kicad/plugins/3d/vrml/v1/vrml1_node.h

262 lines
7.7 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Cirilo Bernardo <cirilo.bernardo@gmail.com>
*
* 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 vrmlv1_node.h
* defines the base class for VRML1.0 nodes
*/
#ifndef VRML1_NODE_H
#define VRML1_NODE_H
#define GLM_FORCE_RADIANS
#include <glm/gtx/transform.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <list>
#include <map>
#include <string>
#include "wrlproc.h"
class WRL1NODE;
// a class to hold the dictionary of node DEFs
class NAMEREGISTER
{
private:
std::map< std::string, WRL1NODE* > reg;
public:
bool AddName( const std::string aName, WRL1NODE* aNode );
bool DelName( const std::string aName, WRL1NODE* aNode );
WRL1NODE* FindName( const std::string aName );
};
class WRL1BASE;
class WRL1MATERIAL;
class WRL1COORDS;
class SGNODE;
// current settings which may affect all subsequent nodes
// during translation / rendering
struct WRL1STATUS
{
// material
WRL1MATERIAL* mat;
// normals
WRL1NODE* norm;
// coordinate3
WRL1COORDS* coord;
// material binding
WRL1_BINDING matbind;
// normal binding
WRL1_BINDING normbind;
// transform
glm::mat4 txmatrix;
// winding order of vertices
WRL1_ORDER order;
WRL1STATUS()
{
Init();
return;
}
void Init()
{
mat = NULL;
matbind = BIND_OVERALL;
norm = NULL;
normbind = BIND_DEFAULT;
coord = NULL;
txmatrix = glm::scale( glm::mat4( 1.0 ), glm::vec3( 1.0 ) );
order = ORD_UNKNOWN;
return;
}
};
/**
* Class WRL1NODE
* represents the base class of all VRML1 nodes
*/
class WRL1NODE
{
private:
void addItem( WRL1NODE* aNode );
void delItem( const WRL1NODE* aNode );
protected:
WRL1NODE* m_Parent; // pointer to parent node; may be NULL for top level node
WRL1NODES m_Type; // type of VRML node
std::string m_Name; // name to use for referencing the node by name
std::list< WRL1NODE* > m_BackPointers; // nodes which hold a reference to this
std::list< WRL1NODE* > m_Children; // nodes owned by this node
std::list< WRL1NODE* > m_Refs; // nodes referenced by this node
std::list< WRL1NODE* > m_Items; // all nodes in order of addition
std::string m_error;
WRL1STATUS m_current; // current settings
SGNODE* m_sgNode; // the SGNODE representation of the display data
// note: once a node is orphaned from a base node it must never access
// the dictionary since there is no guarantee the dictionary had not
// been destroyed. It may be possible to enforce this rule via the
// SetParent() routine if we implement a GetDictionary() function so
// that a node can obtain the dictionary of its parent. Note that the
// dictionary must be propagated to all children as well - perhaps
// this is best done via a SetDictionary() function.
NAMEREGISTER* m_dictionary;
public:
#if defined( DEBUG_VRML1 ) && ( DEBUG_VRML1 > 2 )
static std::string tabs;
#endif
// cancel the dictionary pointer; for internal use only
void cancelDict( void );
/**
* Function GetCurrentSettings
* is used by children to retrieve and perhaps modify the
* current settings of the parent
*/
WRL1STATUS* GetCurrentSettings( void );
/**
* Function getNodeTypeID
* returns the ID based on the given aNodeName or WRL1_INVALID (WRL1_END)
* if no such node name exists
*/
WRL1NODES getNodeTypeID( const std::string aNodeName );
/**
* Function unlinkChild
* removes references to an owned child; it is invoked by the child upon destruction
* to ensure that the parent has no invalid references.
*
* @param aNode is the child which is being deleted
*/
virtual void unlinkChildNode( const WRL1NODE* aNode );
/**
* Function unlinkRef
* removes pointers to a referenced node; it is invoked by the referenced node
* upon destruction to ensure that the referring node has no invalid references.
*
* @param aNode is the node which is being deleted
*/
virtual void unlinkRefNode( const WRL1NODE* aNode );
/**
* Function addNodeRef
* adds a pointer to a node which references, but does not own, this node.
* Such back-pointers are required to ensure that invalidated references
* are removed when a node is deleted
*
* @param aNode is the node holding a reference to this object
*/
void addNodeRef( WRL1NODE* aNode );
/**
* Function delNodeRef
* removes a pointer to a node which references, but does not own, this node.
*
* @param aNode is the node holding a reference to this object
*/
void delNodeRef( WRL1NODE* aNode );
public:
WRL1NODE( NAMEREGISTER* aDictionary );
virtual ~WRL1NODE();
// read data via the given file processor and WRL1BASE object
virtual bool Read( WRLPROC& proc, WRL1BASE* aTopNode ) = 0;
/**
* Function GetNodeType
* returns the type of this node instance
*/
WRL1NODES GetNodeType( void ) const;
/**
* Function GetParent
* returns a pointer to the parent SGNODE of this object
* or NULL if the object has no parent (ie. top level transform)
*/
WRL1NODE* GetParent( void ) const;
/**
* Function SetParent
* sets the parent WRL1NODE of this object.
*
* @param aParent [in] is the desired parent node
* @param doUnlink indicates that the child must be unlinked from the parent
* @return true if the operation succeeds; false if
* the given node is not allowed to be a parent to
* the derived object.
*/
virtual bool SetParent( WRL1NODE* aParent, bool doUnlink = true );
virtual std::string GetName( void );
virtual bool SetName( const std::string& aName );
const char* GetNodeTypeName( WRL1NODES aNodeType ) const;
size_t GetNItems( void ) const;
/**
* Function FindNode searches the tree of linked nodes and returns a
* reference to the current node with the given name. The reference
* is then typically added to another node via AddRefNode().
*
* @param aNodeName is the name of the node to search for
* @return is a valid node pointer on success, otherwise NULL
*/
virtual WRL1NODE* FindNode( const std::string& aNodeName );
virtual bool AddChildNode( WRL1NODE* aNode );
virtual bool AddRefNode( WRL1NODE* aNode );
std::string GetError( void );
/**
* Function TranslateToSG
* produces a representation of the data using the intermediate
* scenegraph structures of the kicad_3dsg library.
*
* @param aParent is a pointer to the parent SG node
* @return is non-NULL on success
*/
virtual SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals ) = 0;
};
#endif // VRML1_NODE_H