kicad/3d-viewer/3d_mesh_model.h

102 lines
2.8 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014 Mario Luzeiro <mrluzeiro@gmail.com>
* Copyright (C) 1992-2014 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 3d_mesh_model.h
* @brief
*/
#ifndef __3D_MESH_MODEL_H__
#define __3D_MESH_MODEL_H__
#include <fctsys.h>
#include <common.h>
#include <macros.h>
#include <base_struct.h>
#include <gal/opengl/glm/glm.hpp>
#include <vector>
#include <kicad_string.h>
#include <info3d_visu.h>
#ifdef __WXMAC__
# ifdef __DARWIN__
# include <OpenGL/glu.h>
# else
# include <glu.h>
# endif
#else
# include <GL/glu.h>
#endif
#include <wx/glcanvas.h>
class S3D_MESH;
class S3D_MESH
{
public:
S3D_MESH();
~S3D_MESH();
void openGL_Render();
void openGL_RenderAllChilds();
S3D_MATERIAL *m_Materials;
// Point and index list
std::vector< glm::vec3 > m_Point;
std::vector< std::vector<int> > m_CoordIndex;
std::vector< std::vector<int> > m_NormalIndex;
std::vector< glm::vec3 > m_PerFaceNormalsNormalized;
std::vector< glm::vec3 > m_PerVertexNormalsNormalized;
std::vector< int > m_MaterialIndex;
glm::vec3 m_translation;
glm::vec4 m_rotation;
glm::vec3 m_scale;
glm::vec4 m_scaleOrientation; // not used
glm::vec3 m_center; // not used
std::vector<S3D_MESH *> childs;
private:
std::vector< glm::vec3 > m_PerFaceNormalsRaw;
std::vector< std::vector< glm::vec3 > > m_PerFaceVertexNormals;
std::vector< glm::vec3 > m_PointNormalized;
std::vector< float > m_PerFaceSquaredArea;
std::vector< std::vector<int> > m_InvalidCoordIndexes; //!TODO: check for invalid CoordIndex in file and remove the index and the same material index
bool isPerFaceNormalsComputed;
void calcPerFaceNormals ();
bool isPointNormalizedComputed;
void calcPointNormalized();
bool isPerPointNormalsComputed;
void calcPerPointNormals();
};
#endif