542 lines
13 KiB
C++
542 lines
13 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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*
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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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#include <iostream>
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#include <fstream>
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#include <string>
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#include <locale.h>
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#include <wx/filename.h>
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#include <wx/string.h>
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#include "plugins/3dapi/ifsg_api.h"
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#include "plugins/3dapi/sg_types.h"
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#include "3d_cache/sg/sg_node.h"
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#include "3d_cache/sg/scenegraph.h"
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#include "3d_cache/sg/sg_appearance.h"
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#include "3d_cache/sg/sg_colors.h"
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#include "3d_cache/sg/sg_coordindex.h"
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#include "3d_cache/sg/sg_coords.h"
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#include "3d_cache/sg/sg_faceset.h"
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#include "3d_cache/sg/sg_normals.h"
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#include "3d_cache/sg/sg_shape.h"
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#include "3d_cache/sg/sg_version.h"
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#include "3d_cache/sg/sg_helpers.h"
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#include "3d_info.h"
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#include "plugins/3dapi/c3dmodel.h"
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#ifdef DEBUG
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static char BadNode[] = " * [BUG] NULL pointer passed for aNode\n";
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#endif
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static void formatMaterial( SMATERIAL& mat, SGAPPEARANCE const* app )
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{
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float v0, v1, v2;
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v0 = app->ambient;
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mat.m_Ambient.x = v0;
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mat.m_Ambient.y = v0;
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mat.m_Ambient.z = v0;
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app->diffuse.GetColor( v0, v1, v2 );
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mat.m_Diffuse.x = v0;
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mat.m_Diffuse.y = v1;
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mat.m_Diffuse.z = v2;
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app->emissive.GetColor( v0, v1, v2 );
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mat.m_Emissive.x = v0;
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mat.m_Emissive.y = v1;
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mat.m_Emissive.z = v2;
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app->specular.GetColor( v0, v1, v2 );
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mat.m_Specular.x = v0;
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mat.m_Specular.y = v1;
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mat.m_Specular.z = v2;
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mat.m_Shininess = app->shininess;
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mat.m_Transparency = app->transparency;
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return;
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}
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class VRML_LOCALE
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{
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private:
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std::string lname;
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public:
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VRML_LOCALE()
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{
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lname = setlocale( LC_NUMERIC, NULL );
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setlocale( LC_NUMERIC, "C" ); // switch the numerics locale to "C"
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}
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~VRML_LOCALE()
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{
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setlocale( LC_NUMERIC, lname.c_str() ); // revert to the previous locale
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}
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};
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bool S3D::WriteVRML( const wxString& filename, bool overwrite, SGNODE* aTopNode,
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bool reuse, bool renameNodes )
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{
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if( wxFileName::Exists( filename ) )
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{
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if( !overwrite )
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return false;
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// make sure we make no attempt to write a directory
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if( !wxFileName::FileExists( filename ) )
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return false;
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}
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if( NULL == aTopNode )
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{
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#ifdef DEBUG
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << " * [BUG] NULL pointer passed for aTopNode\n";
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#endif
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return false;
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}
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if( S3D::SGTYPE_TRANSFORM != aTopNode->GetNodeType() )
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{
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#ifdef DEBUG
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << " * [BUG] aTopNode is not a SCENEGRAPH object\n";
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#endif
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return false;
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}
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VRML_LOCALE vrmlLocale;
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std::ofstream op;
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op.open( filename.ToUTF8(), std::ios_base::out | std::ios_base::trunc
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| std::ios_base::binary );
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if( !op.is_open() )
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{
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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wxString errmsg = _( "failed to open file" );
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std::cerr << " * [INFO] " << errmsg.ToUTF8() << " '" << filename.ToUTF8() << "'\n";
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return false;
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}
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op << "#VRML V2.0 utf8\n";
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if( renameNodes )
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{
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aTopNode->ResetNodeIndex();
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aTopNode->ReNameNodes();
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}
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aTopNode->WriteVRML( op, reuse );
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if( !op.fail() )
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{
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op.close();
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return true;
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}
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op.close();
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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wxString errmsg = _( "problems encountered writing file" );
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std::cerr << " * [INFO] " << errmsg.ToUTF8() << " '" << filename.ToUTF8() << "'\n";
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return false;
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}
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void S3D::ResetNodeIndex( SGNODE* aNode )
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{
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if( NULL == aNode )
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{
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#ifdef DEBUG
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << BadNode;
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#endif
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return;
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}
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aNode->ResetNodeIndex();
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return;
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}
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void S3D::RenameNodes( SGNODE* aNode )
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{
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if( NULL == aNode )
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{
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#ifdef DEBUG
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << BadNode;
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#endif
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return;
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}
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aNode->ReNameNodes();
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return;
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}
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void S3D::DestroyNode( SGNODE* aNode )
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{
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if( NULL == aNode )
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{
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#ifdef DEBUG
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << BadNode;
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#endif
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return;
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}
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delete aNode;
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return;
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}
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bool S3D::WriteCache( const wxString& aFileName, bool overwrite, SGNODE* aNode )
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{
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if( NULL == aNode )
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{
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#ifdef DEBUG
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << BadNode;
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#endif
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return false;
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}
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if( wxFileName::Exists( aFileName ) )
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{
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if( !overwrite )
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{
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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wxString errmsg = _( "file exists; not overwriting" );
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std::cerr << " * [INFO] " << errmsg.ToUTF8() << " '";
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std::cerr << aFileName.ToUTF8() << "'\n";
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return false;
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}
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// make sure we make no attempt to write a directory
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if( !wxFileName::FileExists( aFileName ) )
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{
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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wxString errmsg = _( "specified path is a directory" );
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std::cerr << " * [INFO] " << errmsg.ToUTF8() << " '";
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std::cerr << aFileName.ToUTF8() << "'\n";
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return false;
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}
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}
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std::ofstream output;
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output.open( aFileName.ToUTF8(), std::ios_base::out | std::ios_base::trunc
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| std::ios_base::binary );
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if( !output.is_open() )
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{
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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wxString errmsg = _( "failed to open file" );
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std::cerr << " * [INFO] " << errmsg.ToUTF8() << " '" << aFileName.ToUTF8() << "'\n";
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return false;
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}
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bool rval = aNode->WriteCache( output, NULL );
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output.close();
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#ifdef DEBUG
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if( !rval )
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{
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << " * [INFO] problems encountered writing cache file '";
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std::cerr << aFileName.ToUTF8() << "'\n";
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}
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#endif
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return rval;
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}
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SGNODE* S3D::ReadCache( const wxString& aFileName )
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{
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if( !wxFileName::FileExists( aFileName ) )
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{
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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wxString errmsg = _( "no such file" );
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std::cerr << " * [INFO] " << errmsg.ToUTF8() << " '";
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std::cerr << aFileName.ToUTF8() << "'\n";
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}
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SGNODE* np = new SCENEGRAPH( NULL );
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if( NULL == np )
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{
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#ifdef DEBUG
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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std::cerr << " * [INFO] failed to instantiate SCENEGRAPH\n";
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#endif
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return NULL;
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}
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std::ifstream file;
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file.open( aFileName.ToUTF8(), std::ios_base::in | std::ios_base::binary );
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if( !file.is_open() )
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{
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delete np;
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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wxString errmsg = _( "failed to open file" );
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std::cerr << " * [INFO] " << " '";
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std::cerr << aFileName.ToUTF8() << "'\n";
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return NULL;
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}
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bool rval = np->ReadCache( file, NULL );
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file.close();
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if( !rval )
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{
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delete np;
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std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
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wxString errmsg = _( "problems encountered reading cache file" );
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std::cerr << " * [INFO] " << errmsg.ToUTF8() << " '";
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std::cerr << aFileName.ToUTF8() << "'\n";
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return NULL;
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}
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return np;
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}
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S3DMODEL* S3D::GetModel( SCENEGRAPH* aNode )
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{
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if( NULL == aNode )
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return NULL;
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if( aNode->GetNodeType() != S3D::SGTYPE_TRANSFORM )
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return NULL;
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S3D::MATLIST materials;
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std::vector< SMESH > meshes;
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// the materials list shall have a default color; although the VRML
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// default is an opaque black, the default used here shall be a median
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// gray in hopes that it may help highlight faulty models; this color is
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// also typical of MCAD applications. When a model has no associated
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// material color it shall be assigned the index 0.
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SGAPPEARANCE app( NULL );
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app.ambient = 0.9;
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app.diffuse = SGCOLOR( 0.6, 0.6, 0.6 );
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app.specular = app.diffuse;
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app.shininess = 0.05;
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app.transparency = 0.0;
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materials.matorder.push_back( &app );
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materials.matmap.insert( std::pair< SGAPPEARANCE const*, int >( &app, 0 ) );
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if( aNode->Prepare( NULL, materials, meshes ) )
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{
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if( meshes.empty() )
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return NULL;
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S3DMODEL* model = S3D::New3DModel();
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// add all the materials
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size_t j = materials.matorder.size();
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SMATERIAL* lmat = new SMATERIAL[j];
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for( int i = 0; i < j; ++i )
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formatMaterial( lmat[i], materials.matorder[i] );
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model->m_Materials = lmat;
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model->m_MaterialsSize = j;
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// add all the meshes
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j = meshes.size();
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SMESH* lmesh = new SMESH[j];
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for( int i = 0; i < j; ++i )
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lmesh[i] = meshes[i];
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model->m_Meshes = lmesh;
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model->m_MeshesSize = j;
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return model;
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}
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size_t j = meshes.size();
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for( size_t i = 0; i < j; ++i )
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S3D::Free3DMesh( meshes[i] );
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return NULL;
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}
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void S3D::Destroy3DModel( S3DMODEL** aModel )
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{
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if( NULL == aModel || NULL == *aModel )
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return;
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S3DMODEL* m = *aModel;
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S3D::FREE_S3DMODEL( *m );
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delete m;
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*aModel = NULL;
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return;
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}
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void Free3DModel( S3DMODEL& aModel )
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{
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S3D::FREE_S3DMODEL( aModel );
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return;
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}
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void S3D::Free3DMesh( SMESH& aMesh )
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{
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S3D::FREE_SMESH( aMesh );
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return;
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}
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S3DMODEL* S3D::New3DModel( void )
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{
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S3DMODEL* mp = new S3DMODEL;
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S3D::INIT_S3DMODEL( *mp );
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return mp;
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}
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void S3D::Init3DMaterial( SMATERIAL& aMat )
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{
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S3D::INIT_SMATERIAL( aMat );
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return;
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}
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void S3D::Init3DMesh( SMESH& aMesh )
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{
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S3D::INIT_SMESH( aMesh );
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return;
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}
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void S3D::GetLibVersion( unsigned char* Major, unsigned char* Minor,
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unsigned char* Patch, unsigned char* Revision )
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{
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if( Major )
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*Major = SG_VERSION_MAJOR;
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if( Minor )
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*Minor = SG_VERSION_MINOR;
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if( Revision )
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*Revision = SG_VERSION_REVNO;
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if( Patch )
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*Patch = SG_VERSION_PATCH;
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return;
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}
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SGVECTOR S3D::CalcTriNorm( const SGPOINT& p1, const SGPOINT& p2, const SGPOINT& p3 )
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{
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glm::dvec3 tri = glm::dvec3( 0.0, 0.0, 0.0 );
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glm::dvec3 pts[3];
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pts[0] = glm::dvec3( p1.x, p1.y, p1.z );
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pts[1] = glm::dvec3( p2.x, p2.y, p2.z );
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pts[2] = glm::dvec3( p3.x, p3.y, p3.z );
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// degenerate points are given a default 0, 0, 1 normal
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if( S3D::degenerate( pts ) )
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return SGVECTOR( 0.0, 0.0, 1.0 );
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// normal
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tri = cross( pts[1] - pts[0], pts[2] - pts[0] );
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normalize( tri );
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return SGVECTOR( tri.x, tri.y, tri.z );
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}
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S3D::SGTYPES S3D::GetSGNodeType( SGNODE* aNode )
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{
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if( NULL == aNode )
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return SGTYPE_END;
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return aNode->GetNodeType();
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}
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SGNODE* S3D::GetSGNodeParent( SGNODE* aNode )
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{
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if( NULL == aNode )
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return NULL;
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return aNode->GetParent();
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}
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bool S3D::AddSGNodeRef( SGNODE* aParent, SGNODE* aChild )
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{
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if( NULL == aParent || NULL == aChild )
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return false;
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return aParent->AddRefNode( aChild );
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}
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bool S3D::AddSGNodeChild( SGNODE* aParent, SGNODE* aChild )
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{
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if( NULL == aParent || NULL == aChild )
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return false;
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return aParent->AddChildNode( aChild );
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}
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void S3D::AssociateSGNodeWrapper( SGNODE* aObject, SGNODE** aRefPtr )
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{
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if( NULL == aObject || NULL == aRefPtr || aObject != *aRefPtr )
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return;
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aObject->AssociateWrapper( aRefPtr );
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return;
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}
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