kicad/3d-viewer/3d_read_mesh.cpp

180 lines
5.7 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015 Mario Luzeiro <mrluzeiro@gmail.com>
* Copyright (C) 2015 Jean-Pierre Charras, jp.charras@wanadoo.fr
* Copyright (C) 2011 Wayne Stambaugh <stambaughw@verizon.net>
* Copyright (C) 1992-2015 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_read_mesh.cpp
*/
#include <fctsys.h>
#include <common.h>
#include <macros.h>
#include <kicad_string.h>
#include <pgm_base.h>
#define GLM_FORCE_RADIANS
#include <glm/gtc/matrix_transform.hpp>
#include <3d_viewer.h>
#include <info3d_visu.h>
#include "3d_struct.h"
#include "modelparsers.h"
S3D_MODEL_PARSER *S3D_MODEL_PARSER::Create( S3D_MASTER* aMaster,
const wxString aExtension )
{
if ( aExtension == wxT( "x3d" ) )
return new X3D_MODEL_PARSER( aMaster );
else if ( aExtension == wxT( "wrl" ) )
return new VRML_MODEL_PARSER( aMaster );
return NULL;
}
int S3D_MASTER::ReadData( S3D_MODEL_PARSER* aParser )
{
if( m_Shape3DFullFilename.IsEmpty() || aParser == NULL )
return -1;
wxString filename = m_Shape3DFullFilename;
#ifdef __WINDOWS__
filename.Replace( wxT( "/" ), wxT( "\\" ) );
#else
filename.Replace( wxT( "\\" ), wxT( "/" ) );
#endif
if( wxFileName::FileExists( filename ) )
{
wxFileName fn( filename );
if( aParser->Load( filename ) )
{
// Invalidate bounding boxes
m_fastAABBox.Reset();
m_BBox.Reset();
m_parser = aParser;
return 0;
}
}
wxLogDebug( wxT( "3D shape '%s' not found, even tried '%s' after env var substitution." ),
GetChars( m_Shape3DName ),
GetChars( filename ) );
return -1;
}
void S3D_MASTER::Render( bool aIsRenderingJustNonTransparentObjects,
bool aIsRenderingJustTransparentObjects )
{
if( m_parser == NULL )
return;
double aVrmlunits_to_3Dunits = g_Parm_3D_Visu.m_BiuTo3Dunits * UNITS3D_TO_UNITSPCB;
glScalef( aVrmlunits_to_3Dunits, aVrmlunits_to_3Dunits, aVrmlunits_to_3Dunits );
glTranslatef( m_MatPosition.x * SCALE_3D_CONV,
m_MatPosition.y * SCALE_3D_CONV,
m_MatPosition.z * SCALE_3D_CONV );
glRotatef( -m_MatRotation.z, 0.0f, 0.0f, 1.0f );
glRotatef( -m_MatRotation.y, 0.0f, 1.0f, 0.0f );
glRotatef( -m_MatRotation.x, 1.0f, 0.0f, 0.0f );
glScalef( m_MatScale.x, m_MatScale.y, m_MatScale.z );
for( unsigned int idx = 0; idx < m_parser->childs.size(); idx++ )
m_parser->childs[idx]->openGL_RenderAllChilds( aIsRenderingJustNonTransparentObjects,
aIsRenderingJustTransparentObjects );
}
CBBOX &S3D_MASTER::getBBox( )
{
if( !m_BBox.IsInitialized() )
calcBBox();
return m_BBox;
}
CBBOX &S3D_MASTER::getFastAABBox( )
{
if( !m_fastAABBox.IsInitialized() )
calcBBox();
return m_fastAABBox;
}
void S3D_MASTER::calcBBox()
{
if( m_parser == NULL )
return;
bool firstBBox = true;
for( unsigned int idx = 0; idx < m_parser->childs.size(); idx++ )
if( firstBBox )
{
firstBBox = false;
m_BBox = m_parser->childs[idx]->getBBox();
}
else
m_BBox.Union( m_parser->childs[idx]->getBBox() );
// Calc transformation matrix to apply in AABBox
float aVrmlunits_to_3Dunits = g_Parm_3D_Visu.m_BiuTo3Dunits * UNITS3D_TO_UNITSPCB;
glm::mat4 fullTransformMatrix;
fullTransformMatrix = glm::scale( glm::mat4(), S3D_VERTEX( aVrmlunits_to_3Dunits,
aVrmlunits_to_3Dunits,
aVrmlunits_to_3Dunits ) );
fullTransformMatrix = glm::translate( fullTransformMatrix, S3D_VERTEX( m_MatPosition.x * SCALE_3D_CONV,
m_MatPosition.y * SCALE_3D_CONV,
m_MatPosition.z * SCALE_3D_CONV) );
if( m_MatRotation.z != 0.0 )
fullTransformMatrix = glm::rotate( fullTransformMatrix, glm::radians(-(float)m_MatRotation.z), S3D_VERTEX( 0.0f, 0.0f, 1.0f ) );
if( m_MatRotation.y != 0.0 )
fullTransformMatrix = glm::rotate( fullTransformMatrix, glm::radians(-(float)m_MatRotation.y), S3D_VERTEX( 0.0f, 1.0f, 0.0f ) );
if( m_MatRotation.x != 0.0 )
fullTransformMatrix = glm::rotate( fullTransformMatrix, glm::radians(-(float)m_MatRotation.x), S3D_VERTEX( 1.0f, 0.0f, 0.0f ) );
fullTransformMatrix = glm::scale( fullTransformMatrix, S3D_VERTEX( m_MatScale.x, m_MatScale.y, m_MatScale.z ) );
// Apply transformation
m_fastAABBox = m_BBox;
m_fastAABBox.ApplyTransformationAA( fullTransformMatrix );
}