solvespace/export.cpp
Jonathan Westhues 83bbc004dc Add 3d wireframe export, in DXF or STEP format. This uses most of
the same plumbing as the 2d vector output.

Also fix piecewise linear tolerance when the export scale factor is
not equal to one; have to scale the chord tol along with that.

[git-p4: depot-paths = "//depot/solvespace/": change = 2053]
2009-10-12 02:40:48 -08:00

664 lines
22 KiB
C++

//-----------------------------------------------------------------------------
// The 2d vector output stuff that isn't specific to any particular file
// format: getting the appropriate lines and curves, performing hidden line
// removal, calculating bounding boxes, and so on. Also raster and triangle
// mesh output.
//-----------------------------------------------------------------------------
#include "solvespace.h"
#include <png.h>
void SolveSpace::ExportSectionTo(char *filename) {
Vector gn = (SS.GW.projRight).Cross(SS.GW.projUp);
gn = gn.WithMagnitude(1);
Group *g = SK.GetGroup(SS.GW.activeGroup);
g->GenerateDisplayItems();
if(g->displayMesh.IsEmpty()) {
Error("No solid model present; draw one with extrudes and revolves, "
"or use Export 2d View to export bare lines and curves.");
return;
}
// The plane in which the exported section lies; need this because we'll
// reorient from that plane into the xy plane before exporting.
Vector origin, u, v, n;
double d;
SS.GW.GroupSelection();
#define gs (SS.GW.gs)
if((gs.n == 0 && g->activeWorkplane.v != Entity::FREE_IN_3D.v)) {
Entity *wrkpl = SK.GetEntity(g->activeWorkplane);
origin = wrkpl->WorkplaneGetOffset();
n = wrkpl->Normal()->NormalN();
u = wrkpl->Normal()->NormalU();
v = wrkpl->Normal()->NormalV();
} else if(gs.n == 1 && gs.faces == 1) {
Entity *face = SK.GetEntity(gs.entity[0]);
origin = face->FaceGetPointNum();
n = face->FaceGetNormalNum();
if(n.Dot(gn) < 0) n = n.ScaledBy(-1);
u = n.Normal(0);
v = n.Normal(1);
} else if(gs.n == 3 && gs.vectors == 2 && gs.points == 1) {
Vector ut = SK.GetEntity(gs.entity[0])->VectorGetNum(),
vt = SK.GetEntity(gs.entity[1])->VectorGetNum();
ut = ut.WithMagnitude(1);
vt = vt.WithMagnitude(1);
if(fabs(SS.GW.projUp.Dot(vt)) < fabs(SS.GW.projUp.Dot(ut))) {
SWAP(Vector, ut, vt);
}
if(SS.GW.projRight.Dot(ut) < 0) ut = ut.ScaledBy(-1);
if(SS.GW.projUp. Dot(vt) < 0) vt = vt.ScaledBy(-1);
origin = SK.GetEntity(gs.point[0])->PointGetNum();
n = ut.Cross(vt);
u = ut.WithMagnitude(1);
v = (n.Cross(u)).WithMagnitude(1);
} else {
Error("Bad selection for export section. Please select:\r\n\r\n"
" * nothing, with an active workplane "
"(workplane is section plane)\r\n"
" * a face (section plane through face)\r\n"
" * a point and two line segments "
"(plane through point and parallel to lines)\r\n");
return;
}
SS.GW.ClearSelection();
n = n.WithMagnitude(1);
d = origin.Dot(n);
SEdgeList el;
ZERO(&el);
SBezierList bl;
ZERO(&bl);
// If there's a mesh, then grab the edges from it.
g->runningMesh.MakeEdgesInPlaneInto(&el, n, d);
// If there's a shell, then grab the edges and possibly Beziers.
g->runningShell.MakeSectionEdgesInto(n, d,
&el,
(SS.exportPwlCurves || fabs(SS.exportOffset) > LENGTH_EPS) ? NULL : &bl);
// All of these are solid model edges, so use the appropriate style.
SEdge *se;
for(se = el.l.First(); se; se = el.l.NextAfter(se)) {
se->auxA = Style::SOLID_EDGE;
}
SBezier *sb;
for(sb = bl.l.First(); sb; sb = bl.l.NextAfter(sb)) {
sb->auxA = Style::SOLID_EDGE;
}
el.CullExtraneousEdges();
bl.CullIdenticalBeziers();
// And write the edges.
VectorFileWriter *out = VectorFileWriter::ForFile(filename);
if(out) {
// parallel projection (no perspective), and no mesh
ExportLinesAndMesh(&el, &bl, NULL,
u, v, n, origin, 0,
out);
}
el.Clear();
bl.Clear();
}
void SolveSpace::ExportViewOrWireframeTo(char *filename, bool wireframe) {
int i;
SEdgeList edges;
ZERO(&edges);
SBezierList beziers;
ZERO(&beziers);
SMesh *sm = NULL;
if(SS.GW.showShaded) {
Group *g = SK.GetGroup(SS.GW.activeGroup);
g->GenerateDisplayItems();
sm = &(g->displayMesh);
}
if(sm && sm->IsEmpty()) {
sm = NULL;
}
for(i = 0; i < SK.entity.n; i++) {
Entity *e = &(SK.entity.elem[i]);
if(!e->IsVisible()) continue;
if(e->construction) continue;
if(SS.exportPwlCurves || (sm && !SS.GW.showHdnLines) ||
fabs(SS.exportOffset) > LENGTH_EPS)
{
// We will be doing hidden line removal, which we can't do on
// exact curves; so we need things broken down to pwls. Same
// problem with cutter radius compensation.
e->GenerateEdges(&edges);
} else {
e->GenerateBezierCurves(&beziers);
}
}
if(SS.GW.showEdges) {
Group *g = SK.GetGroup(SS.GW.activeGroup);
g->GenerateDisplayItems();
SEdgeList *selr = &(g->displayEdges);
SEdge *se;
for(se = selr->l.First(); se; se = selr->l.NextAfter(se)) {
edges.AddEdge(se->a, se->b, Style::SOLID_EDGE);
}
}
if(SS.GW.showConstraints) {
Constraint *c;
for(c = SK.constraint.First(); c; c = SK.constraint.NextAfter(c)) {
c->GetEdges(&edges);
}
}
if(wireframe) {
VectorFileWriter *out = VectorFileWriter::ForFile(filename);
if(out) {
ExportWireframeCurves(&edges, &beziers, out);
}
} else {
Vector u = SS.GW.projRight,
v = SS.GW.projUp,
n = u.Cross(v),
origin = SS.GW.offset.ScaledBy(-1);
VectorFileWriter *out = VectorFileWriter::ForFile(filename);
if(out) {
ExportLinesAndMesh(&edges, &beziers, sm,
u, v, n, origin, SS.CameraTangent()*SS.GW.scale,
out);
}
}
edges.Clear();
beziers.Clear();
}
void SolveSpace::ExportWireframeCurves(SEdgeList *sel, SBezierList *sbl,
VectorFileWriter *out)
{
sbl->ScaleSelfBy(1.0/SS.exportScale);
SEdge *se;
for(se = sel->l.First(); se; se = sel->l.NextAfter(se)) {
se->a = (se->a).ScaledBy(1.0/SS.exportScale);
se->b = (se->b).ScaledBy(1.0/SS.exportScale);
}
out->Output(sel, sbl, NULL);
}
void SolveSpace::ExportLinesAndMesh(SEdgeList *sel, SBezierList *sbl, SMesh *sm,
Vector u, Vector v, Vector n,
Vector origin, double cameraTan,
VectorFileWriter *out)
{
double s = 1.0 / SS.exportScale;
// Project into the export plane; so when we're done, z doesn't matter,
// and x and y are what goes in the DXF.
SEdge *e;
for(e = sel->l.First(); e; e = sel->l.NextAfter(e)) {
// project into the specified csys, and apply export scale
(e->a) = e->a.InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);
(e->b) = e->b.InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);
}
SBezier *b;
if(sbl) {
for(b = sbl->l.First(); b; b = sbl->l.NextAfter(b)) {
*b = b->InPerspective(u, v, n, origin, cameraTan);
int i;
for(i = 0; i <= b->deg; i++) {
b->ctrl[i] = (b->ctrl[i]).ScaledBy(s);
}
}
}
// If cutter radius compensation is requested, then perform it now
if(fabs(SS.exportOffset) > LENGTH_EPS) {
// assemble those edges into a polygon, and clear the edge list
SPolygon sp;
ZERO(&sp);
sel->AssemblePolygon(&sp, NULL);
sel->Clear();
SPolygon compd;
ZERO(&compd);
sp.normal = Vector::From(0, 0, -1);
sp.FixContourDirections();
sp.OffsetInto(&compd, SS.exportOffset*s);
sp.Clear();
compd.MakeEdgesInto(sel);
compd.Clear();
}
// Now the triangle mesh; project, then build a BSP to perform
// occlusion testing and generated the shaded surfaces.
SMesh smp;
ZERO(&smp);
if(sm) {
Vector l0 = (SS.lightDir[0]).WithMagnitude(1),
l1 = (SS.lightDir[1]).WithMagnitude(1);
STriangle *tr;
for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) {
STriangle tt = *tr;
tt.a = (tt.a).InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);
tt.b = (tt.b).InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);
tt.c = (tt.c).InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);
// And calculate lighting for the triangle
Vector n = tt.Normal().WithMagnitude(1);
double lighting = SS.ambientIntensity +
max(0, (SS.lightIntensity[0])*(n.Dot(l0))) +
max(0, (SS.lightIntensity[1])*(n.Dot(l1)));
double r = min(1, REDf (tt.meta.color)*lighting),
g = min(1, GREENf(tt.meta.color)*lighting),
b = min(1, BLUEf (tt.meta.color)*lighting);
tt.meta.color = RGBf(r, g, b);
smp.AddTriangle(&tt);
}
}
// Use the BSP routines to generate the split triangles in paint order.
SBsp3 *bsp = SBsp3::FromMesh(&smp);
SMesh sms;
ZERO(&sms);
bsp->GenerateInPaintOrder(&sms);
// And cull the back-facing triangles
STriangle *tr;
sms.l.ClearTags();
for(tr = sms.l.First(); tr; tr = sms.l.NextAfter(tr)) {
Vector n = tr->Normal();
if(n.z < 0) {
tr->tag = 1;
}
}
sms.l.RemoveTagged();
// And now we perform hidden line removal if requested
SEdgeList hlrd;
ZERO(&hlrd);
if(sm && !SS.GW.showHdnLines) {
SKdNode *root = SKdNode::From(&smp);
// Generate the edges where a curved surface turns from front-facing
// to back-facing.
if(SS.GW.showEdges) {
root->MakeCertainEdgesInto(sel, SKdNode::TURNING_EDGES,
false, NULL, NULL);
}
root->ClearTags();
int cnt = 1234;
SEdge *se;
for(se = sel->l.First(); se; se = sel->l.NextAfter(se)) {
if(se->auxA == Style::CONSTRAINT) {
// Constraints should not get hidden line removed; they're
// always on top.
hlrd.AddEdge(se->a, se->b, se->auxA);
continue;
}
SEdgeList out;
ZERO(&out);
// Split the original edge against the mesh
out.AddEdge(se->a, se->b, se->auxA);
root->OcclusionTestLine(*se, &out, cnt);
// the occlusion test splits unnecessarily; so fix those
out.MergeCollinearSegments(se->a, se->b);
cnt++;
// And add the results to our output
SEdge *sen;
for(sen = out.l.First(); sen; sen = out.l.NextAfter(sen)) {
hlrd.AddEdge(sen->a, sen->b, sen->auxA);
}
out.Clear();
}
sel = &hlrd;
}
// Now write the lines and triangles to the output file
out->Output(sel, sbl, &sms);
smp.Clear();
sms.Clear();
hlrd.Clear();
}
double VectorFileWriter::MmToPts(double mm) {
// 72 points in an inch
return (mm/25.4)*72;
}
bool VectorFileWriter::StringEndsIn(char *str, char *ending) {
int i, ls = strlen(str), le = strlen(ending);
if(ls < le) return false;
for(i = 0; i < le; i++) {
if(tolower(ending[le-i-1]) != tolower(str[ls-i-1])) {
return false;
}
}
return true;
}
VectorFileWriter *VectorFileWriter::ForFile(char *filename) {
VectorFileWriter *ret;
if(StringEndsIn(filename, ".dxf")) {
static DxfFileWriter DxfWriter;
ret = &DxfWriter;
} else if(StringEndsIn(filename, ".ps") || StringEndsIn(filename, ".eps")) {
static EpsFileWriter EpsWriter;
ret = &EpsWriter;
} else if(StringEndsIn(filename, ".pdf")) {
static PdfFileWriter PdfWriter;
ret = &PdfWriter;
} else if(StringEndsIn(filename, ".svg")) {
static SvgFileWriter SvgWriter;
ret = &SvgWriter;
} else if(StringEndsIn(filename, ".plt")||StringEndsIn(filename, ".hpgl")) {
static HpglFileWriter HpglWriter;
ret = &HpglWriter;
} else if(StringEndsIn(filename, ".step")||StringEndsIn(filename, ".stp")) {
static Step2dFileWriter Step2dWriter;
ret = &Step2dWriter;
} else {
Error("Can't identify output file type from file extension of "
"filename '%s'; try .step, .stp, .dxf, .svg, .plt, .hpgl, .pdf, "
".eps, or .ps.",
filename);
return NULL;
}
FILE *f = fopen(filename, "wb");
if(!f) {
Error("Couldn't write to '%s'", filename);
return NULL;
}
ret->f = f;
return ret;
}
static void AddUnregMessageCallback(void *fndata, Vector a, Vector b)
{
SEdgeList *sel = (SEdgeList *)fndata;
sel->AddEdge(a, b, Style::SELECTED);
}
void VectorFileWriter::Output(SEdgeList *sel, SBezierList *sbl, SMesh *sm) {
STriangle *tr;
SEdge *e;
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(sel) {
for(e = sel->l.First(); e; e = sel->l.NextAfter(e)) {
(e->a).MakeMaxMin(&ptMax, &ptMin);
(e->b).MakeMaxMin(&ptMax, &ptMin);
}
}
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(sbl) {
for(b = sbl->l.First(); b; b = sbl->l.NextAfter(b)) {
int i;
for(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);
}
// If the demo period has expired and there's no license, then print
// a message in any exported file.
if((!SS.license.licensed) && (SS.license.trialDaysRemaining <= 0)) {
char *str =
"eval / nonprofit use only -- buy at http://solvespace.com/";
double aspect = (glxStrWidth(str, 1) / glxStrHeight(1));
double w = ptMax.x - ptMin.x, h = ptMax.y - ptMin.y;
Vector u, v, t;
double th;
if(w > h) {
th = w / aspect;
u = Vector::From(1, 0, 0);
v = Vector::From(0, 1, 0);
t = Vector::From(ptMin.x + (w/2), ptMin.y - 1.5*th, 0);
} else {
th = h / aspect;
u = Vector::From( 0, 1, 0);
v = Vector::From(-1, 0, 0);
t = Vector::From(ptMax.x + 1.5*th, ptMin.y + (h/2) , 0);
}
glxWriteTextRefCenter(
str,
0.9 * th * SS.GW.scale,
t, u, v,
AddUnregMessageCallback, sel);
if(w > h) {
ptMin.y -= th*3;
} else {
ptMax.x += th*3;
}
}
StartFile();
if(sm && SS.exportShadedTriangles) {
for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) {
Triangle(tr);
}
}
if(sel) {
for(e = sel->l.First(); e; e = sel->l.NextAfter(e)) {
if(!Style::Exportable(e->auxA)) continue;
DWORD rgb = Style::Color (e->auxA, true);
double w = Style::WidthMm(e->auxA)*s;
LineSegment(rgb, w, e->a, e->b);
}
}
if(sbl) {
for(b = sbl->l.First(); b; b = sbl->l.NextAfter(b)) {
if(!Style::Exportable(b->auxA)) continue;
DWORD rgb = Style::Color (b->auxA, true);
double w = Style::WidthMm(b->auxA)*s;
Bezier(rgb, w, b);
}
}
FinishAndCloseFile();
}
void VectorFileWriter::BezierAsPwl(DWORD rgb, double width, SBezier *sb) {
List<Vector> lv;
ZERO(&lv);
sb->MakePwlInto(&lv, SS.ChordTolMm() / SS.exportScale);
int i;
for(i = 1; i < lv.n; i++) {
LineSegment(rgb, width, lv.elem[i-1], lv.elem[i]);
}
lv.Clear();
}
void VectorFileWriter::BezierAsNonrationalCubic(DWORD rgb, double width,
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.ChordTolMm() / SS.exportScale;
// 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(rgb, width, &bnr);
} else {
SBezier bef, aft;
sb->SplitAt(0.5, &bef, &aft);
BezierAsNonrationalCubic(rgb, width, &bef, depth+1);
BezierAsNonrationalCubic(rgb, width, &aft, depth+1);
}
}
//-----------------------------------------------------------------------------
// Export the mesh as an STL file; it should always be vertex-to-vertex and
// not self-intersecting, so not much to do.
//-----------------------------------------------------------------------------
void SolveSpace::ExportMeshTo(char *filename) {
SMesh *m = &(SK.GetGroup(SS.GW.activeGroup)->displayMesh);
if(m->IsEmpty()) {
Error("Active group mesh is empty; nothing to export.");
return;
}
FILE *f = fopen(filename, "wb");
if(!f) {
Error("Couldn't write to '%s'", filename);
return;
}
char str[80];
memset(str, 0, sizeof(str));
strcpy(str, "STL exported mesh");
fwrite(str, 1, 80, f);
DWORD n = m->l.n;
fwrite(&n, 4, 1, f);
double s = SS.exportScale;
int i;
for(i = 0; i < m->l.n; i++) {
STriangle *tr = &(m->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);
}
fclose(f);
}
//-----------------------------------------------------------------------------
// 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 SolveSpace::ExportAsPngTo(char *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.
int prevShowToolbar = SS.showToolbar;
SS.showToolbar = false;
SS.GW.Paint(w, h);
SS.showToolbar = prevShowToolbar;
FILE *f = fopen(filename, "wb");
if(!f) goto err;
png_struct *png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING,
NULL, NULL, NULL);
if(!png_ptr) goto err;
png_info *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
BYTE *pixels = (BYTE *)AllocTemporary(3*w*h);
BYTE **rowptrs = (BYTE **)AllocTemporary(h*sizeof(BYTE *));
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);
if(f) fclose(f);
return;
}