620 lines
17 KiB
C++
620 lines
17 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) 2013 Tuomas Vaherkoski <tuomasvaherkoski@gmail.com>
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* Copyright (C) 1992-2015 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 x3dmodelparser.cpp
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*/
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#include <fctsys.h>
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#include <macros.h>
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#include <info3d_visu.h>
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#include <wx/xml/xml.h>
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#include <wx/tokenzr.h>
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#include <wx/string.h>
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#include <map>
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#include <queue>
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#include <vector>
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#include <3d_struct.h>
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#include <modelparsers.h>
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#include <xnode.h>
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X3D_MODEL_PARSER::X3D_MODEL_PARSER( S3D_MASTER* aMaster ) :
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S3D_MODEL_PARSER( aMaster )
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{
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m_model = NULL;
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}
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X3D_MODEL_PARSER::~X3D_MODEL_PARSER()
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{
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}
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void X3D_MODEL_PARSER::Load( const wxString& aFilename, double aVrmlUnitsTo3DUnits )
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{
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wxXmlDocument doc;
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if( !doc.Load( aFilename ) )
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{
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wxLogError( wxT( "Error while parsing file '%s'" ), GetChars( aFilename ) );
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return;
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}
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if( doc.GetRoot()->GetName() != wxT( "X3D" ) )
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{
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wxLogError( wxT( "Filetype is not X3D '%s'" ), GetChars( aFilename ) );
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return;
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}
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float vrmlunits_to_3Dunits = aVrmlUnitsTo3DUnits;
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glScalef( vrmlunits_to_3Dunits, vrmlunits_to_3Dunits, vrmlunits_to_3Dunits );
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glm::vec3 matScale( GetMaster()->m_MatScale.x, GetMaster()->m_MatScale.y,
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GetMaster()->m_MatScale.z );
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glm::vec3 matRot( GetMaster()->m_MatRotation.x, GetMaster()->m_MatRotation.y,
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GetMaster()->m_MatRotation.z );
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glm::vec3 matPos( GetMaster()->m_MatPosition.x, GetMaster()->m_MatPosition.y,
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GetMaster()->m_MatPosition.z );
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glTranslatef( matPos.x * SCALE_3D_CONV, matPos.y * SCALE_3D_CONV, matPos.z * SCALE_3D_CONV );
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glRotatef( -matRot.z, 0.0f, 0.0f, 1.0f );
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glRotatef( -matRot.y, 0.0f, 1.0f, 0.0f );
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glRotatef( -matRot.x, 1.0f, 0.0f, 0.0f );
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glScalef( matScale.x, matScale.y, matScale.z );
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// Switch the locale to standard C (needed to print floating point numbers)
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LOCALE_IO toggle;
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childs.clear();
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// Shapes are inside of Transform nodes
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// Transform node contains information about
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// transition, scale and rotation of the shape
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NODE_LIST transforms;
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GetChildsByName( doc.GetRoot(), wxT( "Transform" ), transforms );
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for( NODE_LIST::iterator node_it = transforms.begin();
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node_it != transforms.end();
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node_it++ )
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{
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m_model = new S3D_MESH();
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childs.push_back( m_model );
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readTransform( *node_it );
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}
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// DBG( printf( "chils size:%lu\n", childs.size() ) );
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if( GetMaster()->IsOpenGlAllowed() )
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{
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for( unsigned int idx = 0; idx < childs.size(); idx++ )
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{
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childs[idx]->openGL_RenderAllChilds();
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}
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}
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}
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wxString X3D_MODEL_PARSER::VRML2_representation()
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{
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wxString output;
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for( unsigned i = 0; i < vrml_points.size(); i++ )
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{
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output +=
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wxT( "Shape {\n"
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" appearance Appearance {\n"
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" material Material {\n" ) +
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vrml_materials[i] +
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wxT( " }\n"
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" }\n"
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" geometry IndexedFaceSet {\n"
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" solid TRUE\n"
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" coord Coordinate {\n"
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" point [\n" ) +
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vrml_points[i] +
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wxT( " ]\n"
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" }\n"
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" coordIndex [\n" ) +
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vrml_coord_indexes[i] +
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wxT( " ]\n"
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" }\n"
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"},\n" );
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}
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return output;
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}
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void X3D_MODEL_PARSER::GetChildsByName( wxXmlNode* aParent,
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const wxString aName,
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std::vector<wxXmlNode*>& aResult )
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{
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// Breadth-first search (BFS)
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std::queue<wxXmlNode*> found;
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found.push( aParent );
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while( !found.empty() )
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{
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wxXmlNode* elem = found.front();
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for( wxXmlNode* child = elem->GetChildren();
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child != NULL;
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child = child->GetNext() )
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{
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if( child->GetName() == aName )
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{
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aResult.push_back( child );
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}
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found.push( child );
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}
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found.pop();
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}
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}
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void X3D_MODEL_PARSER::GetNodeProperties( wxXmlNode* aNode, PROPERTY_MAP& aProps )
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{
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wxXmlAttribute* prop;
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for( prop = aNode->GetAttributes();
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prop != NULL;
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prop = prop->GetNext() )
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{
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aProps[ prop->GetName() ] = prop->GetValue();
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}
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}
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/* Private ----- */
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void X3D_MODEL_PARSER::readTransform( wxXmlNode* aTransformNode )
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{
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NODE_LIST childnodes;
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GetChildsByName( aTransformNode, wxT( "Material" ), childnodes );
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for( NODE_LIST::iterator node = childnodes.begin();
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node != childnodes.end();
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node++ )
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{
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readMaterial( *node );
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}
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childnodes.clear();
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PROPERTY_MAP properties;
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GetNodeProperties( aTransformNode, properties );
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GetChildsByName( aTransformNode, wxT( "IndexedFaceSet" ), childnodes );
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for( NODE_LIST::iterator node = childnodes.begin();
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node != childnodes.end();
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node++ )
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{
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readIndexedFaceSet( *node, properties );
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}
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childnodes.clear();
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}
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void X3D_MODEL_PARSER::readMaterial( wxXmlNode* aMatNode )
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{
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glm::vec3 color;
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PROPERTY_MAP properties;
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GetNodeProperties( aMatNode, properties );
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// DEFine new Material named as value of DEF
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if( properties.find( wxT( "DEF" ) ) != properties.end() )
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{
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double amb, shine, transp;
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S3D_MATERIAL* material = new S3D_MATERIAL( GetMaster(), properties[ wxT( "DEF" ) ] );
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GetMaster()->Insert( material );
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m_model->m_Materials = material;
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if( !parseDoubleTriplet( properties[ wxT( "diffuseColor" ) ], color ) )
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{
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// DBG( printf( "diffuseColor parsing error" ) );
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}
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else
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{
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m_model->m_Materials->m_DiffuseColor.push_back( color );
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}
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if( !parseDoubleTriplet( properties[ wxT( "specularColor" ) ], color ) )
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{
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// DBG( printf( "specularColor parsing error" ) );
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}
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else
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{
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m_model->m_Materials->m_SpecularColor.push_back( color );
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}
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if( !parseDoubleTriplet( properties[ wxT( "emissiveColor" ) ], color ) )
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{
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// DBG( printf( "emissiveColor parsing error" ) );
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}
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else
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{
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m_model->m_Materials->m_EmissiveColor.push_back( color );
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}
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wxStringTokenizer values;
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values.SetString( properties[ wxT( "ambientIntensity" ) ] );
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if( values.GetNextToken().ToDouble( &amb ) )
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{
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m_model->m_Materials->m_AmbientColor.push_back( glm::vec3( amb, amb, amb ) );
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}
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else
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{
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// DBG( printf( "ambienterror" ) );
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}
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values.SetString( properties[ wxT( "shininess" ) ] );
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if( values.GetNextToken().ToDouble( &shine ) )
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{
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// VRML value is normalized and openGL expects a value 0 - 128
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if( shine > 1.0 )
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{
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shine = 1.0;
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} else if( shine < 0.0 )
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{
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shine = 0.0;
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}
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shine = shine * 128.0f;
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m_model->m_Materials->m_Shininess.push_back( shine );
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}
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else
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{
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// DBG( printf( "shininess error" ) );
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}
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values.SetString( properties[ wxT( "transparency" ) ] );
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if( values.GetNextToken().ToDouble( &transp ) )
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{
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m_model->m_Materials->m_Transparency.push_back( transp );
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}
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else
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{
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// DBG( printf( "trans error" ) );
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}
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// VRML
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wxString vrml_material;
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PROPERTY_MAP::const_iterator p = ++properties.begin(); // skip DEF
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for( ; p != properties.end(); p++ )
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{
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vrml_material.Append( p->first + wxT( " " ) + p->second + wxT( "\n" ) );
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}
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vrml_materials.push_back( vrml_material );
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}
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// USE existing material named by value of USE
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else if( properties.find( wxT( "USE" ) ) != properties.end() )
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{
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S3D_MATERIAL* material = NULL;
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wxString mat_name = properties[ wxT( "USE" ) ];
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for( material = GetMaster()->m_Materials; material; material = material->Next() )
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{
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if( material->m_Name == mat_name )
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{
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wxString vrml_material;
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vrml_material.Append( wxString::Format( wxT( "specularColor %f %f %f\n" ),
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material->m_SpecularColor[0].x,
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material->m_SpecularColor[0].y,
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material->m_SpecularColor[0].z ) );
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vrml_material.Append( wxString::Format( wxT( "diffuseColor %f %f %f\n" ),
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material->m_DiffuseColor[0].x,
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material->m_DiffuseColor[0].y,
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material->m_DiffuseColor[0].z ) );
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vrml_material.Append( wxString::Format( wxT( "emissiveColor %f %f %f\n" ),
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material->m_EmissiveColor[0].x,
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material->m_EmissiveColor[0].y,
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material->m_EmissiveColor[0].z ) );
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vrml_material.Append( wxString::Format( wxT( "ambientIntensity %f\n" ),
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material->m_AmbientColor[0].x ) );
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vrml_material.Append( wxString::Format( wxT( "shininess %f\n" ),
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material->m_Shininess[0] ) );
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vrml_material.Append( wxString::Format( wxT( "transparency %f\n" ),
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material->m_Transparency[0] ) );
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vrml_materials.push_back( vrml_material );
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m_model->m_Materials = material;
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return;
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}
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}
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// DBG( printf( "ReadMaterial error: material not found\n" ) );
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}
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}
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bool X3D_MODEL_PARSER::parseDoubleTriplet( const wxString& aData,
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S3D_VERTEX& aResult )
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{
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wxStringTokenizer tokens( aData );
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double x = 0;
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double y = 0;
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double z = 0;
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bool ret = tokens.GetNextToken().ToDouble( &x )
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&& tokens.GetNextToken().ToDouble( &y )
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&& tokens.GetNextToken().ToDouble( &z );
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aResult.x = x;
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aResult.y = y;
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aResult.z = z;
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return ret;
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}
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void X3D_MODEL_PARSER::rotate( S3D_VERTEX& aV,
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S3D_VERTEX& aU,
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double angle )
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{
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S3D_VERTEX rotated;
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double C = cos( angle );
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double S = sin( angle );
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double t = 1.0 - C;
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rotated.x = ( t * aU.x * aU.x + C ) * aV.x +
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( t * aU.x * aU.y - S * aU.z ) * aV.y +
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( t * aU.x * aU.z + S * aU.y ) * aV.z;
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rotated.y = ( t * aU.x * aU.y + S * aU.z ) * aV.x +
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( t * aU.y * aU.y + C ) * aV.y +
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( t * aU.y * aU.z - S * aU.x ) * aV.z;
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rotated.z = ( t * aU.x * aU.z - S * aU.y ) * aV.x +
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( t * aU.y * aU.z + S * aU.x ) * aV.y +
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( t * aU.z * aU.z + C) * aV.z;
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aV.x = rotated.x;
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aV.y = rotated.y;
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aV.z = rotated.z;
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}
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/* Steps:
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* 1. Read transform data
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* 2. Read vertex triplets
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* 3. Read coordinate indexes
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* 4. Apply geometry to Master object
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*/
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void X3D_MODEL_PARSER::readIndexedFaceSet( wxXmlNode* aFaceNode,
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PROPERTY_MAP& aTransformProps )
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{
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/* Step 1: Read transform data
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* --------------------------- */
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S3D_VERTEX translation;
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parseDoubleTriplet( aTransformProps[ wxT( "translation" ) ], translation );
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S3D_VERTEX scale;
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parseDoubleTriplet( aTransformProps[ wxT( "scale" ) ], scale );
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S3D_VERTEX rotation;
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double angle = 0.0;
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wxStringTokenizer tokens( aTransformProps[ wxT( "rotation" ) ] );
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double x, y, z;
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if( !( tokens.GetNextToken().ToDouble( &x )
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&& tokens.GetNextToken().ToDouble( &y )
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&& tokens.GetNextToken().ToDouble( &z )
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&& tokens.GetNextToken().ToDouble( &angle ) ) )
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{
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// DBG( printf( "rotation read error" ) );
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}
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else
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{
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rotation.x = x;
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rotation.y = y;
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rotation.z = z;
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}
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/* Step 2: Read all coordinate points
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* ---------------------------- */
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std::vector<double> points;
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NODE_LIST coordinates;
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GetChildsByName( aFaceNode, wxT( "Coordinate" ), coordinates );
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PROPERTY_MAP coordinate_properties;
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// IndexedFaceSet has one Coordinate child node
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GetNodeProperties( coordinates[0], coordinate_properties );
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// Save points to vector as doubles
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wxStringTokenizer point_tokens( coordinate_properties[ wxT( "point" ) ] );
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double point = 0.0;
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while( point_tokens.HasMoreTokens() )
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{
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if( point_tokens.GetNextToken().ToDouble( &point ) )
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{
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points.push_back( point );
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}
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else
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{
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wxLogError( wxT( "Error converting to double" ) );
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}
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}
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if( points.size() % 3 != 0 )
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{
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// DBG( printf( "Number of points is incorrect" ) );
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return;
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}
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/* Create 3D vertex from 3 points and
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* apply transforms in order of SCALE, ROTATION, TRANSLATION
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*/
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wxString vrml_pointlist;
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std::vector<S3D_VERTEX> triplets;
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for( unsigned id = 0; id < points.size() / 3; id++ )
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{
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int triplet_indx = id * 3;
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S3D_VERTEX point( points[ triplet_indx ],
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points[ triplet_indx + 1 ],
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points[ triplet_indx + 2 ] );
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point.x *= scale.x;
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point.y *= scale.y;
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point.z *= scale.z;
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rotate( point, rotation, angle );
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point.x += translation.x;
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point.y += translation.y;
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point.z += translation.z;
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m_model->m_Point.push_back( point );
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// VRML
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vrml_pointlist.Append( wxString::Format( wxT( "%f %f %f\n" ), point.x, point.y, point.z ) );
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}
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vrml_points.push_back( vrml_pointlist );
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/* Step 3: Read all color points
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* ---------------------------- */
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std::vector<double> color_points;
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NODE_LIST color;
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GetChildsByName( aFaceNode, wxT( "Color" ), color );
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// Some models lack color information, need to handle this safely
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if( !color.empty() )
|
|
{
|
|
PROPERTY_MAP color_properties;
|
|
// IndexedFaceSet has one Coordinate child node
|
|
GetNodeProperties( color[0], color_properties );
|
|
|
|
// Save points to vector as doubles
|
|
wxStringTokenizer colorpoint_tokens( color_properties[ wxT( "color" ) ] );
|
|
double color_point = 0.0;
|
|
|
|
while( colorpoint_tokens.HasMoreTokens() )
|
|
{
|
|
if( colorpoint_tokens.GetNextToken().ToDouble( &color_point ) )
|
|
{
|
|
color_points.push_back( color_point );
|
|
}
|
|
else
|
|
{
|
|
wxLogError( wxT( "Error converting to double" ) );
|
|
}
|
|
}
|
|
|
|
if( color_points.size() % 3 != 0 )
|
|
{
|
|
// DBG( printf( "Number of points is incorrect" ) );
|
|
return;
|
|
}
|
|
|
|
/* Create 3D face color from 3 color points
|
|
*/
|
|
m_model->m_Materials->m_DiffuseColor.clear();
|
|
|
|
for( unsigned id = 0; id < color_points.size() / 3; id++ )
|
|
{
|
|
m_model->m_MaterialIndex.push_back( id );
|
|
|
|
int color_triplet_indx = id * 3;
|
|
glm::vec3 colorface( color_points[ color_triplet_indx + 0 ],
|
|
color_points[ color_triplet_indx + 1 ],
|
|
color_points[ color_triplet_indx + 2 ] );
|
|
|
|
m_model->m_Materials->m_DiffuseColor.push_back( colorface );
|
|
}
|
|
}
|
|
|
|
|
|
/* -- Read coordinate indexes -- */
|
|
PROPERTY_MAP faceset_properties;
|
|
GetNodeProperties( aFaceNode, faceset_properties );
|
|
|
|
wxString coordIndex_str = faceset_properties[ wxT( "coordIndex" ) ];
|
|
wxStringTokenizer index_tokens( coordIndex_str );
|
|
|
|
wxString vrml_coord_indx_list;
|
|
|
|
std::vector<int> coord_list;
|
|
coord_list.clear();
|
|
|
|
while( index_tokens.HasMoreTokens() )
|
|
{
|
|
long index = 0;
|
|
|
|
index_tokens.GetNextToken().ToLong( &index );
|
|
|
|
// -1 marks the end of polygon
|
|
if( index < 0 )
|
|
{
|
|
/* Step 4: Apply geometry to Master object
|
|
* --------------------------------------- */
|
|
m_model->m_CoordIndex.push_back( coord_list );
|
|
|
|
coord_list.clear();
|
|
vrml_coord_indx_list.Append( wxT( "-1\n" ) );
|
|
}
|
|
else
|
|
{
|
|
coord_list.push_back( index );
|
|
vrml_coord_indx_list.Append( wxString::Format( wxT( "%ld " ), index ) );
|
|
}
|
|
}
|
|
|
|
vrml_coord_indexes.push_back( vrml_coord_indx_list );
|
|
}
|