
Specifically: * touchscreen devices are now supported; * rotation is now more like what SolveSpace itself does. The code is split in two parts because MSVC can't handle string literals longer than 16Ki.
1545 lines
54 KiB
C++
1545 lines
54 KiB
C++
//-----------------------------------------------------------------------------
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// The 2d vector output stuff that isn't specific to any particular file
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// format: getting the appropriate lines and curves, performing hidden line
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// removal, calculating bounding boxes, and so on. Also raster and triangle
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// mesh output.
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//
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// Copyright 2008-2013 Jonathan Westhues.
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//-----------------------------------------------------------------------------
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#include "solvespace.h"
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#ifndef WIN32
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#include <unix/gloffscreen.h>
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#endif
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#include <png.h>
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void SolveSpaceUI::ExportSectionTo(const std::string &filename) {
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Vector gn = (SS.GW.projRight).Cross(SS.GW.projUp);
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gn = gn.WithMagnitude(1);
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Group *g = SK.GetGroup(SS.GW.activeGroup);
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g->GenerateDisplayItems();
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if(g->displayMesh.IsEmpty()) {
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Error("No solid model present; draw one with extrudes and revolves, "
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"or use Export 2d View to export bare lines and curves.");
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return;
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}
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// The plane in which the exported section lies; need this because we'll
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// reorient from that plane into the xy plane before exporting.
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Vector origin, u, v, n;
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double d;
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SS.GW.GroupSelection();
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#define gs (SS.GW.gs)
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if((gs.n == 0 && g->activeWorkplane.v != Entity::FREE_IN_3D.v)) {
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Entity *wrkpl = SK.GetEntity(g->activeWorkplane);
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origin = wrkpl->WorkplaneGetOffset();
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n = wrkpl->Normal()->NormalN();
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u = wrkpl->Normal()->NormalU();
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v = wrkpl->Normal()->NormalV();
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} else if(gs.n == 1 && gs.faces == 1) {
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Entity *face = SK.GetEntity(gs.entity[0]);
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origin = face->FaceGetPointNum();
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n = face->FaceGetNormalNum();
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if(n.Dot(gn) < 0) n = n.ScaledBy(-1);
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u = n.Normal(0);
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v = n.Normal(1);
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} else if(gs.n == 3 && gs.vectors == 2 && gs.points == 1) {
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Vector ut = SK.GetEntity(gs.entity[0])->VectorGetNum(),
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vt = SK.GetEntity(gs.entity[1])->VectorGetNum();
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ut = ut.WithMagnitude(1);
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vt = vt.WithMagnitude(1);
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if(fabs(SS.GW.projUp.Dot(vt)) < fabs(SS.GW.projUp.Dot(ut))) {
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swap(ut, vt);
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}
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if(SS.GW.projRight.Dot(ut) < 0) ut = ut.ScaledBy(-1);
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if(SS.GW.projUp. Dot(vt) < 0) vt = vt.ScaledBy(-1);
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origin = SK.GetEntity(gs.point[0])->PointGetNum();
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n = ut.Cross(vt);
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u = ut.WithMagnitude(1);
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v = (n.Cross(u)).WithMagnitude(1);
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} else {
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Error("Bad selection for export section. Please select:\n\n"
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" * nothing, with an active workplane "
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"(workplane is section plane)\n"
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" * a face (section plane through face)\n"
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" * a point and two line segments "
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"(plane through point and parallel to lines)\n");
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return;
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}
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SS.GW.ClearSelection();
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n = n.WithMagnitude(1);
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d = origin.Dot(n);
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SEdgeList el = {};
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SBezierList bl = {};
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// If there's a mesh, then grab the edges from it.
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g->runningMesh.MakeEdgesInPlaneInto(&el, n, d);
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// If there's a shell, then grab the edges and possibly Beziers.
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g->runningShell.MakeSectionEdgesInto(n, d,
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&el,
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(SS.exportPwlCurves || fabs(SS.exportOffset) > LENGTH_EPS) ? NULL : &bl);
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// All of these are solid model edges, so use the appropriate style.
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SEdge *se;
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for(se = el.l.First(); se; se = el.l.NextAfter(se)) {
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se->auxA = Style::SOLID_EDGE;
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}
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SBezier *sb;
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for(sb = bl.l.First(); sb; sb = bl.l.NextAfter(sb)) {
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sb->auxA = Style::SOLID_EDGE;
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}
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el.CullExtraneousEdges();
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bl.CullIdenticalBeziers();
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// And write the edges.
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VectorFileWriter *out = VectorFileWriter::ForFile(filename);
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if(out) {
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// parallel projection (no perspective), and no mesh
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ExportLinesAndMesh(&el, &bl, NULL,
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u, v, n, origin, 0,
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out);
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}
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el.Clear();
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bl.Clear();
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}
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void SolveSpaceUI::ExportViewOrWireframeTo(const std::string &filename, bool wireframe) {
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int i;
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SEdgeList edges = {};
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SBezierList beziers = {};
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VectorFileWriter *out = VectorFileWriter::ForFile(filename);
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if(!out) return;
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SS.exportMode = true;
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GenerateAll(GENERATE_ALL);
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SMesh *sm = NULL;
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if(SS.GW.showShaded || SS.GW.showHdnLines) {
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Group *g = SK.GetGroup(SS.GW.activeGroup);
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g->GenerateDisplayItems();
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sm = &(g->displayMesh);
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}
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if(sm && sm->IsEmpty()) {
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sm = NULL;
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}
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for(i = 0; i < SK.entity.n; i++) {
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Entity *e = &(SK.entity.elem[i]);
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if(!e->IsVisible()) continue;
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if(e->construction) continue;
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if(SS.exportPwlCurves || sm || fabs(SS.exportOffset) > LENGTH_EPS)
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{
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// We will be doing hidden line removal, which we can't do on
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// exact curves; so we need things broken down to pwls. Same
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// problem with cutter radius compensation.
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e->GenerateEdges(&edges);
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} else {
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e->GenerateBezierCurves(&beziers);
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}
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}
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if(SS.GW.showEdges) {
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Group *g = SK.GetGroup(SS.GW.activeGroup);
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g->GenerateDisplayItems();
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SEdgeList *selr = &(g->displayEdges);
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SEdge *se;
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for(se = selr->l.First(); se; se = selr->l.NextAfter(se)) {
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edges.AddEdge(se->a, se->b, Style::SOLID_EDGE);
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}
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}
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if(SS.GW.showConstraints) {
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if(!out->OutputConstraints(&SK.constraint)) {
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// The output format cannot represent constraints directly,
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// so convert them to edges.
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Constraint *c;
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for(c = SK.constraint.First(); c; c = SK.constraint.NextAfter(c)) {
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c->GetEdges(&edges);
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}
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}
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}
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if(wireframe) {
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Vector u = Vector::From(1.0, 0.0, 0.0),
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v = Vector::From(0.0, 1.0, 0.0),
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n = Vector::From(0.0, 0.0, 1.0),
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origin = Vector::From(0.0, 0.0, 0.0);
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double cameraTan = 0.0,
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scale = 1.0;
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out->SetModelviewProjection(u, v, n, origin, cameraTan, scale);
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ExportWireframeCurves(&edges, &beziers, out);
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} else {
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Vector u = SS.GW.projRight,
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v = SS.GW.projUp,
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n = u.Cross(v),
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origin = SS.GW.offset.ScaledBy(-1);
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out->SetModelviewProjection(u, v, n, origin,
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SS.CameraTangent()*SS.GW.scale, SS.exportScale);
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ExportLinesAndMesh(&edges, &beziers, sm,
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u, v, n, origin, SS.CameraTangent()*SS.GW.scale,
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out);
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if(!out->HasCanvasSize()) {
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// These file formats don't have a canvas size, so they just
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// get exported in the raw coordinate system. So indicate what
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// that was on-screen.
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SS.justExportedInfo.showOrigin = true;
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SS.justExportedInfo.pt = origin;
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SS.justExportedInfo.u = u;
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SS.justExportedInfo.v = v;
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} else {
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SS.justExportedInfo.showOrigin = false;
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}
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SS.justExportedInfo.draw = true;
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InvalidateGraphics();
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}
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edges.Clear();
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beziers.Clear();
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}
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void SolveSpaceUI::ExportWireframeCurves(SEdgeList *sel, SBezierList *sbl,
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VectorFileWriter *out)
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{
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SBezierLoopSetSet sblss = {};
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SEdge *se;
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for(se = sel->l.First(); se; se = sel->l.NextAfter(se)) {
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SBezier sb = SBezier::From(
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(se->a).ScaledBy(1.0 / SS.exportScale),
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(se->b).ScaledBy(1.0 / SS.exportScale));
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sblss.AddOpenPath(&sb);
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}
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sbl->ScaleSelfBy(1.0/SS.exportScale);
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SBezier *sb;
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for(sb = sbl->l.First(); sb; sb = sbl->l.NextAfter(sb)) {
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sblss.AddOpenPath(sb);
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}
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out->OutputLinesAndMesh(&sblss, NULL);
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sblss.Clear();
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}
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void SolveSpaceUI::ExportLinesAndMesh(SEdgeList *sel, SBezierList *sbl, SMesh *sm,
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Vector u, Vector v, Vector n,
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Vector origin, double cameraTan,
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VectorFileWriter *out)
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{
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double s = 1.0 / SS.exportScale;
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// Project into the export plane; so when we're done, z doesn't matter,
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// and x and y are what goes in the DXF.
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SEdge *e;
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for(e = sel->l.First(); e; e = sel->l.NextAfter(e)) {
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// project into the specified csys, and apply export scale
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(e->a) = e->a.InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);
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(e->b) = e->b.InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);
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}
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SBezier *b;
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if(sbl) {
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for(b = sbl->l.First(); b; b = sbl->l.NextAfter(b)) {
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*b = b->InPerspective(u, v, n, origin, cameraTan);
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int i;
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for(i = 0; i <= b->deg; i++) {
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b->ctrl[i] = (b->ctrl[i]).ScaledBy(s);
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}
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}
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}
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// If cutter radius compensation is requested, then perform it now
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if(fabs(SS.exportOffset) > LENGTH_EPS) {
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// assemble those edges into a polygon, and clear the edge list
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SPolygon sp = {};
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sel->AssemblePolygon(&sp, NULL);
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sel->Clear();
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SPolygon compd = {};
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sp.normal = Vector::From(0, 0, -1);
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sp.FixContourDirections();
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sp.OffsetInto(&compd, SS.exportOffset*s);
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sp.Clear();
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compd.MakeEdgesInto(sel);
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compd.Clear();
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}
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// Now the triangle mesh; project, then build a BSP to perform
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// occlusion testing and generated the shaded surfaces.
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SMesh smp = {};
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if(sm) {
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Vector l0 = (SS.lightDir[0]).WithMagnitude(1),
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l1 = (SS.lightDir[1]).WithMagnitude(1);
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STriangle *tr;
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for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) {
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STriangle tt = *tr;
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tt.a = (tt.a).InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);
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tt.b = (tt.b).InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);
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tt.c = (tt.c).InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);
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// And calculate lighting for the triangle
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Vector n = tt.Normal().WithMagnitude(1);
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double lighting = SS.ambientIntensity +
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max(0.0, (SS.lightIntensity[0])*(n.Dot(l0))) +
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max(0.0, (SS.lightIntensity[1])*(n.Dot(l1)));
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double r = min(1.0, tt.meta.color.redF() * lighting),
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g = min(1.0, tt.meta.color.greenF() * lighting),
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b = min(1.0, tt.meta.color.blueF() * lighting);
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tt.meta.color = RGBf(r, g, b);
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smp.AddTriangle(&tt);
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}
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}
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SMesh sms = {};
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// We need the mesh for occlusion testing, but if we don't/can't export it,
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// don't generate it.
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if(SS.GW.showShaded && out->CanOutputMesh()) {
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// Use the BSP routines to generate the split triangles in paint order.
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SBsp3 *bsp = SBsp3::FromMesh(&smp);
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if(bsp) bsp->GenerateInPaintOrder(&sms);
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// And cull the back-facing triangles
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STriangle *tr;
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sms.l.ClearTags();
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for(tr = sms.l.First(); tr; tr = sms.l.NextAfter(tr)) {
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Vector n = tr->Normal();
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if(n.z < 0) {
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tr->tag = 1;
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}
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}
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sms.l.RemoveTagged();
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}
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// And now we perform hidden line removal if requested
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SEdgeList hlrd = {};
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if(sm) {
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SKdNode *root = SKdNode::From(&smp);
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// Generate the edges where a curved surface turns from front-facing
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// to back-facing.
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if(SS.GW.showEdges) {
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root->MakeCertainEdgesInto(sel, SKdNode::TURNING_EDGES,
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/*coplanarIsInter=*/false, NULL, NULL,
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GW.showOutlines ? Style::OUTLINE : Style::SOLID_EDGE);
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}
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root->ClearTags();
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int cnt = 1234;
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SEdge *se;
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for(se = sel->l.First(); se; se = sel->l.NextAfter(se)) {
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if(se->auxA == Style::CONSTRAINT) {
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// Constraints should not get hidden line removed; they're
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// always on top.
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hlrd.AddEdge(se->a, se->b, se->auxA);
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continue;
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}
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SEdgeList edges = {};
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// Split the original edge against the mesh
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edges.AddEdge(se->a, se->b, se->auxA);
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root->OcclusionTestLine(*se, &edges, cnt, /*removeHidden=*/!SS.GW.showHdnLines);
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// the occlusion test splits unnecessarily; so fix those
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edges.MergeCollinearSegments(se->a, se->b);
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cnt++;
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// And add the results to our output
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SEdge *sen;
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for(sen = edges.l.First(); sen; sen = edges.l.NextAfter(sen)) {
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hlrd.AddEdge(sen->a, sen->b, sen->auxA);
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}
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edges.Clear();
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}
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sel = &hlrd;
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}
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// Clean up: remove overlapping line segments and
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// segments with zero-length projections.
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sel->l.ClearTags();
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for(int i = 0; i < sel->l.n; ++i) {
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SEdge *sei = &sel->l.elem[i];
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hStyle hsi = { (uint32_t)sei->auxA };
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Style *si = Style::Get(hsi);
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if(sei->tag != 0) continue;
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// Remove segments with zero length projections.
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Vector ai = sei->a;
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ai.z = 0.0;
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Vector bi = sei->b;
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bi.z = 0.0;
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Vector di = bi.Minus(ai);
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if(fabs(di.x) < LENGTH_EPS && fabs(di.y) < LENGTH_EPS) {
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sei->tag = 1;
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continue;
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}
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for(int j = i + 1; j < sel->l.n; ++j) {
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SEdge *sej = &sel->l.elem[j];
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if(sej->tag != 0) continue;
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Vector *pAj = &sej->a;
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Vector *pBj = &sej->b;
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// Remove segments with zero length projections.
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Vector aj = sej->a;
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aj.z = 0.0;
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Vector bj = sej->b;
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bj.z = 0.0;
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Vector dj = bj.Minus(aj);
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if(fabs(dj.x) < LENGTH_EPS && fabs(dj.y) < LENGTH_EPS) {
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sej->tag = 1;
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continue;
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}
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// Skip non-collinear segments.
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const double eps = 1e-6;
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if(aj.DistanceToLine(ai, di) > eps) continue;
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if(bj.DistanceToLine(ai, di) > eps) continue;
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double ta = aj.Minus(ai).Dot(di) / di.Dot(di);
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double tb = bj.Minus(ai).Dot(di) / di.Dot(di);
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if(ta > tb) {
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std::swap(pAj, pBj);
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std::swap(ta, tb);
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}
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hStyle hsj = { (uint32_t)sej->auxA };
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Style *sj = Style::Get(hsj);
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bool canRemoveI = sej->auxA == sei->auxA || si->zIndex < sj->zIndex;
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bool canRemoveJ = sej->auxA == sei->auxA || sj->zIndex < si->zIndex;
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if(canRemoveJ) {
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// j-segment inside i-segment
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if(ta > 0.0 - eps && tb < 1.0 + eps) {
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sej->tag = 1;
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continue;
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}
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// cut segment
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bool aInside = ta > 0.0 - eps && ta < 1.0 + eps;
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if(tb > 1.0 - eps && aInside) {
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*pAj = sei->b;
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continue;
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}
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// cut segment
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bool bInside = tb > 0.0 - eps && tb < 1.0 + eps;
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if(ta < 0.0 - eps && bInside) {
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*pBj = sei->a;
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continue;
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}
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// split segment
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if(ta < 0.0 - eps && tb > 1.0 + eps) {
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sel->AddEdge(sei->b, *pBj, sej->auxA, sej->auxB);
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*pBj = sei->a;
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continue;
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}
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}
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if(canRemoveI) {
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// j-segment inside i-segment
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if(ta < 0.0 + eps && tb > 1.0 - eps) {
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sei->tag = 1;
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break;
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}
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// cut segment
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bool aInside = ta > 0.0 + eps && ta < 1.0 - eps;
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if(tb > 1.0 - eps && aInside) {
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sei->b = *pAj;
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i--;
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break;
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}
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// cut segment
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bool bInside = tb > 0.0 + eps && tb < 1.0 - eps;
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if(ta < 0.0 + eps && bInside) {
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sei->a = *pBj;
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i--;
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break;
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}
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|
|
// split segment
|
|
if(ta > 0.0 + eps && tb < 1.0 - eps) {
|
|
sel->AddEdge(*pBj, sei->b, sei->auxA, sei->auxB);
|
|
sei->b = *pAj;
|
|
i--;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
sel->l.RemoveTagged();
|
|
|
|
// We kept the line segments and Beziers separate until now; but put them
|
|
// all together, and also project everything into the xy plane, since not
|
|
// all export targets ignore the z component of the points.
|
|
for(e = sel->l.First(); e; e = sel->l.NextAfter(e)) {
|
|
SBezier sb = SBezier::From(e->a, e->b);
|
|
sb.auxA = e->auxA;
|
|
sbl->l.Add(&sb);
|
|
}
|
|
for(b = sbl->l.First(); b; b = sbl->l.NextAfter(b)) {
|
|
for(int i = 0; i <= b->deg; i++) {
|
|
b->ctrl[i].z = 0;
|
|
}
|
|
}
|
|
|
|
// If possible, then we will assemble these output curves into loops. They
|
|
// will then get exported as closed paths.
|
|
SBezierLoopSetSet sblss = {};
|
|
SBezierList leftovers = {};
|
|
SSurface srf = SSurface::FromPlane(Vector::From(0, 0, 0),
|
|
Vector::From(1, 0, 0),
|
|
Vector::From(0, 1, 0));
|
|
SPolygon spxyz = {};
|
|
bool allClosed;
|
|
SEdge notClosedAt;
|
|
sbl->l.ClearTags();
|
|
sblss.FindOuterFacesFrom(sbl, &spxyz, &srf,
|
|
SS.ExportChordTolMm(),
|
|
&allClosed, ¬ClosedAt,
|
|
NULL, NULL,
|
|
&leftovers);
|
|
for(b = leftovers.l.First(); b; b = leftovers.l.NextAfter(b)) {
|
|
sblss.AddOpenPath(b);
|
|
}
|
|
|
|
// Now write the lines and triangles to the output file
|
|
out->OutputLinesAndMesh(&sblss, &sms);
|
|
|
|
leftovers.Clear();
|
|
spxyz.Clear();
|
|
sblss.Clear();
|
|
smp.Clear();
|
|
sms.Clear();
|
|
hlrd.Clear();
|
|
}
|
|
|
|
double VectorFileWriter::MmToPts(double mm) {
|
|
// 72 points in an inch
|
|
return (mm/25.4)*72;
|
|
}
|
|
|
|
VectorFileWriter *VectorFileWriter::ForFile(const std::string &filename) {
|
|
VectorFileWriter *ret;
|
|
bool needOpen = true;
|
|
if(FilenameHasExtension(filename, ".dxf")) {
|
|
static DxfFileWriter DxfWriter;
|
|
ret = &DxfWriter;
|
|
needOpen = false;
|
|
} else if(FilenameHasExtension(filename, ".ps") || FilenameHasExtension(filename, ".eps")) {
|
|
static EpsFileWriter EpsWriter;
|
|
ret = &EpsWriter;
|
|
} else if(FilenameHasExtension(filename, ".pdf")) {
|
|
static PdfFileWriter PdfWriter;
|
|
ret = &PdfWriter;
|
|
} else if(FilenameHasExtension(filename, ".svg")) {
|
|
static SvgFileWriter SvgWriter;
|
|
ret = &SvgWriter;
|
|
} else if(FilenameHasExtension(filename, ".plt")||FilenameHasExtension(filename, ".hpgl")) {
|
|
static HpglFileWriter HpglWriter;
|
|
ret = &HpglWriter;
|
|
} else if(FilenameHasExtension(filename, ".step")||FilenameHasExtension(filename, ".stp")) {
|
|
static Step2dFileWriter Step2dWriter;
|
|
ret = &Step2dWriter;
|
|
} else if(FilenameHasExtension(filename, ".txt")) {
|
|
static GCodeFileWriter GCodeWriter;
|
|
ret = &GCodeWriter;
|
|
} else {
|
|
Error("Can't identify output file type from file extension of "
|
|
"filename '%s'; try "
|
|
".step, .stp, .dxf, .svg, .plt, .hpgl, .pdf, .txt, "
|
|
".eps, or .ps.",
|
|
filename.c_str());
|
|
return NULL;
|
|
}
|
|
ret->filename = filename;
|
|
if(!needOpen) return ret;
|
|
|
|
FILE *f = ssfopen(filename, "wb");
|
|
if(!f) {
|
|
Error("Couldn't write to '%s'", filename.c_str());
|
|
return NULL;
|
|
}
|
|
ret->f = f;
|
|
return ret;
|
|
}
|
|
|
|
void VectorFileWriter::SetModelviewProjection(const Vector &u, const Vector &v, const Vector &n,
|
|
const Vector &origin, double cameraTan,
|
|
double scale) {
|
|
this->u = u;
|
|
this->v = v;
|
|
this->n = n;
|
|
this->origin = origin;
|
|
this->cameraTan = cameraTan;
|
|
this->scale = scale;
|
|
}
|
|
|
|
Vector VectorFileWriter::Transform(Vector &pos) const {
|
|
return pos.InPerspective(u, v, n, origin, cameraTan).ScaledBy(1.0 / scale);
|
|
}
|
|
|
|
void VectorFileWriter::OutputLinesAndMesh(SBezierLoopSetSet *sblss, SMesh *sm) {
|
|
STriangle *tr;
|
|
SBezier *b;
|
|
|
|
// First calculate the bounding box.
|
|
ptMin = Vector::From(VERY_POSITIVE, VERY_POSITIVE, VERY_POSITIVE);
|
|
ptMax = Vector::From(VERY_NEGATIVE, VERY_NEGATIVE, VERY_NEGATIVE);
|
|
if(sm) {
|
|
for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) {
|
|
(tr->a).MakeMaxMin(&ptMax, &ptMin);
|
|
(tr->b).MakeMaxMin(&ptMax, &ptMin);
|
|
(tr->c).MakeMaxMin(&ptMax, &ptMin);
|
|
}
|
|
}
|
|
if(sblss) {
|
|
SBezierLoopSet *sbls;
|
|
for(sbls = sblss->l.First(); sbls; sbls = sblss->l.NextAfter(sbls)) {
|
|
SBezierLoop *sbl;
|
|
for(sbl = sbls->l.First(); sbl; sbl = sbls->l.NextAfter(sbl)) {
|
|
for(b = sbl->l.First(); b; b = sbl->l.NextAfter(b)) {
|
|
for(int i = 0; i <= b->deg; i++) {
|
|
(b->ctrl[i]).MakeMaxMin(&ptMax, &ptMin);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// And now we compute the canvas size.
|
|
double s = 1.0 / SS.exportScale;
|
|
if(SS.exportCanvasSizeAuto) {
|
|
// It's based on the calculated bounding box; we grow it along each
|
|
// boundary by the specified amount.
|
|
ptMin.x -= s*SS.exportMargin.left;
|
|
ptMax.x += s*SS.exportMargin.right;
|
|
ptMin.y -= s*SS.exportMargin.bottom;
|
|
ptMax.y += s*SS.exportMargin.top;
|
|
} else {
|
|
ptMin.x = -(s*SS.exportCanvas.dx);
|
|
ptMin.y = -(s*SS.exportCanvas.dy);
|
|
ptMax.x = ptMin.x + (s*SS.exportCanvas.width);
|
|
ptMax.y = ptMin.y + (s*SS.exportCanvas.height);
|
|
}
|
|
|
|
StartFile();
|
|
if(sm && SS.exportShadedTriangles) {
|
|
for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) {
|
|
Triangle(tr);
|
|
}
|
|
}
|
|
if(sblss) {
|
|
SBezierLoopSet *sbls;
|
|
for(sbls = sblss->l.First(); sbls; sbls = sblss->l.NextAfter(sbls)) {
|
|
SBezierLoop *sbl;
|
|
sbl = sbls->l.First();
|
|
if(!sbl) continue;
|
|
b = sbl->l.First();
|
|
if(!b || !Style::Exportable(b->auxA)) continue;
|
|
|
|
hStyle hs = { (uint32_t)b->auxA };
|
|
Style *stl = Style::Get(hs);
|
|
double lineWidth = Style::WidthMm(b->auxA)*s;
|
|
RgbaColor strokeRgb = Style::Color(hs, true);
|
|
RgbaColor fillRgb = Style::FillColor(hs, true);
|
|
|
|
StartPath(strokeRgb, lineWidth, stl->filled, fillRgb, hs);
|
|
for(sbl = sbls->l.First(); sbl; sbl = sbls->l.NextAfter(sbl)) {
|
|
for(b = sbl->l.First(); b; b = sbl->l.NextAfter(b)) {
|
|
Bezier(b);
|
|
}
|
|
}
|
|
FinishPath(strokeRgb, lineWidth, stl->filled, fillRgb, hs);
|
|
}
|
|
}
|
|
FinishAndCloseFile();
|
|
}
|
|
|
|
void VectorFileWriter::BezierAsPwl(SBezier *sb) {
|
|
List<Vector> lv = {};
|
|
sb->MakePwlInto(&lv, SS.ExportChordTolMm());
|
|
int i;
|
|
for(i = 1; i < lv.n; i++) {
|
|
SBezier sb = SBezier::From(lv.elem[i-1], lv.elem[i]);
|
|
Bezier(&sb);
|
|
}
|
|
lv.Clear();
|
|
}
|
|
|
|
void VectorFileWriter::BezierAsNonrationalCubic(SBezier *sb, int depth) {
|
|
Vector t0 = sb->TangentAt(0), t1 = sb->TangentAt(1);
|
|
// The curve is correct, and the first derivatives are correct, at the
|
|
// endpoints.
|
|
SBezier bnr = SBezier::From(
|
|
sb->Start(),
|
|
sb->Start().Plus(t0.ScaledBy(1.0/3)),
|
|
sb->Finish().Minus(t1.ScaledBy(1.0/3)),
|
|
sb->Finish());
|
|
|
|
double tol = SS.ExportChordTolMm();
|
|
// Arbitrary choice, but make it a little finer than pwl tolerance since
|
|
// it should be easier to achieve that with the smooth curves.
|
|
tol /= 2;
|
|
|
|
bool closeEnough = true;
|
|
int i;
|
|
for(i = 1; i <= 3; i++) {
|
|
double t = i/4.0;
|
|
Vector p0 = sb->PointAt(t),
|
|
pn = bnr.PointAt(t);
|
|
double d = (p0.Minus(pn)).Magnitude();
|
|
if(d > tol) {
|
|
closeEnough = false;
|
|
}
|
|
}
|
|
|
|
if(closeEnough || depth > 3) {
|
|
Bezier(&bnr);
|
|
} else {
|
|
SBezier bef, aft;
|
|
sb->SplitAt(0.5, &bef, &aft);
|
|
BezierAsNonrationalCubic(&bef, depth+1);
|
|
BezierAsNonrationalCubic(&aft, depth+1);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Export a triangle mesh, in the requested format.
|
|
//-----------------------------------------------------------------------------
|
|
void SolveSpaceUI::ExportMeshTo(const std::string &filename) {
|
|
SS.exportMode = true;
|
|
GenerateAll(GENERATE_ALL);
|
|
|
|
Group *g = SK.GetGroup(SS.GW.activeGroup);
|
|
g->GenerateDisplayItems();
|
|
|
|
SMesh *m = &(SK.GetGroup(SS.GW.activeGroup)->displayMesh);
|
|
if(m->IsEmpty()) {
|
|
Error("Active group mesh is empty; nothing to export.");
|
|
return;
|
|
}
|
|
|
|
FILE *f = ssfopen(filename, "wb");
|
|
if(!f) {
|
|
Error("Couldn't write to '%s'", filename.c_str());
|
|
return;
|
|
}
|
|
|
|
if(FilenameHasExtension(filename, ".stl")) {
|
|
ExportMeshAsStlTo(f, m);
|
|
} else if(FilenameHasExtension(filename, ".obj")) {
|
|
ExportMeshAsObjTo(f, m);
|
|
} else if(FilenameHasExtension(filename, ".js") ||
|
|
FilenameHasExtension(filename, ".html")) {
|
|
SEdgeList *e = &(SK.GetGroup(SS.GW.activeGroup)->displayEdges);
|
|
ExportMeshAsThreeJsTo(f, filename, m, e);
|
|
} else {
|
|
Error("Can't identify output file type from file extension of "
|
|
"filename '%s'; try .stl, .obj, .js.", filename.c_str());
|
|
}
|
|
|
|
fclose(f);
|
|
|
|
SS.justExportedInfo.showOrigin = false;
|
|
SS.justExportedInfo.draw = true;
|
|
InvalidateGraphics();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Export the mesh as an STL file; it should always be vertex-to-vertex and
|
|
// not self-intersecting, so not much to do.
|
|
//-----------------------------------------------------------------------------
|
|
void SolveSpaceUI::ExportMeshAsStlTo(FILE *f, SMesh *sm) {
|
|
char str[80] = {};
|
|
strcpy(str, "STL exported mesh");
|
|
fwrite(str, 1, 80, f);
|
|
|
|
uint32_t n = sm->l.n;
|
|
fwrite(&n, 4, 1, f);
|
|
|
|
double s = SS.exportScale;
|
|
int i;
|
|
for(i = 0; i < sm->l.n; i++) {
|
|
STriangle *tr = &(sm->l.elem[i]);
|
|
Vector n = tr->Normal().WithMagnitude(1);
|
|
float w;
|
|
w = (float)n.x; fwrite(&w, 4, 1, f);
|
|
w = (float)n.y; fwrite(&w, 4, 1, f);
|
|
w = (float)n.z; fwrite(&w, 4, 1, f);
|
|
w = (float)((tr->a.x)/s); fwrite(&w, 4, 1, f);
|
|
w = (float)((tr->a.y)/s); fwrite(&w, 4, 1, f);
|
|
w = (float)((tr->a.z)/s); fwrite(&w, 4, 1, f);
|
|
w = (float)((tr->b.x)/s); fwrite(&w, 4, 1, f);
|
|
w = (float)((tr->b.y)/s); fwrite(&w, 4, 1, f);
|
|
w = (float)((tr->b.z)/s); fwrite(&w, 4, 1, f);
|
|
w = (float)((tr->c.x)/s); fwrite(&w, 4, 1, f);
|
|
w = (float)((tr->c.y)/s); fwrite(&w, 4, 1, f);
|
|
w = (float)((tr->c.z)/s); fwrite(&w, 4, 1, f);
|
|
fputc(0, f);
|
|
fputc(0, f);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Export the mesh as Wavefront OBJ format. This requires us to reduce all the
|
|
// identical vertices to the same identifier, so do that first.
|
|
//-----------------------------------------------------------------------------
|
|
void SolveSpaceUI::ExportMeshAsObjTo(FILE *f, SMesh *sm) {
|
|
SPointList spl = {};
|
|
STriangle *tr;
|
|
for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) {
|
|
spl.IncrementTagFor(tr->a);
|
|
spl.IncrementTagFor(tr->b);
|
|
spl.IncrementTagFor(tr->c);
|
|
}
|
|
|
|
// Output all the vertices.
|
|
SPoint *sp;
|
|
for(sp = spl.l.First(); sp; sp = spl.l.NextAfter(sp)) {
|
|
fprintf(f, "v %.10f %.10f %.10f\r\n",
|
|
sp->p.x / SS.exportScale,
|
|
sp->p.y / SS.exportScale,
|
|
sp->p.z / SS.exportScale);
|
|
}
|
|
|
|
// And now all the triangular faces, in terms of those vertices. The
|
|
// file format counts from 1, not 0.
|
|
for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) {
|
|
fprintf(f, "f %d %d %d\r\n",
|
|
spl.IndexForPoint(tr->a) + 1,
|
|
spl.IndexForPoint(tr->b) + 1,
|
|
spl.IndexForPoint(tr->c) + 1);
|
|
}
|
|
|
|
spl.Clear();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Export the mesh as a JavaScript script, which is compatible with Three.js.
|
|
//-----------------------------------------------------------------------------
|
|
void SolveSpaceUI::ExportMeshAsThreeJsTo(FILE *f, const std::string &filename,
|
|
SMesh *sm, SEdgeList *sel)
|
|
{
|
|
SPointList spl = {};
|
|
STriangle *tr;
|
|
SEdge *e;
|
|
Vector bndl, bndh;
|
|
const char htmlbegin0[] = R"(
|
|
<!DOCTYPE html>
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8"></meta>
|
|
<title>Three.js Solvespace Mesh</title>
|
|
<script src="http://threejs.org/build/three.js"></script>
|
|
<script src="http://hammerjs.github.io/dist/hammer.js"></script>
|
|
<style type="text/css">
|
|
body { margin: 0; overflow: hidden; }
|
|
</style>
|
|
</head>
|
|
<body>
|
|
<script>
|
|
</script>
|
|
<script>
|
|
SolvespaceCamera = function(renderWidth, renderHeight, scale, up, right, offset) {
|
|
THREE.Camera.call(this);
|
|
|
|
this.type = 'SolvespaceCamera';
|
|
|
|
this.renderWidth = renderWidth;
|
|
this.renderHeight = renderHeight;
|
|
this.zoomScale = scale; /* Avoid namespace collision w/ THREE.Object.scale */
|
|
this.up = up;
|
|
this.right = right;
|
|
this.offset = offset;
|
|
this.depthBias = 0;
|
|
|
|
this.updateProjectionMatrix();
|
|
};
|
|
|
|
SolvespaceCamera.prototype = Object.create(THREE.Camera.prototype);
|
|
SolvespaceCamera.prototype.constructor = SolvespaceCamera;
|
|
SolvespaceCamera.prototype.updateProjectionMatrix = function() {
|
|
var temp = new THREE.Matrix4();
|
|
var offset = new THREE.Matrix4().makeTranslation(this.offset.x, this.offset.y, this.offset.z);
|
|
// Convert to right handed- do up cross right instead.
|
|
var n = new THREE.Vector3().crossVectors(this.up, this.right);
|
|
var rotate = new THREE.Matrix4().makeBasis(this.right, this.up, n);
|
|
rotate.transpose();
|
|
/* FIXME: At some point we ended up using row-major.
|
|
THREE.js wants column major. Scale/depth correct unaffected b/c diagonal
|
|
matrices remain the same when transposed. makeTranslation also makes
|
|
a column-major matrix. */
|
|
|
|
/* TODO: If we want perspective, we need an additional matrix
|
|
here which will modify w for perspective divide. */
|
|
var scale = new THREE.Matrix4().makeScale(2 * this.zoomScale / this.renderWidth,
|
|
2 * this.zoomScale / this.renderHeight, this.zoomScale / 30000.0);
|
|
|
|
temp.multiply(scale);
|
|
temp.multiply(rotate);
|
|
temp.multiply(offset);
|
|
|
|
this.projectionMatrix.copy(temp);
|
|
};
|
|
|
|
SolvespaceCamera.prototype.NormalizeProjectionVectors = function() {
|
|
/* After rotating, up and right may no longer be orthogonal.
|
|
However, their cross product will produce the correct
|
|
rotated plane, and we can recover an orthogonal basis. */
|
|
var n = new THREE.Vector3().crossVectors(this.right, this.up);
|
|
this.up = new THREE.Vector3().crossVectors(n, this.right);
|
|
this.right.normalize();
|
|
this.up.normalize();
|
|
};
|
|
|
|
SolvespaceCamera.prototype.rotate = function(right, up) {
|
|
var oldRight = new THREE.Vector3().copy(this.right).normalize();
|
|
var oldUp = new THREE.Vector3().copy(this.up).normalize();
|
|
this.up.applyAxisAngle(oldRight, up);
|
|
this.right.applyAxisAngle(oldUp, right);
|
|
this.NormalizeProjectionVectors();
|
|
}
|
|
|
|
SolvespaceCamera.prototype.offsetProj = function(right, up) {
|
|
var shift = new THREE.Vector3(right * this.right.x + up * this.up.x,
|
|
right * this.right.y + up * this.up.y,
|
|
right * this.right.z + up * this.up.z);
|
|
this.offset.add(shift);
|
|
}
|
|
|
|
/* Calculate the offset in terms of up and right projection vectors
|
|
that will preserve the world coordinates of the current mouse position after
|
|
the zoom. */
|
|
SolvespaceCamera.prototype.zoomTo = function(x, y, delta) {
|
|
// Get offset components in world coordinates, in terms of up/right.
|
|
var projOffsetX = this.offset.dot(this.right);
|
|
var projOffsetY = this.offset.dot(this.up);
|
|
|
|
/* Remove offset before scaling so, that mouse position changes
|
|
proportionally to the model and independent of current offset. */
|
|
var centerRightI = x/this.zoomScale - projOffsetX;
|
|
var centerUpI = y/this.zoomScale - projOffsetY;
|
|
var zoomFactor;
|
|
|
|
/* Zoom 20% every 100 delta. */
|
|
if(delta < 0) {
|
|
zoomFactor = (-delta * 0.002 + 1);
|
|
}
|
|
else if(delta > 0) {
|
|
zoomFactor = (delta * (-1.0/600.0) + 1)
|
|
}
|
|
else {
|
|
return;
|
|
}
|
|
|
|
this.zoomScale = this.zoomScale * zoomFactor;
|
|
var centerRightF = x/this.zoomScale - projOffsetX;
|
|
var centerUpF = y/this.zoomScale - projOffsetY;
|
|
|
|
this.offset.addScaledVector(this.right, centerRightF - centerRightI);
|
|
this.offset.addScaledVector(this.up, centerUpF - centerUpI);
|
|
}
|
|
|
|
|
|
SolvespaceControls = function(object, domElement) {
|
|
var _this = this;
|
|
this.object = object;
|
|
this.domElement = ( domElement !== undefined ) ? domElement : document;
|
|
|
|
var threePan = new Hammer.Pan({event : 'threepan', pointers : 3, enable : false});
|
|
var panAfterTap = new Hammer.Pan({event : 'panaftertap', enable : false});
|
|
|
|
this.touchControls = new Hammer.Manager(domElement, {
|
|
recognizers: [
|
|
[Hammer.Pinch, { enable: true }],
|
|
[Hammer.Pan],
|
|
[Hammer.Tap],
|
|
]
|
|
});
|
|
|
|
this.touchControls.add(threePan);
|
|
this.touchControls.add(panAfterTap);
|
|
|
|
var changeEvent = {
|
|
type: 'change'
|
|
};
|
|
var startEvent = {
|
|
type: 'start'
|
|
};
|
|
var endEvent = {
|
|
type: 'end'
|
|
};
|
|
|
|
var _changed = false;
|
|
var _mouseMoved = false;
|
|
//var _touchPoints = new Array();
|
|
var _offsetPrev = new THREE.Vector2(0, 0);
|
|
var _offsetCur = new THREE.Vector2(0, 0);
|
|
var _rotatePrev = new THREE.Vector2(0, 0);
|
|
var _rotateCur = new THREE.Vector2(0, 0);
|
|
|
|
// Used during touch events.
|
|
var _rotateOrig = new THREE.Vector2(0, 0);
|
|
var _offsetOrig = new THREE.Vector2(0, 0);
|
|
var _prevScale = 1.0;
|
|
|
|
this.handleEvent = function(event) {
|
|
if (typeof this[event.type] == 'function') {
|
|
this[event.type](event);
|
|
}
|
|
}
|
|
|
|
function mousedown(event) {
|
|
event.preventDefault();
|
|
event.stopPropagation();
|
|
|
|
switch (event.button) {
|
|
case 0:
|
|
_rotateCur.set(event.screenX, event.screenY);
|
|
_rotatePrev.copy(_rotateCur);
|
|
document.addEventListener('mousemove', mousemove, false);
|
|
document.addEventListener('mouseup', mouseup, false);
|
|
break;
|
|
case 2:
|
|
_offsetCur.set(event.screenX, event.screenY);
|
|
_offsetPrev.copy(_offsetCur);
|
|
document.addEventListener('mousemove', mousemove, false);
|
|
document.addEventListener('mouseup', mouseup, false);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
function wheel( event ) {
|
|
event.preventDefault();
|
|
/* FIXME: Width and height might not be supported universally, but
|
|
can be calculated? */
|
|
var box = _this.domElement.getBoundingClientRect();
|
|
object.zoomTo(event.clientX - box.width/2 - box.left,
|
|
-(event.clientY - box.height/2 - box.top), event.deltaY);
|
|
_changed = true;
|
|
}
|
|
|
|
function mousemove(event) {
|
|
switch (event.button) {
|
|
case 0:
|
|
_rotateCur.set(event.screenX, event.screenY);
|
|
var diff = new THREE.Vector2().subVectors(_rotateCur, _rotatePrev)
|
|
.multiplyScalar(1 / object.zoomScale);
|
|
object.rotate(-0.3 * Math.PI / 180 * diff.x * object.zoomScale,
|
|
-0.3 * Math.PI / 180 * diff.y * object.zoomScale);
|
|
_changed = true;
|
|
_rotatePrev.copy(_rotateCur);
|
|
break;
|
|
case 2:
|
|
_mouseMoved = true;
|
|
_offsetCur.set(event.screenX, event.screenY);
|
|
var diff = new THREE.Vector2().subVectors(_offsetCur, _offsetPrev)
|
|
.multiplyScalar(1 / object.zoomScale);
|
|
object.offsetProj(diff.x, -diff.y);
|
|
_changed = true;
|
|
_offsetPrev.copy(_offsetCur)
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
function mouseup(event) {
|
|
/* TODO: Opera mouse gestures will intercept this event, making it
|
|
possible to have multiple mousedown events consecutively without
|
|
a corresponding mouseup (so multiple viewports can be rotated/panned
|
|
simultaneously). Disable mouse gestures for now. */
|
|
event.preventDefault();
|
|
event.stopPropagation();
|
|
|
|
document.removeEventListener('mousemove', mousemove);
|
|
document.removeEventListener('mouseup', mouseup);
|
|
|
|
_this.dispatchEvent(endEvent);
|
|
}
|
|
|
|
function pan(event) {
|
|
/* neWcur - prev does not necessarily equal (cur + diff) - prev.
|
|
Floating point is not associative. */
|
|
touchDiff = new THREE.Vector2(event.deltaX, event.deltaY);
|
|
_rotateCur.addVectors(_rotateOrig, touchDiff);
|
|
incDiff = new THREE.Vector2().subVectors(_rotateCur, _rotatePrev)
|
|
.multiplyScalar(1 / object.zoomScale);
|
|
object.rotate(-0.3 * Math.PI / 180 * incDiff.x * object.zoomScale,
|
|
-0.3 * Math.PI / 180 * incDiff.y * object.zoomScale);
|
|
_changed = true;
|
|
_rotatePrev.copy(_rotateCur);
|
|
}
|
|
|
|
function panstart(event) {
|
|
/* TODO: Dynamically enable pan function? */
|
|
_rotateOrig.copy(_rotateCur);
|
|
}
|
|
|
|
function pinchstart(event) {
|
|
_prevScale = event.scale;
|
|
}
|
|
|
|
function pinch(event) {
|
|
/* FIXME: Width and height might not be supported universally, but
|
|
can be calculated? */
|
|
var box = _this.domElement.getBoundingClientRect();
|
|
|
|
/* 16.6... pixels chosen heuristically... matches my touchpad. */
|
|
if (event.scale < _prevScale) {
|
|
object.zoomTo(event.center.x - box.width/2 - box.left,
|
|
-(event.center.y - box.height/2 - box.top), 100/6.0);
|
|
_changed = true;
|
|
} else if (event.scale > _prevScale) {
|
|
object.zoomTo(event.center.x - box.width/2 - box.left,
|
|
-(event.center.y - box.height/2 - box.top), -100/6.0);
|
|
_changed = true;
|
|
}
|
|
|
|
_prevScale = event.scale;
|
|
}
|
|
|
|
/* A tap will enable panning/disable rotate. */
|
|
function tap(event) {
|
|
panAfterTap.set({enable : true});
|
|
_this.touchControls.get('pan').set({enable : false});
|
|
}
|
|
|
|
function panaftertap(event) {
|
|
touchDiff = new THREE.Vector2(event.deltaX, event.deltaY);
|
|
_offsetCur.addVectors(_offsetOrig, touchDiff);
|
|
incDiff = new THREE.Vector2().subVectors(_offsetCur, _offsetPrev)
|
|
.multiplyScalar(1 / object.zoomScale);
|
|
object.offsetProj(incDiff.x, -incDiff.y);
|
|
_changed = true;
|
|
_offsetPrev.copy(_offsetCur);
|
|
}
|
|
|
|
function panaftertapstart(event) {
|
|
_offsetOrig.copy(_offsetCur);
|
|
}
|
|
|
|
function panaftertapend(event) {
|
|
panAfterTap.set({enable : false});
|
|
_this.touchControls.get('pan').set({enable : true});
|
|
}
|
|
|
|
function contextmenu(event) {
|
|
event.preventDefault();
|
|
}
|
|
|
|
this.update = function() {
|
|
if (_changed) {
|
|
_this.dispatchEvent(changeEvent);
|
|
_changed = false;
|
|
}
|
|
}
|
|
|
|
this.domElement.addEventListener('mousedown', mousedown, false);
|
|
this.domElement.addEventListener('wheel', wheel, false);
|
|
this.domElement.addEventListener('contextmenu', contextmenu, false);
|
|
|
|
/* Hammer.on wraps addEventListener */
|
|
// Rotate
|
|
this.touchControls.on('pan', pan);
|
|
this.touchControls.on('panstart', panstart);
|
|
|
|
// Zoom
|
|
this.touchControls.on('pinch', pinch);
|
|
this.touchControls.on('pinchstart', pinchstart);
|
|
|
|
//Pan
|
|
this.touchControls.on('tap', tap);
|
|
this.touchControls.on('panaftertapstart', panaftertapstart);
|
|
this.touchControls.on('panaftertap', panaftertap);
|
|
this.touchControls.on('panaftertapend', panaftertapend);
|
|
}
|
|
|
|
SolvespaceControls.prototype = Object.create(THREE.EventDispatcher.prototype);
|
|
SolvespaceControls.prototype.constructor = SolvespaceControls;
|
|
|
|
|
|
solvespace = function(obj, params) {
|
|
var scene, edgeScene, camera, edgeCamera, renderer;
|
|
var geometry, controls, material, mesh, edges;
|
|
var width, height;
|
|
var directionalLightArray = [];
|
|
|
|
if (typeof params === "undefined" || !("width" in params)) {
|
|
width = window.innerWidth;
|
|
} else {
|
|
width = params.width;
|
|
}
|
|
|
|
if (typeof params === "undefined" || !("height" in params)) {
|
|
height = window.innerHeight;
|
|
} else {
|
|
height = params.height;
|
|
}
|
|
|
|
domElement = init();
|
|
render();
|
|
return domElement;
|
|
|
|
|
|
function init() {
|
|
scene = new THREE.Scene();
|
|
edgeScene = new THREE.Scene();
|
|
|
|
camera = new SolvespaceCamera(width,
|
|
height, 5, new THREE.Vector3(0, 1, 0),
|
|
new THREE.Vector3(1, 0, 0), new THREE.Vector3(0, 0, 0));
|
|
|
|
mesh = createMesh(obj);
|
|
scene.add(mesh);
|
|
edges = createEdges(obj);
|
|
edgeScene.add(edges);
|
|
|
|
for (var i = 0; i < obj.lights.d.length; i++) {
|
|
var lightColor = new THREE.Color(obj.lights.d[i].intensity,
|
|
obj.lights.d[i].intensity, obj.lights.d[i].intensity);
|
|
var directionalLight = new THREE.DirectionalLight(lightColor, 1);
|
|
directionalLight.position.set(obj.lights.d[i].direction[0],
|
|
obj.lights.d[i].direction[1], obj.lights.d[i].direction[2]);
|
|
directionalLightArray.push(directionalLight);
|
|
scene.add(directionalLight);
|
|
}
|
|
|
|
var lightColor = new THREE.Color(obj.lights.a, obj.lights.a, obj.lights.a);
|
|
var ambientLight = new THREE.AmbientLight(lightColor.getHex());
|
|
scene.add(ambientLight);
|
|
|
|
renderer = new THREE.WebGLRenderer({ antialias: true});
|
|
renderer.setSize(width, height);
|
|
renderer.autoClear = false;
|
|
|
|
controls = new SolvespaceControls(camera, renderer.domElement);
|
|
controls.addEventListener("change", render);
|
|
controls.addEventListener("change", lightUpdate);
|
|
|
|
animate();
|
|
return renderer.domElement;
|
|
})";
|
|
const char htmlbegin1[] = R"(
|
|
function animate() {
|
|
requestAnimationFrame(animate);
|
|
controls.update();
|
|
}
|
|
|
|
function render() {
|
|
var context = renderer.getContext();
|
|
camera.updateProjectionMatrix();
|
|
renderer.clear();
|
|
|
|
context.depthRange(0.1, 1);
|
|
renderer.render(scene, camera);
|
|
|
|
context.depthRange(0.1-(2/60000.0), 1-(2/60000.0));
|
|
renderer.render(edgeScene, camera);
|
|
}
|
|
|
|
function lightUpdate() {
|
|
var changeBasis = new THREE.Matrix4();
|
|
|
|
// The original light positions were in camera space.
|
|
// Project them into standard space using camera's basis
|
|
// vectors (up, target, and their cross product).
|
|
n = new THREE.Vector3().crossVectors(camera.up, camera.right);
|
|
changeBasis.makeBasis(camera.right, camera.up, n);
|
|
|
|
for (var i = 0; i < 2; i++) {
|
|
var newLightPos = changeBasis.applyToVector3Array(
|
|
[obj.lights.d[i].direction[0], obj.lights.d[i].direction[1],
|
|
obj.lights.d[i].direction[2]]);
|
|
directionalLightArray[i].position.set(newLightPos[0],
|
|
newLightPos[1], newLightPos[2]);
|
|
}
|
|
}
|
|
|
|
function createMesh(meshObj) {
|
|
var geometry = new THREE.Geometry();
|
|
var materialIndex = 0;
|
|
var materialList = [];
|
|
var opacitiesSeen = {};
|
|
|
|
for (var i = 0; i < meshObj.points.length; i++) {
|
|
geometry.vertices.push(new THREE.Vector3(meshObj.points[i][0],
|
|
meshObj.points[i][1], meshObj.points[i][2]));
|
|
}
|
|
|
|
for (var i = 0; i < meshObj.faces.length; i++) {
|
|
var currOpacity = ((meshObj.colors[i] & 0xFF000000) >>> 24) / 255.0;
|
|
if (opacitiesSeen[currOpacity] === undefined) {
|
|
opacitiesSeen[currOpacity] = materialIndex;
|
|
materialIndex++;
|
|
materialList.push(new THREE.MeshLambertMaterial({
|
|
vertexColors: THREE.FaceColors,
|
|
opacity: currOpacity,
|
|
transparent: true,
|
|
side: THREE.DoubleSide
|
|
}));
|
|
}
|
|
|
|
geometry.faces.push(new THREE.Face3(meshObj.faces[i][0],
|
|
meshObj.faces[i][1], meshObj.faces[i][2],
|
|
[new THREE.Vector3(meshObj.normals[i][0][0],
|
|
meshObj.normals[i][0][1], meshObj.normals[i][0][2]),
|
|
new THREE.Vector3(meshObj.normals[i][1][0],
|
|
meshObj.normals[i][1][1], meshObj.normals[i][1][2]),
|
|
new THREE.Vector3(meshObj.normals[i][2][0],
|
|
meshObj.normals[i][2][1], meshObj.normals[i][2][2])],
|
|
new THREE.Color(meshObj.colors[i] & 0x00FFFFFF),
|
|
opacitiesSeen[currOpacity]));
|
|
}
|
|
|
|
geometry.computeBoundingSphere();
|
|
return new THREE.Mesh(geometry, new THREE.MultiMaterial(materialList));
|
|
}
|
|
|
|
function createEdges(meshObj) {
|
|
var geometry = new THREE.Geometry();
|
|
var material = new THREE.LineBasicMaterial();
|
|
|
|
for (var i = 0; i < meshObj.edges.length; i++) {
|
|
geometry.vertices.push(new THREE.Vector3(meshObj.edges[i][0][0],
|
|
meshObj.edges[i][0][1], meshObj.edges[i][0][2]),
|
|
new THREE.Vector3(meshObj.edges[i][1][0],
|
|
meshObj.edges[i][1][1], meshObj.edges[i][1][2]));
|
|
}
|
|
|
|
geometry.computeBoundingSphere();
|
|
return new THREE.LineSegments(geometry, material);
|
|
}
|
|
};
|
|
)";
|
|
const char htmlend[] = R"(
|
|
document.body.appendChild(solvespace(solvespace_model_%s));
|
|
</script>
|
|
</body>
|
|
</html>
|
|
)";
|
|
|
|
// A default three.js viewer with OrthographicTrackballControls is
|
|
// generated as a comment preceding the data.
|
|
|
|
// x bounds should be the range of x or y, whichever
|
|
// is larger, before aspect ratio correction is applied.
|
|
// y bounds should be the range of x or y, whichever is
|
|
// larger. No aspect ratio correction is applied.
|
|
// Near plane should be 1.
|
|
// Camera's z-position should be the range of z + 1 or the larger of
|
|
// the x or y bounds, whichever is larger.
|
|
// Far plane should be at least twice as much as the camera's
|
|
// z-position.
|
|
// Edge projection bias should be about 1/500 of the far plane's distance.
|
|
// Further corrections will be applied to the z-position and far plane in
|
|
// the default viewer, but the defaults are fine for a model which
|
|
// only rotates about the world origin.
|
|
|
|
sm->GetBounding(&bndh, &bndl);
|
|
double largerBoundXY = max((bndh.x - bndl.x), (bndh.y - bndl.y));
|
|
double largerBoundZ = max(largerBoundXY, (bndh.z - bndl.z + 1));
|
|
|
|
std::string extension = filename,
|
|
noExtFilename = filename;
|
|
size_t dot = noExtFilename.rfind('.');
|
|
extension.erase(0, dot + 1);
|
|
noExtFilename.erase(dot);
|
|
|
|
std::string baseFilename = noExtFilename;
|
|
size_t lastSlash = baseFilename.rfind(PATH_SEP);
|
|
if(lastSlash == std::string::npos) oops();
|
|
baseFilename.erase(0, lastSlash + 1);
|
|
|
|
for(size_t i = 0; i < baseFilename.length(); i++) {
|
|
if(!isalpha(baseFilename[i]) &&
|
|
/* also permit UTF-8 */ !((unsigned char)baseFilename[i] >= 0x80))
|
|
baseFilename[i] = '_';
|
|
}
|
|
|
|
if(extension == "html") {
|
|
fputs(htmlbegin0, f);
|
|
fputs(htmlbegin1, f);
|
|
}
|
|
|
|
fprintf(f, "var solvespace_model_%s = {\n"
|
|
" bounds: {\n"
|
|
" x: %f, y: %f, near: %f, far: %f, z: %f, edgeBias: %f\n"
|
|
" },\n",
|
|
baseFilename.c_str(),
|
|
largerBoundXY,
|
|
largerBoundXY,
|
|
1.0,
|
|
largerBoundZ * 2,
|
|
largerBoundZ,
|
|
largerBoundZ / 250);
|
|
|
|
// Output lighting information.
|
|
fputs(" lights: {\n"
|
|
" d: [\n", f);
|
|
|
|
// Directional.
|
|
int lightCount;
|
|
for(lightCount = 0; lightCount < 2; lightCount++)
|
|
{
|
|
fprintf(f, " {\n"
|
|
" intensity: %f, direction: [%f, %f, %f]\n"
|
|
" },\n",
|
|
SS.lightIntensity[lightCount],
|
|
CO(SS.lightDir[lightCount]));
|
|
}
|
|
|
|
// Global Ambience.
|
|
fprintf(f, " ],\n"
|
|
" a: %f\n", SS.ambientIntensity);
|
|
|
|
for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) {
|
|
spl.IncrementTagFor(tr->a);
|
|
spl.IncrementTagFor(tr->b);
|
|
spl.IncrementTagFor(tr->c);
|
|
}
|
|
|
|
// Output all the vertices.
|
|
SPoint *sp;
|
|
fputs(" },\n"
|
|
" points: [\n", f);
|
|
for(sp = spl.l.First(); sp; sp = spl.l.NextAfter(sp)) {
|
|
fprintf(f, " [%f, %f, %f],\n",
|
|
sp->p.x / SS.exportScale,
|
|
sp->p.y / SS.exportScale,
|
|
sp->p.z / SS.exportScale);
|
|
}
|
|
|
|
fputs(" ],\n"
|
|
" faces: [\n", f);
|
|
// And now all the triangular faces, in terms of those vertices.
|
|
// This time we count from zero.
|
|
for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) {
|
|
fprintf(f, " [%d, %d, %d],\n",
|
|
spl.IndexForPoint(tr->a),
|
|
spl.IndexForPoint(tr->b),
|
|
spl.IndexForPoint(tr->c));
|
|
}
|
|
|
|
// Output face normals.
|
|
fputs(" ],\n"
|
|
" normals: [\n", f);
|
|
for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) {
|
|
fprintf(f, " [[%f, %f, %f], [%f, %f, %f], [%f, %f, %f]],\n",
|
|
CO(tr->an), CO(tr->bn), CO(tr->cn));
|
|
}
|
|
|
|
fputs(" ],\n"
|
|
" colors: [\n", f);
|
|
// Output triangle colors.
|
|
for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) {
|
|
fprintf(f, " 0x%x,\n", tr->meta.color.ToARGB32());
|
|
}
|
|
|
|
fputs(" ],\n"
|
|
" edges: [\n", f);
|
|
// Output edges. Assume user's model colors do not obscure white edges.
|
|
for(e = sel->l.First(); e; e = sel->l.NextAfter(e)) {
|
|
fprintf(f, " [[%f, %f, %f], [%f, %f, %f]],\n",
|
|
e->a.x / SS.exportScale,
|
|
e->a.y / SS.exportScale,
|
|
e->a.z / SS.exportScale,
|
|
e->b.x / SS.exportScale,
|
|
e->b.y / SS.exportScale,
|
|
e->b.z / SS.exportScale);
|
|
}
|
|
|
|
fputs(" ]\n};\n", f);
|
|
|
|
if(extension == "html")
|
|
fprintf(f, htmlend, baseFilename.c_str());
|
|
|
|
spl.Clear();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Export a view of the model as an image; we just take a screenshot, by
|
|
// rendering the view in the usual way and then copying the pixels.
|
|
//-----------------------------------------------------------------------------
|
|
void SolveSpaceUI::ExportAsPngTo(const std::string &filename) {
|
|
int w = (int)SS.GW.width, h = (int)SS.GW.height;
|
|
// No guarantee that the back buffer contains anything valid right now,
|
|
// so repaint the scene. And hide the toolbar too.
|
|
bool prevShowToolbar = SS.showToolbar;
|
|
SS.showToolbar = false;
|
|
#ifndef WIN32
|
|
std::unique_ptr<GLOffscreen> gloffscreen(new GLOffscreen);
|
|
gloffscreen->begin(w, h);
|
|
#endif
|
|
SS.GW.Paint();
|
|
SS.showToolbar = prevShowToolbar;
|
|
|
|
FILE *f = ssfopen(filename, "wb");
|
|
if(!f) goto err;
|
|
|
|
png_struct *png_ptr; png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING,
|
|
NULL, NULL, NULL);
|
|
if(!png_ptr) goto err;
|
|
|
|
png_info *info_ptr; info_ptr = png_create_info_struct(png_ptr);
|
|
if(!png_ptr) goto err;
|
|
|
|
if(setjmp(png_jmpbuf(png_ptr))) goto err;
|
|
|
|
png_init_io(png_ptr, f);
|
|
|
|
// glReadPixels wants to align things on 4-boundaries, and there's 3
|
|
// bytes per pixel. As long as the row width is divisible by 4, all
|
|
// works out.
|
|
w &= ~3; h &= ~3;
|
|
|
|
png_set_IHDR(png_ptr, info_ptr, w, h,
|
|
8, PNG_COLOR_TYPE_RGB, PNG_INTERLACE_NONE,
|
|
PNG_COMPRESSION_TYPE_DEFAULT,PNG_FILTER_TYPE_DEFAULT);
|
|
|
|
png_write_info(png_ptr, info_ptr);
|
|
|
|
// Get the pixel data from the framebuffer
|
|
uint8_t *pixels; pixels = (uint8_t *)AllocTemporary(3*w*h);
|
|
uint8_t **rowptrs; rowptrs = (uint8_t **)AllocTemporary(h*sizeof(uint8_t *));
|
|
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
int y;
|
|
for(y = 0; y < h; y++) {
|
|
// gl puts the origin at lower left, but png puts it top left
|
|
rowptrs[y] = pixels + ((h - 1) - y)*(3*w);
|
|
}
|
|
png_write_image(png_ptr, rowptrs);
|
|
|
|
png_write_end(png_ptr, info_ptr);
|
|
png_destroy_write_struct(&png_ptr, &info_ptr);
|
|
fclose(f);
|
|
return;
|
|
|
|
err:
|
|
Error("Error writing PNG file '%s'", filename.c_str());
|
|
if(f) fclose(f);
|
|
return;
|
|
}
|
|
|