102 lines
2.8 KiB
C++
102 lines
2.8 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 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 <fctsys.h>
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#include <common.h>
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#include <macros.h>
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#include <base_struct.h>
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#include <gal/opengl/glm/glm.hpp>
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#include <vector>
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#include <kicad_string.h>
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#include <info3d_visu.h>
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#ifdef __WXMAC__
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# ifdef __DARWIN__
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# include <OpenGL/glu.h>
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# else
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# include <glu.h>
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# endif
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#else
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# include <GL/glu.h>
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#endif
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#include <wx/glcanvas.h>
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class S3D_MESH;
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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_Render();
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void openGL_RenderAllChilds();
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S3D_MATERIAL *m_Materials;
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// Point and index list
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std::vector< glm::vec3 > 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< glm::vec3 > m_PerFaceNormalsNormalized;
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std::vector< glm::vec3 > m_PerVertexNormalsNormalized;
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std::vector< int > m_MaterialIndex;
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glm::vec3 m_translation;
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glm::vec4 m_rotation;
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glm::vec3 m_scale;
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glm::vec4 m_scaleOrientation; // not used
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glm::vec3 m_center; // not used
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std::vector<S3D_MESH *> childs;
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private:
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std::vector< glm::vec3 > m_PerFaceNormalsRaw;
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std::vector< std::vector< glm::vec3 > > m_PerFaceVertexNormals;
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std::vector< glm::vec3 > m_PointNormalized;
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std::vector< float > m_PerFaceSquaredArea;
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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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};
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#endif
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