1502 lines
34 KiB
C++
1502 lines
34 KiB
C++
/*
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* file: vrml_board.cpp
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*
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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 Cirilo Bernardo
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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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* NOTES ON OUTPUT PRECISION:
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*
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* If we use %.6f then we have no need for special unit dependent formatting:
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*
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* inch: .0254 microns
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* mm: 0.001 microns
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* m: 1 micron
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*
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*/
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#include <sstream>
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#include <string>
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#include <iomanip>
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#include <cmath>
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#include <fctsys.h>
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#include <vrml_board.h>
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#ifndef CALLBACK
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#define CALLBACK
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#endif
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#define GLCALLBACK(x) (( void (CALLBACK*)() )&(x))
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void FormatDoublet( double x, double y, int precision, std::string& strx, std::string& stry )
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{
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std::ostringstream ostr;
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ostr << std::fixed << std::setprecision( precision );
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ostr << x;
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strx = ostr.str();
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ostr.str( "" );
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ostr << y;
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stry = ostr.str();
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while( *strx.rbegin() == '0' )
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strx.erase( strx.size() - 1 );
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while( *stry.rbegin() == '0' )
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stry.erase( stry.size() - 1 );
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}
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void FormatSinglet( double x, int precision, std::string& strx )
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{
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std::ostringstream ostr;
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ostr << std::fixed << std::setprecision( precision );
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ostr << x;
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strx = ostr.str();
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while( *strx.rbegin() == '0' )
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strx.erase( strx.size() - 1 );
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}
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int CalcNSides( double rad, double dev )
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{
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if( dev <= 0 || rad <= 0 )
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return 6;
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int csides;
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double n = dev / rad;
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// note: in the following, the first comparison and csides is chosen to
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// yield a maximum of 360 segments; in practice we probably want a smaller limit.
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if( n < 0.0001523048 )
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csides = 360;
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else if( n >= 0.5 ) // 0.5 yields an angle >= 60 deg. (6 or fewer sides)
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csides = 6;
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else
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csides = M_PI * 2.0 / acos( 1.0 - n ) + 1;
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if( csides < 6 )
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csides = 6;
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return csides;
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}
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static void CALLBACK vrml_tess_begin( GLenum cmd, void* user_data )
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{
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VRML_LAYER* lp = (VRML_LAYER*) user_data;
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lp->glStart( cmd );
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}
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static void CALLBACK vrml_tess_end( void* user_data )
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{
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VRML_LAYER* lp = (VRML_LAYER*) user_data;
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lp->glEnd();
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}
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static void CALLBACK vrml_tess_vertex( void* vertex_data, void* user_data )
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{
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VRML_LAYER* lp = (VRML_LAYER*) user_data;
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lp->glPushVertex( (VERTEX_3D*) vertex_data );
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}
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static void CALLBACK vrml_tess_err( GLenum errorID, void* user_data )
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{
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VRML_LAYER* lp = (VRML_LAYER*) user_data;
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lp->Fault = true;
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lp->SetGLError( errorID );
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}
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static void CALLBACK vrml_tess_combine( GLdouble coords[3], void* vertex_data[4],
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GLfloat weight[4], void** outData, void* user_data )
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{
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VRML_LAYER* lp = (VRML_LAYER*) user_data;
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*outData = lp->AddExtraVertex( coords[0], coords[1] );
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}
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VRML_LAYER::VRML_LAYER()
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{
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fix = false;
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Fault = false;
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idx = 0;
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ord = 0;
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glcmd = 0;
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pholes = NULL;
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maxdev = 0.02;
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tess = gluNewTess();
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if( !tess )
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return;
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// set up the tesselator callbacks
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gluTessCallback( tess, GLU_TESS_BEGIN_DATA, GLCALLBACK( vrml_tess_begin ) );
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gluTessCallback( tess, GLU_TESS_VERTEX_DATA, GLCALLBACK( vrml_tess_vertex ) );
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gluTessCallback( tess, GLU_TESS_END_DATA, GLCALLBACK( vrml_tess_end ) );
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gluTessCallback( tess, GLU_TESS_ERROR_DATA, GLCALLBACK( vrml_tess_err ) );
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gluTessCallback( tess, GLU_TESS_COMBINE_DATA, GLCALLBACK( vrml_tess_combine ) );
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gluTessProperty( tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE );
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gluTessNormal( tess, 0, 0, 1 );
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}
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VRML_LAYER::~VRML_LAYER()
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{
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Clear();
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if( tess )
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{
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gluDeleteTess( tess );
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tess = NULL;
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}
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}
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// clear all data
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void VRML_LAYER::Clear( void )
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{
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int i;
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fix = false;
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idx = 0;
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for( i = contours.size(); i > 0; --i )
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{
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delete contours.back();
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contours.pop_back();
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}
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while( !areas.empty() )
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areas.pop_back();
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for( i = vertices.size(); i > 0; --i )
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{
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delete vertices.back();
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vertices.pop_back();
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}
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clearTmp();
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}
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// set the max. deviation of an arc segment
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bool VRML_LAYER::SetMaxDev( double max )
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{
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// assure max. dev > 2 microns regardless of the
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// prevailing units ( inch, mm, m, 0.1 inch )
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if( max < 0.000002 )
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{
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error = "SetMaxDev(): specified value is < 0.000002";
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return false;
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}
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maxdev = max;
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return true;
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}
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// clear ephemeral data in between invocations of the tesselation routine
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void VRML_LAYER::clearTmp( void )
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{
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unsigned int i;
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Fault = false;
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hidx = 0;
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eidx = 0;
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ord = 0;
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glcmd = 0;
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while( !triplets.empty() )
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triplets.pop_back();
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for( i = outline.size(); i > 0; --i )
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{
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delete outline.back();
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outline.pop_back();
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}
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for( i = ordmap.size(); i > 0; --i )
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ordmap.pop_back();
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for( i = extra_verts.size(); i > 0; --i )
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{
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delete extra_verts.back();
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extra_verts.pop_back();
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}
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// note: unlike outline and extra_verts,
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// vlist is not responsible for memory management
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for( i = vlist.size(); i > 0; --i )
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vlist.pop_back();
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// go through the vertex list and reset ephemeral parameters
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for( i = 0; i < vertices.size(); ++i )
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{
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vertices[i]->o = -1;
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}
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}
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// create a new contour to be populated; returns an index
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// into the contour list or -1 if there are problems
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int VRML_LAYER::NewContour( void )
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{
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if( fix )
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return -1;
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std::list<int>* contour = new std::list<int>;
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if( !contour )
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return -1;
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contours.push_back( contour );
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areas.push_back( 0.0 );
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return contours.size() - 1;
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}
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// adds a vertex to the existing list and places its index in
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// an existing contour; returns true if OK,
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// false otherwise (indexed contour does not exist)
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bool VRML_LAYER::AddVertex( int aContour, double x, double y )
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{
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if( fix )
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{
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error = "AddVertex(): no more vertices may be added (Tesselate was previously executed)";
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return false;
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}
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if( aContour < 0 || (unsigned int) aContour >= contours.size() )
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{
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error = "AddVertex(): aContour is not within a valid range";
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return false;
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}
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VERTEX_3D* vertex = new VERTEX_3D;
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if( !vertex )
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{
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error = "AddVertex(): a new vertex could not be allocated";
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return false;
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}
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vertex->x = x;
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vertex->y = y;
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vertex->i = idx++;
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vertex->o = -1;
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VERTEX_3D* v2 = NULL;
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if( contours[aContour]->size() > 0 )
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v2 = vertices[ contours[aContour]->back() ];
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vertices.push_back( vertex );
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contours[aContour]->push_back( vertex->i );
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if( v2 )
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areas[aContour] += ( x - v2->x ) * ( y + v2->y );
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return true;
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}
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// ensure the winding of a contour with respect to the normal (0, 0, 1);
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// set 'hole' to true to ensure a hole (clockwise winding)
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bool VRML_LAYER::EnsureWinding( int aContour, bool hole )
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{
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if( aContour < 0 || (unsigned int) aContour >= contours.size() )
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{
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error = "EnsureWinding(): aContour is outside the valid range";
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return false;
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}
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std::list<int>* cp = contours[aContour];
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if( cp->size() < 3 )
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{
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error = "EnsureWinding(): there are fewer than 3 vertices";
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return false;
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}
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double dir = areas[aContour];
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VERTEX_3D* vp0 = vertices[ cp->back() ];
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VERTEX_3D* vp1 = vertices[ cp->front() ];
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dir += ( vp1->x - vp0->x ) * ( vp1->y + vp0->y );
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// if dir is positive, winding is CW
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if( ( hole && dir < 0 ) || ( !hole && dir > 0 ) )
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{
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cp->reverse();
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areas[aContour] = -areas[aContour];
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}
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return true;
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}
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// adds a circle the existing list; if 'hole' is true the contour is
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// a hole. Returns true if OK.
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bool VRML_LAYER::AddCircle( double x, double y, double rad, int csides, bool hole )
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{
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int pad = NewContour();
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if( pad < 0 )
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{
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error = "AddCircle(): failed to add a contour";
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return false;
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}
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if( csides < 6 )
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csides = CalcNSides( rad, maxdev );
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// even numbers give prettier results
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if( csides & 1 )
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csides += 1;
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double da = M_PI * 2.0 / csides;
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bool fail = false;
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if( hole )
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{
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for( double angle = 0; angle < M_PI * 2; angle += da )
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fail |= !AddVertex( pad, x + rad * cos( angle ), y - rad * sin( angle ) );
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}
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else
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{
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for( double angle = 0; angle < M_PI * 2; angle += da )
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fail |= !AddVertex( pad, x + rad * cos( angle ), y + rad * sin( angle ) );
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}
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return !fail;
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}
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// adds a slotted pad with orientation given by angle; if 'hole' is true the
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// contour is a hole. Returns true if OK.
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bool VRML_LAYER::AddSlot( double cx, double cy, double length, double width,
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double angle, int csides, bool hole )
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{
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if( width > length )
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{
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angle += M_PI2;
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std::swap( length, width );
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}
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width /= 2.0;
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length = length / 2.0 - width;
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if( csides < 6 )
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csides = CalcNSides( width, maxdev );
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if( csides & 1 )
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csides += 1;
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csides /= 2;
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double capx, capy;
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capx = cx + cos( angle ) * length;
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capy = cy + sin( angle ) * length;
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double ang, da;
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int i;
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int pad = NewContour();
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if( pad < 0 )
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{
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error = "AddCircle(): failed to add a contour";
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return false;
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}
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da = M_PI / csides;
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bool fail = false;
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if( hole )
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{
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for( ang = angle + M_PI2, i = 0; i < csides; ang -= da, ++i )
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fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
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ang = angle - M_PI2;
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fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
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capx = cx - cos( angle ) * length;
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capy = cy - sin( angle ) * length;
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for( ang = angle - M_PI2, i = 0; i < csides; ang -= da, ++i )
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fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
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ang = angle + M_PI2;
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fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
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}
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else
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{
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for( ang = angle - M_PI2, i = 0; i < csides; ang += da, ++i )
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fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
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ang = angle + M_PI2;
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fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
|
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capx = cx - cos( angle ) * length;
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capy = cy - sin( angle ) * length;
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||
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for( ang = angle + M_PI2, i = 0; i < csides; ang += da, ++i )
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fail |= !AddVertex( pad, capx + width * cos( ang ), capy + width * sin( ang ) );
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||
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||
ang = angle - M_PI2;
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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 NULL;
|
||
}
|
||
|
||
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;
|
||
}
|