kicad/pcbnew/exporters/vrml_board.cpp

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/*
* file: vrml_board.cpp
*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2013 Cirilo Bernardo
*
* 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
*/
/*
* NOTES ON OUTPUT PRECISION:
*
* If we use %.6f then we have no need for special unit dependent formatting:
*
* inch: .0254 microns
* mm: 0.001 microns
* m: 1 micron
*
*/
#include <sstream>
#include <string>
#include <iomanip>
#include <cmath>
#include <fctsys.h>
#include <vrml_board.h>
#ifndef CALLBACK
#define CALLBACK
#endif
#define GLCALLBACK(x) (( void (CALLBACK*)() )&(x))
void FormatDoublet( double x, double y, int precision, std::string& strx, std::string& stry )
{
std::ostringstream ostr;
ostr << std::fixed << std::setprecision( precision );
ostr << x;
strx = ostr.str();
ostr.str( "" );
ostr << y;
stry = ostr.str();
while( *strx.rbegin() == '0' )
strx.erase( strx.size() - 1 );
while( *stry.rbegin() == '0' )
stry.erase( stry.size() - 1 );
}
void FormatSinglet( double x, int precision, std::string& strx )
{
std::ostringstream ostr;
ostr << std::fixed << std::setprecision( precision );
ostr << x;
strx = ostr.str();
while( *strx.rbegin() == '0' )
strx.erase( strx.size() - 1 );
}
int CalcNSides( double rad, double dev )
{
if( dev <= 0 || rad <= 0 )
return 6;
int csides;
double n = dev / rad;
// note: in the following, the first comparison and csides is chosen to
// yield a maximum of 360 segments; in practice we probably want a smaller limit.
if( n < 0.0001523048 )
csides = 360;
else if( n >= 0.5 ) // 0.5 yields an angle >= 60 deg. (6 or fewer sides)
csides = 6;
else
csides = M_PI * 2.0 / acos( 1.0 - n ) + 1;
if( csides < 6 )
csides = 6;
return csides;
}
static void CALLBACK vrml_tess_begin( GLenum cmd, void* user_data )
{
VRML_LAYER* lp = (VRML_LAYER*) user_data;
lp->glStart( cmd );
}
static void CALLBACK vrml_tess_end( void* user_data )
{
VRML_LAYER* lp = (VRML_LAYER*) user_data;
lp->glEnd();
}
static void CALLBACK vrml_tess_vertex( void* vertex_data, void* user_data )
{
VRML_LAYER* lp = (VRML_LAYER*) user_data;
lp->glPushVertex( (VERTEX_3D*) vertex_data );
}
static void CALLBACK vrml_tess_err( GLenum errorID, void* user_data )
{
VRML_LAYER* lp = (VRML_LAYER*) user_data;
lp->Fault = true;
lp->SetGLError( errorID );
}
static void CALLBACK vrml_tess_combine( GLdouble coords[3], void* vertex_data[4],
GLfloat weight[4], void** outData, void* user_data )
{
VRML_LAYER* lp = (VRML_LAYER*) user_data;
*outData = lp->AddExtraVertex( coords[0], coords[1] );
}
VRML_LAYER::VRML_LAYER()
{
fix = false;
Fault = false;
idx = 0;
ord = 0;
glcmd = 0;
pholes = NULL;
maxdev = 0.02;
tess = gluNewTess();
if( !tess )
return;
// set up the tesselator callbacks
gluTessCallback( tess, GLU_TESS_BEGIN_DATA, GLCALLBACK( vrml_tess_begin ) );
gluTessCallback( tess, GLU_TESS_VERTEX_DATA, GLCALLBACK( vrml_tess_vertex ) );
gluTessCallback( tess, GLU_TESS_END_DATA, GLCALLBACK( vrml_tess_end ) );
gluTessCallback( tess, GLU_TESS_ERROR_DATA, GLCALLBACK( vrml_tess_err ) );
gluTessCallback( tess, GLU_TESS_COMBINE_DATA, GLCALLBACK( vrml_tess_combine ) );
gluTessProperty( tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE );
gluTessNormal( tess, 0, 0, 1 );
}
VRML_LAYER::~VRML_LAYER()
{
Clear();
if( tess )
{
gluDeleteTess( tess );
tess = NULL;
}
}
// clear all data
void VRML_LAYER::Clear( void )
{
int i;
fix = false;
idx = 0;
for( i = contours.size(); i > 0; --i )
{
delete contours.back();
contours.pop_back();
}
while( !areas.empty() )
areas.pop_back();
for( i = vertices.size(); i > 0; --i )
{
delete vertices.back();
vertices.pop_back();
}
clearTmp();
}
// set the max. deviation of an arc segment
bool VRML_LAYER::SetMaxDev( double max )
{
// assure max. dev > 2 microns regardless of the
// prevailing units ( inch, mm, m, 0.1 inch )
if( max < 0.000002 )
{
error = "SetMaxDev(): specified value is < 0.000002";
return false;
}
maxdev = max;
return true;
}
// clear ephemeral data in between invocations of the tesselation routine
void VRML_LAYER::clearTmp( void )
{
unsigned int i;
Fault = false;
hidx = 0;
eidx = 0;
ord = 0;
glcmd = 0;
while( !triplets.empty() )
triplets.pop_back();
for( i = outline.size(); i > 0; --i )
{
delete outline.back();
outline.pop_back();
}
for( i = ordmap.size(); i > 0; --i )
ordmap.pop_back();
for( i = extra_verts.size(); i > 0; --i )
{
delete extra_verts.back();
extra_verts.pop_back();
}
// note: unlike outline and extra_verts,
// vlist is not responsible for memory management
for( i = vlist.size(); i > 0; --i )
vlist.pop_back();
// go through the vertex list and reset ephemeral parameters
for( i = 0; i < vertices.size(); ++i )
{
vertices[i]->o = -1;
}
}
// create a new contour to be populated; returns an index
// into the contour list or -1 if there are problems
int VRML_LAYER::NewContour( void )
{
if( fix )
return -1;
std::list<int>* contour = new std::list<int>;
if( !contour )
return -1;
contours.push_back( contour );
areas.push_back( 0.0 );
return contours.size() - 1;
}
// adds a vertex to the existing list and places its index in
// an existing contour; returns true if OK,
// false otherwise (indexed contour does not exist)
bool VRML_LAYER::AddVertex( int aContour, double x, double y )
{
if( fix )
{
error = "AddVertex(): no more vertices may be added (Tesselate was previously executed)";
return false;
}
if( aContour < 0 || (unsigned int) aContour >= contours.size() )
{
error = "AddVertex(): aContour is not within a valid range";
return false;
}
VERTEX_3D* vertex = new VERTEX_3D;
if( !vertex )
{
error = "AddVertex(): a new vertex could not be allocated";
return false;
}
vertex->x = x;
vertex->y = y;
vertex->i = idx++;
vertex->o = -1;
VERTEX_3D* v2 = NULL;
if( contours[aContour]->size() > 0 )
v2 = vertices[ contours[aContour]->back() ];
vertices.push_back( vertex );
contours[aContour]->push_back( vertex->i );
if( v2 )
areas[aContour] += ( x - v2->x ) * ( y + v2->y );
return true;
}
// ensure the winding of a contour with respect to the normal (0, 0, 1);
// set 'hole' to true to ensure a hole (clockwise winding)
bool VRML_LAYER::EnsureWinding( int aContour, bool hole )
{
if( aContour < 0 || (unsigned int) aContour >= contours.size() )
{
error = "EnsureWinding(): aContour is outside the valid range";
return false;
}
std::list<int>* cp = contours[aContour];
if( cp->size() < 3 )
{
error = "EnsureWinding(): there are fewer than 3 vertices";
return false;
}
double dir = areas[aContour];
VERTEX_3D* vp0 = vertices[ cp->back() ];
VERTEX_3D* vp1 = vertices[ cp->front() ];
dir += ( vp1->x - vp0->x ) * ( vp1->y + vp0->y );
// if dir is positive, winding is CW
if( ( hole && dir < 0 ) || ( !hole && dir > 0 ) )
{
cp->reverse();
areas[aContour] = -areas[aContour];
}
return true;
}
// adds a circle the existing list; if 'hole' is true the contour is
// a hole. Returns true if OK.
bool VRML_LAYER::AddCircle( double x, double y, double rad, int csides, bool hole )
{
int pad = NewContour();
if( pad < 0 )
{
error = "AddCircle(): failed to add a contour";
return false;
}
if( csides < 6 )
csides = CalcNSides( rad, maxdev );
// even numbers give prettier results
if( csides & 1 )
csides += 1;
double da = M_PI * 2.0 / csides;
bool fail = false;
if( hole )
{
for( double angle = 0; angle < M_PI * 2; angle += da )
fail |= !AddVertex( pad, x + rad * cos( angle ), y - rad * sin( angle ) );
}
else
{
for( double angle = 0; angle < M_PI * 2; angle += da )
fail |= !AddVertex( pad, x + rad * cos( angle ), y + rad * sin( angle ) );
}
return !fail;
}
// adds a slotted pad with orientation given by angle; if 'hole' is true the
// contour is a hole. Returns true if OK.
bool VRML_LAYER::AddSlot( double cx, double cy, double length, double width,
double angle, int csides, bool hole )
{
if( width > length )
{
angle += M_PI2;
std::swap( length, width );
}
width /= 2.0;
length = length / 2.0 - width;
if( csides < 6 )
csides = CalcNSides( width, maxdev );
if( csides & 1 )
csides += 1;
csides /= 2;
double capx, capy;
capx = cx + cos( angle ) * length;
capy = cy + sin( angle ) * length;
double ang, da;
int i;
int pad = NewContour();
if( pad < 0 )
{
error = "AddCircle(): failed to add a contour";
return false;
}
da = M_PI / csides;
bool fail = false;
if( hole )
{
for( ang = angle + M_PI2, i = 0; i < csides; ang -= da, ++i )
fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
ang = angle - M_PI2;
fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
capx = cx - cos( angle ) * length;
capy = cy - sin( angle ) * length;
for( ang = angle - M_PI2, i = 0; i < csides; ang -= da, ++i )
fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
ang = angle + M_PI2;
fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
}
else
{
for( ang = angle - M_PI2, i = 0; i < csides; ang += da, ++i )
fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
ang = angle + M_PI2;
fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
capx = cx - cos( angle ) * length;
capy = cy - sin( angle ) * length;
for( ang = angle + M_PI2, i = 0; i < csides; ang += da, ++i )
fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
ang = angle - M_PI2;
fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
}
return !fail;
}
// adds an arc with the given center, start point, pen width, and angle.
bool VRML_LAYER::AddArc( double cx, double cy, double startx, double starty,
double width, double angle, int csides, bool hole )
{
// we don't accept small angles; in fact, 1 degree ( 0.01745 ) is already
// way too small but we must set a limit somewhere
if( angle < 0.01745 && angle > -0.01745 )
{
error = "AddArc(): angle is too small: abs( angle ) < 0.01745";
return false;
}
double rad = sqrt( (startx - cx) * (startx - cx) + (starty - cy) * (starty - cy) );
width /= 2.0; // this is the radius of the caps
// we will not accept an arc with an inner radius close to zero so we
// set a limit here. the end result will vary somewhat depending on
// the output units
if( width >= ( rad * 1.01 ) )
{
error = "AddArc(): width/2 exceeds radius*1.01";
return false;
}
// calculate the radii of the outer and inner arcs
double orad = rad + width;
double irad = rad - width;
int osides = csides * angle / ( M_PI * 2.0 );
int isides = csides * angle / ( M_PI * 2.0 );
if( osides < 0 )
osides = -osides;
if( osides < 3 )
{
osides = CalcNSides( orad, maxdev ) * angle / ( M_PI * 2.0 );
if( osides < 0 )
osides = -osides;
if( osides < 3 )
osides = 3;
}
if( isides < 0 )
isides = -isides;
if( isides < 3 )
{
isides = CalcNSides( irad, maxdev ) * angle / ( M_PI * 2.0 );
if( isides < 0 )
isides = -isides;
if( isides < 3 )
isides = 3;
}
if( csides < 6 )
csides = CalcNSides( width, maxdev );
if( csides & 1 )
csides += 1;
csides /= 2;
double stAngle = atan2( starty - cy, startx - cx );
double endAngle = stAngle + angle;
// calculate ends of inner and outer arc
double oendx = cx + orad* cos( endAngle );
double oendy = cy + orad* sin( endAngle );
double ostx = cx + orad* cos( stAngle );
double osty = cy + orad* sin( stAngle );
double iendx = cx + irad* cos( endAngle );
double iendy = cy + irad* sin( endAngle );
double istx = cx + irad* cos( stAngle );
double isty = cy + irad* sin( stAngle );
if( ( angle < 0 && !hole ) || ( angle > 0 && hole ) )
{
angle = -angle;
std::swap( stAngle, endAngle );
std::swap( oendx, ostx );
std::swap( oendy, osty );
std::swap( iendx, istx );
std::swap( iendy, isty );
}
int arc = NewContour();
if( arc < 0 )
{
error = "AddArc(): could not create a contour";
return false;
}
// trace the outer arc:
int i;
double ang;
double da = angle / osides;
for( ang = stAngle, i = 0; i < osides; ang += da, ++i )
AddVertex( arc, cx + orad * cos( ang ), cy + orad * sin( ang ) );
// trace the first cap
double capx = ( iendx + oendx ) / 2.0;
double capy = ( iendy + oendy ) / 2.0;
if( hole )
da = -M_PI / csides;
else
da = M_PI / csides;
for( ang = endAngle + da, i = 2; i < csides; ang += da, ++i )
AddVertex( arc, capx + width * cos( ang ), capy + width * sin( ang ) );
// trace the inner arc:
da = -angle / isides;
for( ang = endAngle, i = 0; i < isides; ang += da, ++i )
AddVertex( arc, cx + irad * cos( ang ), cy + irad * sin( ang ) );
// trace the final cap
capx = ( istx + ostx ) / 2.0;
capy = ( isty + osty ) / 2.0;
if( hole )
da = -M_PI / csides;
else
da = M_PI / csides;
for( ang = stAngle + M_PI + da, i = 2; i < csides; ang += da, ++i )
AddVertex( arc, capx + width * cos( ang ), capy + width * sin( ang ) );
return true;
}
// tesselates the contours in preparation for a 3D output;
// returns true if all was fine, false otherwise
bool VRML_LAYER::Tesselate( VRML_LAYER* holes )
{
if( !tess )
{
error = "Tesselate(): GLU tesselator was not initialized";
return false;
}
pholes = holes;
Fault = false;
if( contours.size() < 1 || vertices.size() < 3 )
{
error = "Tesselate(): not enough vertices";
return false;
}
// finish the winding calculation on all vertices prior to setting 'fix'
if( !fix )
{
for( unsigned int i = 0; i < contours.size(); ++i )
{
if( contours[i]->size() < 3 )
continue;
VERTEX_3D* vp0 = vertices[ contours[i]->back() ];
VERTEX_3D* vp1 = vertices[ contours[i]->front() ];
areas[i] += ( vp1->x - vp0->x ) * ( vp1->y + vp0->y );
}
}
// prevent the addition of any further contours and contour vertices
fix = true;
// clear temporary internals which may have been used in a previous run
clearTmp();
// request an outline
gluTessProperty( tess, GLU_TESS_BOUNDARY_ONLY, GL_TRUE );
// adjust internal indices for extra points and holes
if( holes )
hidx = holes->GetSize();
else
hidx = 0;
eidx = idx + hidx;
// open the polygon
gluTessBeginPolygon( tess, this );
pushVertices( false );
// close the polygon
gluTessEndPolygon( tess );
if( Fault )
return false;
// push the (solid) outline to the tesselator
if( !pushOutline( holes ) )
return false;
// add the holes contained by this object
pushVertices( true );
// import external holes (if any)
if( hidx && ( holes->Import( idx, tess ) < 0 ) )
{
std::ostringstream ostr;
ostr << "Tesselate():FAILED: " << holes->GetError();
error = ostr.str();
return false;
}
if( Fault )
return false;
// erase the previous outline data and vertex order
// but preserve the extra vertices
for( int i = outline.size(); i > 0; --i )
{
delete outline.back();
outline.pop_back();
}
for( unsigned int i = ordmap.size(); i > 0; --i )
ordmap.pop_back();
// go through the vertex lists and reset ephemeral parameters
for( unsigned int i = 0; i < vertices.size(); ++i )
{
vertices[i]->o = -1;
}
for( unsigned int i = 0; i < extra_verts.size(); ++i )
{
extra_verts[i]->o = -1;
}
ord = 0;
// close the polygon; we now have all the data necessary for the tesselation
gluTessEndPolygon( tess );
// request a tesselated surface
gluTessProperty( tess, GLU_TESS_BOUNDARY_ONLY, GL_FALSE );
if( !pushOutline( holes ) )
return false;
gluTessEndPolygon( tess );
if( Fault )
return false;
return true;
}
bool VRML_LAYER::pushOutline( VRML_LAYER* holes )
{
// traverse the outline list to push all used vertices
if( outline.size() < 1 )
{
error = "pushOutline() failed: no vertices to push";
return false;
}
gluTessBeginPolygon( tess, this );
std::list<std::list<int>*>::const_iterator obeg = outline.begin();
std::list<std::list<int>*>::const_iterator oend = outline.end();
int pi;
std::list<int>::const_iterator begin;
std::list<int>::const_iterator end;
GLdouble pt[3];
VERTEX_3D* vp;
while( obeg != oend )
{
if( (*obeg)->size() < 3 )
{
++obeg;
continue;
}
gluTessBeginContour( tess );
begin = (*obeg)->begin();
end = (*obeg)->end();
while( begin != end )
{
pi = *begin;
if( pi < 0 || (unsigned int) pi > ordmap.size() )
{
error = "pushOutline():BUG: *outline.begin() is not a valid index to ordmap";
return false;
}
// retrieve the actual index
pi = ordmap[pi];
vp = getVertexByIndex( pi, holes );
if( !vp )
{
error = "pushOutline():: BUG: ordmap[n] is not a valid index to vertices[]";
return false;
}
pt[0] = vp->x;
pt[1] = vp->y;
pt[2] = 0.0;
gluTessVertex( tess, pt, vp );
++begin;
}
gluTessEndContour( tess );
++obeg;
}
return true;
}
// writes out the vertex list;
// 'z' is the Z coordinate of every point
bool VRML_LAYER::WriteVertices( double z, FILE* fp )
{
if( !fp )
{
error = "WriteVertices(): invalid file pointer";
return false;
}
if( ordmap.size() < 3 )
{
error = "WriteVertices(): not enough vertices";
return false;
}
int i, j;
VERTEX_3D* vp = getVertexByIndex( ordmap[0], pholes );
if( !vp )
return false;
std::string strx, stry, strz;
FormatDoublet( vp->x, vp->y, 6, strx, stry );
FormatSinglet( z, 6, strz );
fprintf( fp, "%s %s %s", strx.c_str(), stry.c_str(), strz.c_str() );
for( i = 1, j = ordmap.size(); i < j; ++i )
{
vp = getVertexByIndex( ordmap[i], pholes );
if( !vp )
return false;
FormatDoublet( vp->x, vp->y, 6, strx, stry );
if( i & 1 )
fprintf( fp, ", %s %s %s", strx.c_str(), stry.c_str(), strz.c_str() );
else
fprintf( fp, ",\n%s %s %s", strx.c_str(), stry.c_str(), strz.c_str() );
}
return true;
}
// writes out the vertex list for a 3D feature; top and bottom are the
// Z values for the top and bottom; top must be > bottom
bool VRML_LAYER::Write3DVertices( double top, double bottom, FILE* fp )
{
if( !fp )
{
error = "Write3DVertices(): NULL file pointer";
return false;
}
if( ordmap.size() < 3 )
{
error = "Write3DVertices(): insufficient vertices";
return false;
}
if( top <= bottom )
{
error = "Write3DVertices(): top <= bottom";
return false;
}
int i, j;
VERTEX_3D* vp = getVertexByIndex( ordmap[0], pholes );
if( !vp )
return false;
std::string strx, stry, strz;
FormatDoublet( vp->x, vp->y, 6, strx, stry );
FormatSinglet( top, 6, strz );
fprintf( fp, "%s %s %s", strx.c_str(), stry.c_str(), strz.c_str() );
for( i = 1, j = ordmap.size(); i < j; ++i )
{
vp = getVertexByIndex( ordmap[i], pholes );
if( !vp )
return false;
FormatDoublet( vp->x, vp->y, 6, strx, stry );
if( i & 1 )
fprintf( fp, ", %s %s %s", strx.c_str(), stry.c_str(), strz.c_str() );
else
fprintf( fp, ",\n%s %s %s", strx.c_str(), stry.c_str(), strz.c_str() );
}
// repeat for the bottom layer
vp = getVertexByIndex( ordmap[0], pholes );
FormatDoublet( vp->x, vp->y, 6, strx, stry );
FormatSinglet( bottom, 6, strz );
bool endl;
if( i & 1 )
{
fprintf( fp, ", %s %s %s", strx.c_str(), stry.c_str(), strz.c_str() );
endl = false;
}
else
{
fprintf( fp, ",\n%s %s %s", strx.c_str(), stry.c_str(), strz.c_str() );
endl = true;
}
for( i = 1, j = ordmap.size(); i < j; ++i )
{
vp = getVertexByIndex( ordmap[i], pholes );
FormatDoublet( vp->x, vp->y, 6, strx, stry );
if( endl )
{
fprintf( fp, ", %s %s %s", strx.c_str(), stry.c_str(), strz.c_str() );
endl = false;
}
else
{
fprintf( fp, ",\n%s %s %s", strx.c_str(), stry.c_str(), strz.c_str() );
endl = true;
}
}
return true;
}
// writes out the index list;
// 'top' indicates the vertex ordering and should be
// true for a polygon visible from above the PCB
bool VRML_LAYER::WriteIndices( bool top, FILE* fp )
{
if( triplets.empty() )
{
error = "WriteIndices(): no triplets (triangular facets) to write";
return false;
}
// go through the triplet list and write out the indices based on order
std::list<TRIPLET_3D>::const_iterator tbeg = triplets.begin();
std::list<TRIPLET_3D>::const_iterator tend = triplets.end();
int i = 1;
if( top )
fprintf( fp, "%d, %d, %d, -1", tbeg->i1, tbeg->i2, tbeg->i3 );
else
fprintf( fp, "%d, %d, %d, -1", tbeg->i2, tbeg->i1, tbeg->i3 );
++tbeg;
while( tbeg != tend )
{
if( (i++ & 7) == 4 )
{
i = 1;
if( top )
fprintf( fp, ",\n%d, %d, %d, -1", tbeg->i1, tbeg->i2, tbeg->i3 );
else
fprintf( fp, ",\n%d, %d, %d, -1", tbeg->i2, tbeg->i1, tbeg->i3 );
}
else
{
if( top )
fprintf( fp, ", %d, %d, %d, -1", tbeg->i1, tbeg->i2, tbeg->i3 );
else
fprintf( fp, ", %d, %d, %d, -1", tbeg->i2, tbeg->i1, tbeg->i3 );
}
++tbeg;
}
return true;
}
// writes out the index list for a 3D feature
bool VRML_LAYER::Write3DIndices( FILE* fp )
{
if( triplets.empty() )
{
error = "Write3DIndices(): no triplets (triangular facets) to write";
return false;
}
if( outline.empty() )
{
error = "WriteIndices(): no outline available";
return false;
}
// go through the triplet list and write out the indices based on order
std::list<TRIPLET_3D>::const_iterator tbeg = triplets.begin();
std::list<TRIPLET_3D>::const_iterator tend = triplets.end();
int i = 1;
int idx2 = ordmap.size(); // index to the bottom vertices
// print out the top vertices
fprintf( fp, "%d, %d, %d, -1", tbeg->i1, tbeg->i2, tbeg->i3 );
++tbeg;
while( tbeg != tend )
{
if( (i++ & 7) == 4 )
{
i = 1;
fprintf( fp, ",\n%d, %d, %d, -1", tbeg->i1, tbeg->i2, tbeg->i3 );
}
else
{
fprintf( fp, ", %d, %d, %d, -1", tbeg->i1, tbeg->i2, tbeg->i3 );
}
++tbeg;
}
// print out the bottom vertices
tbeg = triplets.begin();
while( tbeg != tend )
{
if( (i++ & 7) == 4 )
{
i = 1;
fprintf( fp, ",\n%d, %d, %d, -1", tbeg->i2 + idx2, tbeg->i1 + idx2, tbeg->i3 + idx2 );
}
else
{
fprintf( fp, ", %d, %d, %d, -1", tbeg->i2 + idx2, tbeg->i1 + idx2, tbeg->i3 + idx2 );
}
++tbeg;
}
int firstPoint;
int lastPoint;
int curPoint;
std::list<std::list<int>*>::const_iterator obeg = outline.begin();
std::list<std::list<int>*>::const_iterator oend = outline.end();
std::list<int>* cp;
std::list<int>::const_iterator cbeg;
std::list<int>::const_iterator cend;
while( obeg != oend )
{
cp = *obeg;
if( cp->size() < 3 )
{
++obeg;
continue;
}
cbeg = cp->begin();
cend = cp->end();
firstPoint = *(cbeg++);
lastPoint = firstPoint;
while( cbeg != cend )
{
curPoint = *(cbeg++);
fprintf( fp, ",\n %d, %d, %d, -1, %d, %d, %d, -1",
curPoint, lastPoint, curPoint + idx2,
curPoint + idx2, lastPoint, lastPoint + idx2 );
lastPoint = curPoint;
}
fprintf( fp, ",\n %d, %d, %d, -1, %d, %d, %d, -1",
firstPoint, lastPoint, firstPoint + idx2,
firstPoint + idx2, lastPoint, lastPoint + idx2 );
++obeg;
}
return true;
}
// add a triangular facet (triplet) to the ouptut index list
bool VRML_LAYER::addTriplet( VERTEX_3D* p0, VERTEX_3D* p1, VERTEX_3D* p2 )
{
double dx0 = p1->x - p0->x;
double dx1 = p2->x - p0->x;
double dy0 = p1->y - p0->y;
double dy1 = p2->y - p0->y;
// this number is chosen because we shall only write 6 decimal places
// on the VRML output
double err = 0.000001;
// test if the triangles are degenerate (parallel sides)
if( dx0 < err && dx0 > -err && dx1 < err && dx1 > -err )
return false;
if( dy0 < err && dy0 > -err && dy1 < err && dy1 > -err )
return false;
double sl0 = dy0 / dx0;
double sl1 = dy1 / dx1;
double dsl = sl1 - sl0;
if( dsl < err && dsl > -err )
return false;
triplets.push_back( TRIPLET_3D( p0->o, p1->o, p2->o ) );
return true;
}
// add an extra vertex (to be called only by the COMBINE callback)
VERTEX_3D* VRML_LAYER::AddExtraVertex( double x, double y )
{
VERTEX_3D* vertex = new VERTEX_3D;
if( !vertex )
{
error = "AddExtraVertex(): could not allocate a new vertex";
return NULL;
}
if( eidx == 0 )
eidx = idx + hidx;
vertex->x = x;
vertex->y = y;
vertex->i = eidx++;
vertex->o = -1;
extra_verts.push_back( vertex );
return vertex;
}
// start a GL command list
void VRML_LAYER::glStart( GLenum cmd )
{
glcmd = cmd;
while( !vlist.empty() )
vlist.pop_back();
}
// process a vertex
void VRML_LAYER::glPushVertex( VERTEX_3D* vertex )
{
if( vertex->o < 0 )
{
vertex->o = ord++;
ordmap.push_back( vertex->i );
}
vlist.push_back( vertex );
}
// end a GL command list
void VRML_LAYER::glEnd( void )
{
switch( glcmd )
{
case GL_LINE_LOOP:
{
// add the loop to the list of outlines
std::list<int>* loop = new std::list<int>;
if( !loop )
break;
for( unsigned int i = 0; i < vlist.size(); ++i )
{
loop->push_back( vlist[i]->o );
}
outline.push_back( loop );
}
break;
case GL_TRIANGLE_FAN:
processFan();
break;
case GL_TRIANGLE_STRIP:
processStrip();
break;
case GL_TRIANGLES:
processTri();
break;
default:
break;
}
while( !vlist.empty() )
vlist.pop_back();
glcmd = 0;
}
// set the error message
void VRML_LAYER::SetGLError( GLenum errorID )
{
error = "";
error = (const char*)gluGetString( errorID );
if( error.empty() )
{
std::ostringstream ostr;
ostr << "Unknown OpenGL error: " << errorID;
error = ostr.str();
}
}
// process a GL_TRIANGLE_FAN list
void VRML_LAYER::processFan( void )
{
if( vlist.size() < 3 )
return;
VERTEX_3D* p0 = vlist[0];
int i;
int end = vlist.size();
for( i = 2; i < end; ++i )
{
addTriplet( p0, vlist[i - 1], vlist[i] );
}
}
// process a GL_TRIANGLE_STRIP list
void VRML_LAYER::processStrip( void )
{
// note: (source: http://www.opengl.org/wiki/Primitive)
// GL_TRIANGLE_STRIP: Every group of 3 adjacent vertices forms a triangle.
// The face direction of the strip is determined by the winding of the
// first triangle. Each successive triangle will have its effective face
// order reverse, so the system compensates for that by testing it in the
// opposite way. A vertex stream of n length will generate n-2 triangles.
if( vlist.size() < 3 )
return;
int i;
int end = vlist.size();
bool flip = false;
for( i = 2; i < end; ++i )
{
if( flip )
{
addTriplet( vlist[i - 1], vlist[i - 2], vlist[i] );
flip = false;
}
else
{
addTriplet( vlist[i - 2], vlist[i - 1], vlist[i] );
flip = true;
}
}
}
// process a GL_TRIANGLES list
void VRML_LAYER::processTri( void )
{
// notes:
// 1. each successive group of 3 vertices is a triangle
// 2. as per OpenGL specification, any incomplete triangles are to be ignored
if( vlist.size() < 3 )
return;
int i;
int end = vlist.size();
for( i = 2; i < end; i += 3 )
addTriplet( vlist[i - 2], vlist[i - 1], vlist[i] );
}
// push the internally held vertices
void VRML_LAYER::pushVertices( bool holes )
{
// push the internally held vertices
unsigned int i;
std::list<int>::const_iterator begin;
std::list<int>::const_iterator end;
GLdouble pt[3];
VERTEX_3D* vp;
for( i = 0; i < contours.size(); ++i )
{
if( contours[i]->size() < 3 )
continue;
if( ( holes && areas[i] <= 0.0 ) || ( !holes && areas[i] > 0.0 ) )
continue;
gluTessBeginContour( tess );
begin = contours[i]->begin();
end = contours[i]->end();
while( begin != end )
{
vp = vertices[ *begin ];
pt[0] = vp->x;
pt[1] = vp->y;
pt[2] = 0.0;
gluTessVertex( tess, pt, vp );
++begin;
}
gluTessEndContour( tess );
}
}
VERTEX_3D* VRML_LAYER::getVertexByIndex( int index, VRML_LAYER* holes )
{
if( index < 0 || (unsigned int) index >= ( idx + hidx + extra_verts.size() ) )
{
error = "getVertexByIndex():BUG: invalid index";
return NULL;
}
if( index < idx )
{
// vertex is in the vertices[] list
return vertices[ index ];
}
else if( index >= idx + hidx )
{
// vertex is in the extra_verts[] list
return extra_verts[index - idx - hidx];
}
// vertex is in the holes object
if( !holes )
{
error = "getVertexByIndex():BUG: invalid index";
return NULL;
}
VERTEX_3D* vp = holes->GetVertexByIndex( index );
if( !vp )
{
std::ostringstream ostr;
ostr << "getVertexByIndex():FAILED: " << holes->GetError();
error = ostr.str();
return NULL;
}
return vp;
}
// retrieve the total number of vertices
int VRML_LAYER::GetSize( void )
{
return vertices.size();
}
// Inserts all contours into the given tesselator; this results in the
// renumbering of all vertices from 'start'. Returns the end number.
// Take care when using this call since tesselators cannot work on
// the internal data concurrently
int VRML_LAYER::Import( int start, GLUtesselator* tess )
{
if( start < 0 )
{
error = "Import(): invalid index ( start < 0 )";
return -1;
}
if( !tess )
{
error = "Import(): NULL tesselator pointer";
return -1;
}
unsigned int i, j;
// renumber from 'start'
for( i = 0, j = vertices.size(); i < j; ++i )
{
vertices[i]->i = start++;
vertices[i]->o = -1;
}
// push each contour to the tesselator
VERTEX_3D* vp;
GLdouble pt[3];
std::list<int>::const_iterator cbeg;
std::list<int>::const_iterator cend;
for( i = 0; i < contours.size(); ++i )
{
if( contours[i]->size() < 3 )
continue;
cbeg = contours[i]->begin();
cend = contours[i]->end();
gluTessBeginContour( tess );
while( cbeg != cend )
{
vp = vertices[ *cbeg++ ];
pt[0] = vp->x;
pt[1] = vp->y;
pt[2] = 0.0;
gluTessVertex( tess, pt, vp );
}
gluTessEndContour( tess );
}
return start;
}
// return the vertex identified by index
VERTEX_3D* VRML_LAYER::GetVertexByIndex( int index )
{
int i0 = vertices[0]->i;
if( index < i0 || index >= ( i0 + (int) vertices.size() ) )
{
error = "GetVertexByIndex(): invalid index";
return NULL;
}
return vertices[index - i0];
}
// return the error string
const std::string& VRML_LAYER::GetError( void )
{
return error;
}