108 lines
3.4 KiB
C++
108 lines
3.4 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) 2014-2015 Mario Luzeiro <mrluzeiro@gmail.com>
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* Copyright (C) 1992-2014 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file 3d_mesh_model.h
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* @brief
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*/
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#ifndef __3D_MESH_MODEL_H__
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#define __3D_MESH_MODEL_H__
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#include <memory>
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#include <boost/shared_ptr.hpp>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#include <glm/glm.hpp>
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#include "3d_struct.h"
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#include "3d_material.h"
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#include "3d_rendering/3d_render_raytracing/shapes3D/cbbox.h"
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class S3D_MESH;
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/** A smart pointer to an S3D_MESH object */
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typedef boost::shared_ptr<S3D_MESH> S3D_MESH_PTR;
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/** A container of smar S3D_MESH object pointers */
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typedef std::vector<S3D_MESH_PTR> S3D_MESH_PTRS;
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class S3D_MESH
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{
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public:
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S3D_MESH();
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~S3D_MESH();
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void openGL_RenderAllChilds( bool aIsRenderingJustNonTransparentObjects,
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bool aIsRenderingJustTransparentObjects );
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S3D_MATERIAL *m_Materials;
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// Point and index list
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std::vector< S3D_VERTEX > m_Point;
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std::vector< std::vector<int> > m_CoordIndex;
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std::vector< std::vector<int> > m_NormalIndex;
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std::vector< S3D_VERTEX > m_PerFaceColor;
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std::vector< S3D_VERTEX > m_PerFaceNormalsNormalized;
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std::vector< S3D_VERTEX > m_PerVertexNormalsNormalized;
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std::vector< int > m_MaterialIndexPerFace;
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std::vector< std::vector<int> > m_MaterialIndexPerVertex;
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S3D_MESH_PTRS childs;
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S3D_VERTEX m_translation;
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glm::vec4 m_rotation;
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S3D_VERTEX m_scale;
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CBBOX &getBBox();
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private:
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std::vector< S3D_VERTEX > m_PerFaceNormalsRaw_X_PerFaceSquaredArea;
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std::vector< std::vector< S3D_VERTEX > > m_PerFaceVertexNormals;
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std::vector< S3D_VERTEX > m_PointNormalized;
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std::vector< std::vector<int> > m_InvalidCoordIndexes; //!TODO: check for invalid CoordIndex in file and remove the index and the same material index
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bool isPerFaceNormalsComputed;
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void calcPerFaceNormals ();
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bool isPointNormalizedComputed;
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void calcPointNormalized();
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bool isPerPointNormalsComputed;
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void calcPerPointNormals();
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bool isPerVertexNormalsVerified;
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void perVertexNormalsVerify_and_Repair();
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void calcBBox();
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void calcBBoxAllChilds();
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CBBOX m_BBox;
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void openGL_Render( bool aIsRenderingJustNonTransparentObjects,
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bool aIsRenderingJustTransparentObjects );
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};
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#endif
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