kicad/3d-viewer/modelparsers.h

299 lines
8.9 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2013 Tuomas Vaherkoski <tuomasvaherkoski@gmail.com>
* Copyright (C) 1992-2015 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file modelparsers.h
*/
#ifndef MODELPARSERS_H
#define MODELPARSERS_H
#include <map>
#include <memory>
#include <vector>
#include <wx/string.h>
#include <3d_mesh_model.h>
class S3D_MASTER;
class X3D_MODEL_PARSER;
/**
* abstract class S3D_MODEL_PARSER
* Base class for 3D model parsers.
*/
class S3D_MODEL_PARSER
{
public:
S3D_MODEL_PARSER( S3D_MASTER* aMaster ) :
master( aMaster )
{}
virtual ~S3D_MODEL_PARSER(){}
S3D_MASTER* GetMaster()
{
return master;
}
/**
* Function Create
* Factory method for creating concrete 3D model parsers
* Notice that the caller is responsible to delete created parser.
*
* @param aMaster is master object that the parser will fill.
* @param aExtension is file extension of the file you are going to parse.
*/
static S3D_MODEL_PARSER* Create( S3D_MASTER* aMaster, const wxString aExtension );
/**
* virtual Function
* Concrete parsers should implement this function
* @param aFilename = the full file name of the file to load
* @return true if as succeeded
*/
virtual bool Load( const wxString& aFilename )
{
return false;
};
S3D_MESH_PTRS childs;
private:
S3D_MASTER* master;
};
class wxXmlNode;
/**
* class X3D_MODEL_PARSER
* Implements parser for X3D file format (VRML2.0 successor)
* X3D files can be exported from eg. Blender */
class X3D_MODEL_PARSER: public S3D_MODEL_PARSER
{
public:
X3D_MODEL_PARSER( S3D_MASTER* aMaster );
~X3D_MODEL_PARSER();
bool Load( const wxString& aFilename );
typedef std::map< wxString, wxString > PROPERTY_MAP;
typedef std::vector< wxXmlNode* > NODE_LIST;
/**
* Function GetChildsByName
* Searches all child nodes with aName.
*
* @param aParent is node to search from
* @param aName is the name of node you try to find
* @param aResult contains found nodes
*/
static void GetChildsByName( wxXmlNode* aParent, const wxString aName, NODE_LIST& aResult );
/**
* Function GetNodeProperties
* Collects all node properties to map.
*
* @param aNode is an XML node.
* @param aProps contains map of found properties.
*/
static void GetNodeProperties( wxXmlNode* aNode, PROPERTY_MAP& aProps );
private:
wxString m_Filename;
S3D_MESH_PTR m_model;
std::vector< wxString > vrml_materials;
std::vector< wxString > vrml_points;
std::vector< wxString > vrml_coord_indexes;
void readTransform( wxXmlNode* aTransformNode );
void readMaterial( wxXmlNode* aMatNode );
void readIndexedFaceSet( wxXmlNode* aFaceNode, PROPERTY_MAP& aTransfromProps );
bool parseDoubleTriplet( const wxString& aData, S3D_VERTEX& aResult );
void rotate( S3D_VERTEX& aCoordinate, S3D_VERTEX& aRotAxis, double angle );
};
typedef std::map< std::string, std::vector< glm::vec3 > > VRML2_COORDINATE_MAP;
typedef std::map< std::string, S3D_MESH_PTR > VRML2_DEF_GROUP_MAP;
/**
* class VRML2_MODEL_PARSER
* Parses
*/
class VRML2_MODEL_PARSER
{
public:
VRML2_MODEL_PARSER( S3D_MODEL_PARSER* aModelParser );
~VRML2_MODEL_PARSER();
bool Load( const wxString& aFilename );
/**
* Function Load
* Load a VRML2 filename and apply a transformation to the root
* @param aFilename file name with path
* @param aTransformationModel a model with translation, rotation and scale to apply to default root
* @return bool - true if finnished with success
*/
bool Load( const wxString& aFilename, S3D_MESH_PTR aTransformationModel );
/**
* Return string representing VRML2 file in vrml2 format
* Function Load must be called before this function, otherwise empty
* data set is returned.
*/
wxString VRML2_representation();
private:
int loadFileModel( S3D_MESH_PTR transformationModel );
int read_Transform();
int read_DEF();
int read_DEF_Coordinate();
int read_Shape();
int read_appearance();
int read_Appearance();
int read_material();
int read_Material();
int read_IndexedFaceSet();
int read_IndexedLineSet();
int read_Coordinate();
int read_CoordinateDef();
int read_Normal();
int read_NormalIndex();
int read_Color();
int read_coordIndex();
int read_colorIndex();
int read_geometry();
int read_IndexedFaceSet_USE();
int read_Transform_USE();
int read_Inline();
/** Function debug_enter
* Used in debug to increase a ' ' in the m_debugSpacer,
* should be called after the first debug comment in a function
*/
void debug_enter();
/** Function debug_exit
* Used in debug to decrease a ' ' in the m_debugSpacer,
* should be called before the last debug comment in a funtion before exit
*/
void debug_exit();
bool m_normalPerVertex;
bool colorPerVertex;
S3D_MESH_PTR m_model; ///< It stores the current model that the parsing is adding data
FILE* m_file;
wxFileName m_Filename;
VRML2_COORDINATE_MAP m_defCoordinateMap;
VRML2_DEF_GROUP_MAP m_defGroupMap; ///< Stores a list of labels for groups and meshs that will be used later by the USE keyword
S3D_MODEL_PARSER* m_ModelParser;
S3D_MASTER* m_Master;
wxString m_debugSpacer; ///< Used to give identation space
int m_counter_DEF_GROUP; ///< Counts the number of DEF * GROUPS used
int m_counter_USE_GROUP; ///< Counts the number of USE * used, in the end, if m_counter_DEF_GROUP > 0 and m_counter_USE_GROUP == 0 then it will add the first group with childs
bool m_discardLastGeometry; ///< If true, it should not store the latest loaded geometry (used to discard IndexedLineSet, but load it)
};
/**
* class VRML1_MODEL_PARSER
* Parses
*/
class VRML1_MODEL_PARSER
{
public:
VRML1_MODEL_PARSER( S3D_MODEL_PARSER* aModelParser );
~VRML1_MODEL_PARSER();
bool Load( const wxString& aFilename );
/**
* Return string representing VRML2 file in vrml2 format
* Function Load must be called before this function, otherwise empty
* data set is returned.
*/
wxString VRML2_representation();
private:
int read_separator();
int readMaterial();
int readCoordinate3();
int readIndexedFaceSet();
int readMaterial_ambientColor();
int readMaterial_diffuseColor();
int readMaterial_emissiveColor();
int readMaterial_specularColor();
int readMaterial_shininess();
int readMaterial_transparency();
int readCoordinate3_point();
int readIndexedFaceSet_coordIndex();
int readIndexedFaceSet_materialIndex();
bool m_normalPerVertex;
bool colorPerVertex;
S3D_MESH_PTR m_model;
FILE* m_file;
wxString m_Filename;
S3D_MODEL_PARSER* m_ModelParser;
S3D_MASTER* m_Master;
};
/**
* class VRML_MODEL_PARSER
* Parses
*/
class VRML_MODEL_PARSER: public S3D_MODEL_PARSER
{
public:
/**
* ctor: initialize a VRML file parser
* @param aMaster = a ref to a 3D footprint shape description to fill
* by the vrml file data
*/
VRML_MODEL_PARSER( S3D_MASTER* aMaster );
~VRML_MODEL_PARSER();
/**
* Function load
* Load a 3D file and build a S3D_MASTER shape.
* file has .vrml ext and can be VRML 1 or VRML 2 format
* @param aFilename = the full filename to read
* @param aVrmlunits_to_3Dunits = the csaling factor to convert the 3D file unit
* to our internal units.
*/
bool Load( const wxString& aFilename );
};
#endif // MODELPARSERS_H