list and write out the indices based on order
|
||
std::list<TRIPLET_3D>::const_iterator tbeg = triplets.begin();
|
||
std::list<TRIPLET_3D>::const_iterator tend = triplets.end();
|
||
|
||
int i = 1;
|
||
|
||
if( aTopFlag )
|
||
aOutFile << tbeg->i1 << ", " << tbeg->i2 << ", " << tbeg->i3 << ", -1";
|
||
else
|
||
aOutFile << tbeg->i2 << ", " << tbeg->i1 << ", " << tbeg->i3 << ", -1";
|
||
|
||
++tbeg;
|
||
|
||
while( tbeg != tend )
|
||
{
|
||
if( (i++ & 7) == 4 )
|
||
{
|
||
i = 1;
|
||
|
||
if( aTopFlag )
|
||
aOutFile << ",\n" << tbeg->i1 << ", " << tbeg->i2 << ", " << tbeg->i3 << ", -1";
|
||
else
|
||
aOutFile << ",\n" << tbeg->i2 << ", " << tbeg->i1 << ", " << tbeg->i3 << ", -1";
|
||
}
|
||
else
|
||
{
|
||
if( aTopFlag )
|
||
aOutFile << ", " << tbeg->i1 << ", " << tbeg->i2 << ", " << tbeg->i3 << ", -1";
|
||
else
|
||
aOutFile << ", " << tbeg->i2 << ", " << tbeg->i1 << ", " << tbeg->i3 << ", -1";
|
||
}
|
||
|
||
++tbeg;
|
||
}
|
||
|
||
return !aOutFile.fail();
|
||
}
|
||
|
||
|
||
bool VRML_LAYER::Write3DIndices( std::ostream& aOutFile, bool aIncludePlatedHoles )
|
||
{
|
||
if( outline.empty() )
|
||
{
|
||
error = "WriteIndices(): no outline available";
|
||
return false;
|
||
}
|
||
|
||
char mark;
|
||
bool holes_only = triplets.empty();
|
||
|
||
int i = 1;
|
||
int idx2 = ordmap.size(); // index to the bottom vertices
|
||
|
||
if( !holes_only )
|
||
{
|
||
mark = ',';
|
||
|
||
// go through the triplet list and write out the indices based on order
|
||
std::list<TRIPLET_3D>::const_iterator tbeg = triplets.begin();
|
||
std::list<TRIPLET_3D>::const_iterator tend = triplets.end();
|
||
|
||
// print out the top vertices
|
||
aOutFile << tbeg->i1 << ", " << tbeg->i2 << ", " << tbeg->i3 << ", -1";
|
||
++tbeg;
|
||
|
||
while( tbeg != tend )
|
||
{
|
||
if( (i++ & 7) == 4 )
|
||
{
|
||
i = 1;
|
||
aOutFile << ",\n" << tbeg->i1 << ", " << tbeg->i2 << ", " << tbeg->i3 << ", -1";
|
||
}
|
||
else
|
||
{
|
||
aOutFile << ", " << tbeg->i1 << ", " << tbeg->i2 << ", " << tbeg->i3 << ", -1";
|
||
}
|
||
|
||
++tbeg;
|
||
}
|
||
|
||
// print out the bottom vertices
|
||
tbeg = triplets.begin();
|
||
|
||
while( tbeg != tend )
|
||
{
|
||
if( ( i++ & 7 ) == 4 )
|
||
{
|
||
i = 1;
|
||
aOutFile << ",\n"
|
||
<< ( tbeg->i2 + idx2 ) << ", " << ( tbeg->i1 + idx2 ) << ", "
|
||
<< ( tbeg->i3 + idx2 ) << ", -1";
|
||
}
|
||
else
|
||
{
|
||
aOutFile << ", " << ( tbeg->i2 + idx2 ) << ", " << ( tbeg->i1 + idx2 ) << ", "
|
||
<< ( tbeg->i3 + idx2 ) << ", -1";
|
||
}
|
||
|
||
++tbeg;
|
||
}
|
||
}
|
||
else
|
||
mark = ' ';
|
||
|
||
// print out indices for the walls joining top to bottom
|
||
int lastPoint;
|
||
int curPoint;
|
||
int curContour = 0;
|
||
|
||
std::list<std::list<int>*>::const_iterator obeg = outline.begin();
|
||
std::list<std::list<int>*>::const_iterator oend = outline.end();
|
||
std::list<int>* cp;
|
||
std::list<int>::const_iterator cbeg;
|
||
std::list<int>::const_iterator cend;
|
||
|
||
i = 2;
|
||
|
||
while( obeg != oend )
|
||
{
|
||
cp = *obeg;
|
||
|
||
if( cp->size() < 3 )
|
||
{
|
||
++obeg;
|
||
++curContour;
|
||
continue;
|
||
}
|
||
|
||
cbeg = cp->begin();
|
||
cend = cp->end();
|
||
lastPoint = *(cbeg++);
|
||
|
||
// skip all PTH vertices which are not in a solid outline
|
||
if( !aIncludePlatedHoles && !solid[curContour]
|
||
&& getVertexByIndex( ordmap[lastPoint], pholes )->pth )
|
||
{
|
||
++obeg;
|
||
++curContour;
|
||
continue;
|
||
}
|
||
|
||
while( cbeg != cend )
|
||
{
|
||
curPoint = *(cbeg++);
|
||
|
||
if( !holes_only )
|
||
{
|
||
if( ( i++ & 3 ) == 2 )
|
||
{
|
||
i = 1;
|
||
aOutFile << mark << "\n"
|
||
<< curPoint << ", " << lastPoint << ", " << curPoint + idx2;
|
||
aOutFile << ", -1, " << curPoint + idx2 << ", " << lastPoint << ", "
|
||
<< lastPoint + idx2 << ", -1";
|
||
}
|
||
else
|
||
{
|
||
aOutFile << mark << " " << curPoint << ", " << lastPoint << ", "
|
||
<< curPoint + idx2;
|
||
aOutFile << ", -1, " << curPoint + idx2 << ", " << lastPoint << ", "
|
||
<< lastPoint + idx2 << ", -1";
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if( (i++ & 3) == 2 )
|
||
{
|
||
i = 1;
|
||
aOutFile << mark << "\n"
|
||
<< curPoint << ", " << curPoint + idx2 << ", " << lastPoint;
|
||
aOutFile << ", -1, " << curPoint + idx2 << ", " << lastPoint + idx2 << ", "
|
||
<< lastPoint << ", -1";
|
||
}
|
||
else
|
||
{
|
||
aOutFile << mark << " " << curPoint << ", " << curPoint + idx2 << ", "
|
||
<< lastPoint;
|
||
aOutFile << ", -1, " << curPoint + idx2 << ", " << lastPoint + idx2 << ", "
|
||
<< lastPoint << ", -1";
|
||
}
|
||
}
|
||
|
||
mark = ',';
|
||
lastPoint = curPoint;
|
||
}
|
||
|
||
// check if the loop needs to be closed
|
||
cbeg = cp->begin();
|
||
cend = --cp->end();
|
||
|
||
curPoint = *(cbeg);
|
||
lastPoint = *(cend);
|
||
|
||
if( !holes_only )
|
||
{
|
||
if( ( i++ & 3 ) == 2 )
|
||
{
|
||
aOutFile << ",\n" << curPoint << ", " << lastPoint << ", " << curPoint + idx2;
|
||
aOutFile << ", -1, " << curPoint + idx2 << ", " << lastPoint << ", "
|
||
<< lastPoint + idx2 << ", -1";
|
||
}
|
||
else
|
||
{
|
||
aOutFile << ", " << curPoint << ", " << lastPoint << ", " << curPoint + idx2;
|
||
aOutFile << ", -1, " << curPoint + idx2 << ", " << lastPoint << ", "
|
||
<< lastPoint + idx2 << ", -1";
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if( ( i++ & 3 ) == 2 )
|
||
{
|
||
aOutFile << ",\n" << curPoint << ", " << curPoint + idx2 << ", " << lastPoint;
|
||
aOutFile << ", -1, " << curPoint + idx2 << ", " << lastPoint + idx2 << ", "
|
||
<< lastPoint << ", -1";
|
||
}
|
||
else
|
||
{
|
||
aOutFile << ", " << curPoint << ", " << curPoint + idx2 << ", " << lastPoint;
|
||
aOutFile << ", -1, " << curPoint + idx2 << ", " << lastPoint + idx2 << ", "
|
||
<< lastPoint << ", -1";
|
||
}
|
||
}
|
||
|
||
++obeg;
|
||
++curContour;
|
||
}
|
||
|
||
return !aOutFile.fail();
|
||
}
|
||
|
||
|
||
bool VRML_LAYER::addTriplet( VERTEX_3D* p0, VERTEX_3D* p1, VERTEX_3D* p2 )
|
||
{
|
||
double dx0 = p1->x - p0->x;
|
||
double dx1 = p2->x - p0->x;
|
||
double dx2 = p2->x - p1->x;
|
||
|
||
double dy0 = p1->y - p0->y;
|
||
double dy1 = p2->y - p0->y;
|
||
double dy2 = p2->y - p1->y;
|
||
|
||
dx0 *= dx0;
|
||
dx1 *= dx1;
|
||
dx2 *= dx2;
|
||
|
||
dy0 *= dy0;
|
||
dy1 *= dy1;
|
||
dy2 *= dy2;
|
||
|
||
// this number is chosen because we shall only write 9 decimal places
|
||
// at most on the VRML output
|
||
double err = 0.000000001;
|
||
|
||
// test if the triangles are degenerate (equal points)
|
||
if( ( dx0 + dy0 ) < err )
|
||
return false;
|
||
|
||
if( ( dx1 + dy1 ) < err )
|
||
return false;
|
||
|
||
if( ( dx2 + dy2 ) < err )
|
||
return false;
|
||
|
||
triplets.emplace_back( p0->o, p1->o, p2->o );
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
VERTEX_3D* VRML_LAYER::AddExtraVertex( double aXpos, double aYpos, bool aPlatedHole )
|
||
{
|
||
VERTEX_3D* vertex = new VERTEX_3D;
|
||
|
||
if( eidx == 0 )
|
||
eidx = idx + hidx;
|
||
|
||
vertex->x = aXpos;
|
||
vertex->y = aYpos;
|
||
vertex->i = eidx++;
|
||
vertex->o = -1;
|
||
vertex->pth = aPlatedHole;
|
||
|
||
extra_verts.push_back( vertex );
|
||
|
||
return vertex;
|
||
}
|
||
|
||
|
||
void VRML_LAYER::glStart( GLenum cmd )
|
||
{
|
||
glcmd = cmd;
|
||
|
||
while( !vlist.empty() )
|
||
vlist.pop_back();
|
||
}
|
||
|
||
|
||
void VRML_LAYER::glPushVertex( VERTEX_3D* vertex )
|
||
{
|
||
if( vertex->o < 0 )
|
||
{
|
||
vertex->o = ord++;
|
||
ordmap.push_back( vertex->i );
|
||
}
|
||
|
||
vlist.push_back( vertex );
|
||
}
|
||
|
||
|
||
void VRML_LAYER::glEnd( void )
|
||
{
|
||
switch( glcmd )
|
||
{
|
||
case GL_LINE_LOOP:
|
||
{
|
||
// add the loop to the list of outlines
|
||
std::list<int>* loop = new std::list<int>;
|
||
|
||
double firstX = 0.0;
|
||
double firstY = 0.0;
|
||
double lastX = 0.0;
|
||
double lastY = 0.0;
|
||
double curX, curY;
|
||
double area = 0.0;
|
||
|
||
if( vlist.size() > 0 )
|
||
{
|
||
loop->push_back( vlist[0]->o );
|
||
firstX = vlist[0]->x;
|
||
firstY = vlist[0]->y;
|
||
lastX = firstX;
|
||
lastY = firstY;
|
||
}
|
||
|
||
for( size_t i = 1; i < vlist.size(); ++i )
|
||
{
|
||
loop->push_back( vlist[i]->o );
|
||
curX = vlist[i]->x;
|
||
curY = vlist[i]->y;
|
||
area += ( curX - lastX ) * ( curY + lastY );
|
||
lastX = curX;
|
||
lastY = curY;
|
||
}
|
||
|
||
area += ( firstX - lastX ) * ( firstY + lastY );
|
||
|
||
outline.push_back( loop );
|
||
|
||
if( area <= 0.0 )
|
||
solid.push_back( true );
|
||
else
|
||
solid.push_back( false );
|
||
}
|
||
|
||
break;
|
||
|
||
case GL_TRIANGLE_FAN:
|
||
processFan();
|
||
break;
|
||
|
||
case GL_TRIANGLE_STRIP:
|
||
processStrip();
|
||
break;
|
||
|
||
case GL_TRIANGLES:
|
||
processTri();
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
|
||
while( !vlist.empty() )
|
||
vlist.pop_back();
|
||
|
||
glcmd = 0;
|
||
}
|
||
|
||
|
||
void VRML_LAYER::SetGLError( GLenum errorID )
|
||
{
|
||
const char * msg = (const char*)gluErrorString( errorID );
|
||
|
||
// If errorID is an illegal id, gluErrorString returns NULL
|
||
if( msg )
|
||
error = msg;
|
||
else
|
||
error.clear();
|
||
|
||
if( error.empty() )
|
||
{
|
||
std::ostringstream ostr;
|
||
ostr << "Unknown OpenGL error: " << errorID;
|
||
error = ostr.str();
|
||
}
|
||
}
|
||
|
||
|
||
void VRML_LAYER::processFan( void )
|
||
{
|
||
if( vlist.size() < 3 )
|
||
return;
|
||
|
||
VERTEX_3D* p0 = vlist[0];
|
||
|
||
int i;
|
||
int end = vlist.size();
|
||
|
||
for( i = 2; i < end; ++i )
|
||
{
|
||
addTriplet( p0, vlist[i - 1], vlist[i] );
|
||
}
|
||
}
|
||
|
||
|
||
void VRML_LAYER::processStrip( void )
|
||
{
|
||
// note: (source: http://www.opengl.org/wiki/Primitive)
|
||
// GL_TRIANGLE_STRIP: Every group of 3 adjacent vertices forms a triangle.
|
||
// The face direction of the strip is determined by the winding of the
|
||
// first triangle. Each successive triangle will have its effective face
|
||
// order reverse, so the system compensates for that by testing it in the
|
||
// opposite way. A vertex stream of n length will generate n-2 triangles.
|
||
|
||
if( vlist.size() < 3 )
|
||
return;
|
||
|
||
int i;
|
||
int end = vlist.size();
|
||
bool flip = false;
|
||
|
||
for( i = 2; i < end; ++i )
|
||
{
|
||
if( flip )
|
||
{
|
||
addTriplet( vlist[i - 1], vlist[i - 2], vlist[i] );
|
||
flip = false;
|
||
}
|
||
else
|
||
{
|
||
addTriplet( vlist[i - 2], vlist[i - 1], vlist[i] );
|
||
flip = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
void VRML_LAYER::processTri( void )
|
||
{
|
||
// notes:
|
||
// 1. each successive group of 3 vertices is a triangle
|
||
// 2. as per OpenGL specification, any incomplete triangles are to be ignored
|
||
|
||
if( vlist.size() < 3 )
|
||
return;
|
||
|
||
int i;
|
||
int end = vlist.size();
|
||
|
||
for( i = 2; i < end; i += 3 )
|
||
addTriplet( vlist[i - 2], vlist[i - 1], vlist[i] );
|
||
}
|
||
|
||
|
||
int VRML_LAYER::checkNContours( bool holes )
|
||
{
|
||
int nc = 0; // number of contours
|
||
|
||
if( contours.empty() )
|
||
return 0;
|
||
|
||
for( size_t i = 0; i < contours.size(); ++i )
|
||
{
|
||
if( contours[i]->size() < 3 )
|
||
continue;
|
||
|
||
if( ( holes && areas[i] <= 0.0 ) || ( !holes && areas[i] > 0.0 ) )
|
||
continue;
|
||
|
||
++nc;
|
||
}
|
||
|
||
return nc;
|
||
}
|
||
|
||
|
||
void VRML_LAYER::pushVertices( bool holes )
|
||
{
|
||
// push the internally held vertices
|
||
unsigned int i;
|
||
|
||
std::list<int>::const_iterator begin;
|
||
std::list<int>::const_iterator end;
|
||
GLdouble pt[3];
|
||
VERTEX_3D* vp;
|
||
|
||
for( i = 0; i < contours.size(); ++i )
|
||
{
|
||
if( contours[i]->size() < 3 )
|
||
continue;
|
||
|
||
if( ( holes && areas[i] <= 0.0 ) || ( !holes && areas[i] > 0.0 ) )
|
||
continue;
|
||
|
||
gluTessBeginContour( tess );
|
||
|
||
begin = contours[i]->begin();
|
||
end = contours[i]->end();
|
||
|
||
while( begin != end )
|
||
{
|
||
vp = vertices[ *begin ];
|
||
pt[0] = vp->x;
|
||
pt[1] = vp->y;
|
||
pt[2] = 0.0;
|
||
gluTessVertex( tess, pt, vp );
|
||
++begin;
|
||
}
|
||
|
||
gluTessEndContour( tess );
|
||
}
|
||
|
||
return;
|
||
}
|
||
|
||
|
||
VERTEX_3D* VRML_LAYER::getVertexByIndex( int aPointIndex, VRML_LAYER* holes )
|
||
{
|
||
if( aPointIndex < 0 || (unsigned int) aPointIndex >= ( idx + hidx + extra_verts.size() ) )
|
||
{
|
||
error = "getVertexByIndex():BUG: invalid index";
|
||
return NULL;
|
||
}
|
||
|
||
if( aPointIndex < idx )
|
||
{
|
||
// vertex is in the vertices[] list
|
||
return vertices[ aPointIndex ];
|
||
}
|
||
else if( aPointIndex >= idx + hidx )
|
||
{
|
||
// vertex is in the extra_verts[] list
|
||
return extra_verts[aPointIndex - idx - hidx];
|
||
}
|
||
|
||
// vertex is in the holes object
|
||
if( !holes )
|
||
{
|
||
error = "getVertexByIndex():BUG: invalid index";
|
||
return NULL;
|
||
}
|
||
|
||
VERTEX_3D* vp = holes->GetVertexByIndex( aPointIndex );
|
||
|
||
if( !vp )
|
||
{
|
||
std::ostringstream ostr;
|
||
ostr << "getVertexByIndex():FAILED: " << holes->GetError();
|
||
error = ostr.str();
|
||
return NULL;
|
||
}
|
||
|
||
return vp;
|
||
}
|
||
|
||
|
||
int VRML_LAYER::GetSize( void )
|
||
{
|
||
return vertices.size();
|
||
}
|
||
|
||
|
||
int VRML_LAYER::Import( int start, GLUtesselator* aTesselator )
|
||
{
|
||
if( start < 0 )
|
||
{
|
||
error = "Import(): invalid index ( start < 0 )";
|
||
return -1;
|
||
}
|
||
|
||
if( !aTesselator )
|
||
{
|
||
error = "Import(): NULL tesselator pointer";
|
||
return -1;
|
||
}
|
||
|
||
unsigned int i, j;
|
||
|
||
// renumber from 'start'
|
||
for( i = 0, j = vertices.size(); i < j; ++i )
|
||
{
|
||
vertices[i]->i = start++;
|
||
vertices[i]->o = -1;
|
||
}
|
||
|
||
// push each contour to the tesselator
|
||
VERTEX_3D* vp;
|
||
GLdouble pt[3];
|
||
|
||
std::list<int>::const_iterator cbeg;
|
||
std::list<int>::const_iterator cend;
|
||
|
||
for( i = 0; i < contours.size(); ++i )
|
||
{
|
||
if( contours[i]->size() < 3 )
|
||
continue;
|
||
|
||
cbeg = contours[i]->begin();
|
||
cend = contours[i]->end();
|
||
|
||
gluTessBeginContour( aTesselator );
|
||
|
||
while( cbeg != cend )
|
||
{
|
||
vp = vertices[ *cbeg++ ];
|
||
pt[0] = vp->x;
|
||
pt[1] = vp->y;
|
||
pt[2] = 0.0;
|
||
gluTessVertex( aTesselator, pt, vp );
|
||
}
|
||
|
||
gluTessEndContour( aTesselator );
|
||
}
|
||
|
||
return start;
|
||
}
|
||
|
||
|
||
VERTEX_3D* VRML_LAYER::GetVertexByIndex( int aPointIndex )
|
||
{
|
||
int i0 = vertices[0]->i;
|
||
|
||
if( aPointIndex < i0 || aPointIndex >= ( i0 + (int) vertices.size() ) )
|
||
{
|
||
error = "GetVertexByIndex(): invalid index";
|
||
return NULL;
|
||
}
|
||
|
||
return vertices[aPointIndex - i0];
|
||
}
|
||
|
||
|
||
const std::string& VRML_LAYER::GetError( void )
|
||
{
|
||
return error;
|
||
}
|
||
|
||
|
||
void VRML_LAYER::SetVertexOffsets( double aXoffset, double aYoffset )
|
||
{
|
||
offsetX = aXoffset;
|
||
offsetY = aYoffset;
|
||
return;
|
||
}
|
||
|
||
|
||
bool VRML_LAYER::Get3DTriangles( std::vector< double >& aVertexList,
|
||
std::vector< int > &aIndexPlane, std::vector< int > &aIndexSide,
|
||
double aTopZ, double aBotZ )
|
||
{
|
||
aVertexList.clear();
|
||
aIndexPlane.clear();
|
||
aIndexSide.clear();
|
||
|
||
if( ordmap.size() < 3 || outline.empty() )
|
||
return false;
|
||
|
||
if( aTopZ <= aBotZ )
|
||
{
|
||
double tmp = aBotZ;
|
||
aBotZ = aTopZ;
|
||
aTopZ = tmp;
|
||
}
|
||
|
||
VERTEX_3D* vp = getVertexByIndex( ordmap[0], pholes );
|
||
|
||
if( !vp )
|
||
return false;
|
||
|
||
size_t i;
|
||
size_t vsize = ordmap.size();
|
||
|
||
// top vertices
|
||
for( i = 0; i < vsize; ++i )
|
||
{
|
||
vp = getVertexByIndex( ordmap[i], pholes );
|
||
|
||
if( !vp )
|
||
{
|
||
aVertexList.clear();
|
||
return false;
|
||
}
|
||
|
||
aVertexList.push_back( vp->x + offsetX );
|
||
aVertexList.push_back( vp->y + offsetY );
|
||
aVertexList.push_back( aTopZ );
|
||
}
|
||
|
||
// bottom vertices
|
||
for( i = 0; i < vsize; ++i )
|
||
{
|
||
vp = getVertexByIndex( ordmap[i], pholes );
|
||
|
||
aVertexList.push_back( vp->x + offsetX );
|
||
aVertexList.push_back( vp->y + offsetY );
|
||
aVertexList.push_back( aBotZ );
|
||
}
|
||
|
||
// create the index lists .. it is difficult to estimate the list size
|
||
// a priori so instead we use a vector to help
|
||
|
||
bool holes_only = triplets.empty();
|
||
|
||
if( !holes_only )
|
||
{
|
||
// go through the triplet list and write out the indices based on order
|
||
std::list< TRIPLET_3D >::const_iterator tbeg = triplets.begin();
|
||
std::list< TRIPLET_3D >::const_iterator tend = triplets.end();
|
||
|
||
std::vector< int > aIndexBot;
|
||
|
||
while( tbeg != tend )
|
||
{
|
||
// top vertices
|
||
aIndexPlane.push_back( (int) tbeg->i1 );
|
||
aIndexPlane.push_back( (int) tbeg->i2 );
|
||
aIndexPlane.push_back( (int) tbeg->i3 );
|
||
|
||
// bottom vertices
|
||
aIndexBot.push_back( (int) ( tbeg->i2 + vsize ) );
|
||
aIndexBot.push_back( (int) ( tbeg->i1 + vsize ) );
|
||
aIndexBot.push_back( (int) ( tbeg->i3 + vsize ) );
|
||
|
||
++tbeg;
|
||
}
|
||
|
||
aIndexPlane.insert( aIndexPlane.end(), aIndexBot.begin(), aIndexBot.end() );
|
||
}
|
||
|
||
// compile indices for the walls joining top to bottom
|
||
int lastPoint;
|
||
int curPoint;
|
||
int curContour = 0;
|
||
|
||
std::list< std::list< int >* >::const_iterator obeg = outline.begin();
|
||
std::list< std::list< int >* >::const_iterator oend = outline.end();
|
||
std::list< int >* cp;
|
||
std::list< int >::const_iterator cbeg;
|
||
std::list< int >::const_iterator cend;
|
||
|
||
i = 2;
|
||
|
||
while( obeg != oend )
|
||
{
|
||
cp = *obeg;
|
||
|
||
if( cp->size() < 3 )
|
||
{
|
||
++obeg;
|
||
++curContour;
|
||
continue;
|
||
}
|
||
|
||
cbeg = cp->begin();
|
||
cend = cp->end();
|
||
lastPoint = *(cbeg++);
|
||
|
||
while( cbeg != cend )
|
||
{
|
||
curPoint = *(cbeg++);
|
||
|
||
if( !holes_only )
|
||
{
|
||
aIndexSide.push_back( curPoint );
|
||
aIndexSide.push_back( lastPoint );
|
||
aIndexSide.push_back( (int)( curPoint + vsize ) );
|
||
|
||
aIndexSide.push_back( (int)( curPoint + vsize ) );
|
||
aIndexSide.push_back( lastPoint );
|
||
aIndexSide.push_back( (int)( lastPoint + vsize ) );
|
||
}
|
||
else
|
||
{
|
||
aIndexSide.push_back( curPoint );
|
||
aIndexSide.push_back( (int)( curPoint + vsize ) );
|
||
aIndexSide.push_back( lastPoint );
|
||
|
||
aIndexSide.push_back( (int)( curPoint + vsize ) );
|
||
aIndexSide.push_back( (int)( lastPoint + vsize ) );
|
||
aIndexSide.push_back( lastPoint );
|
||
}
|
||
|
||
lastPoint = curPoint;
|
||
}
|
||
|
||
// check if the loop needs to be closed
|
||
cbeg = cp->begin();
|
||
cend = --cp->end();
|
||
|
||
curPoint = *(cbeg);
|
||
lastPoint = *(cend);
|
||
|
||
if( !holes_only )
|
||
{
|
||
aIndexSide.push_back( curPoint );
|
||
aIndexSide.push_back( lastPoint );
|
||
aIndexSide.push_back( (int)( curPoint + vsize ) );
|
||
|
||
aIndexSide.push_back( (int)( curPoint + vsize ) );
|
||
aIndexSide.push_back( lastPoint );
|
||
aIndexSide.push_back( (int)( lastPoint + vsize ) );
|
||
}
|
||
else
|
||
{
|
||
aIndexSide.push_back( curPoint );
|
||
aIndexSide.push_back( (int)( curPoint + vsize ) );
|
||
aIndexSide.push_back( lastPoint );
|
||
|
||
aIndexSide.push_back( (int)( curPoint + vsize ) );
|
||
aIndexSide.push_back( (int)( lastPoint + vsize ) );
|
||
aIndexSide.push_back( lastPoint );
|
||
}
|
||
|
||
++obeg;
|
||
++curContour;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
bool VRML_LAYER::Get2DTriangles( std::vector< double >& aVertexList,
|
||
std::vector< int > &aIndexPlane, double aHeight, bool aTopPlane )
|
||
{
|
||
aVertexList.clear();
|
||
aIndexPlane.clear();
|
||
|
||
if( ordmap.size() < 3 || outline.empty() )
|
||
return false;
|
||
|
||
VERTEX_3D* vp = getVertexByIndex( ordmap[0], pholes );
|
||
|
||
if( !vp )
|
||
return false;
|
||
|
||
size_t i;
|
||
size_t vsize = ordmap.size();
|
||
|
||
// vertices
|
||
for( i = 0; i < vsize; ++i )
|
||
{
|
||
vp = getVertexByIndex( ordmap[i], pholes );
|
||
|
||
if( !vp )
|
||
{
|
||
aVertexList.clear();
|
||
return false;
|
||
}
|
||
|
||
aVertexList.push_back( vp->x + offsetX );
|
||
aVertexList.push_back( vp->y + offsetY );
|
||
aVertexList.push_back( aHeight );
|
||
}
|
||
|
||
// create the index lists .. it is difficult to estimate the list size
|
||
// a priori so instead we use a vector to help
|
||
|
||
if( triplets.empty() )
|
||
return false;
|
||
|
||
// go through the triplet list and write out the indices based on order
|
||
std::list< TRIPLET_3D >::const_iterator tbeg = triplets.begin();
|
||
std::list< TRIPLET_3D >::const_iterator tend = triplets.end();
|
||
|
||
if( aTopPlane )
|
||
{
|
||
while( tbeg != tend )
|
||
{
|
||
// top vertices
|
||
aIndexPlane.push_back( (int) tbeg->i1 );
|
||
aIndexPlane.push_back( (int) tbeg->i2 );
|
||
aIndexPlane.push_back( (int) tbeg->i3 );
|
||
|
||
++tbeg;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
while( tbeg != tend )
|
||
{
|
||
// bottom vertices
|
||
aIndexPlane.push_back( (int) ( tbeg->i2 ) );
|
||
aIndexPlane.push_back( (int) ( tbeg->i1 ) );
|
||
aIndexPlane.push_back( (int) ( tbeg->i3 ) );
|
||
|
||
++tbeg;
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|