solvespace/export.cpp
Jonathan Westhues 842645d61f Put back code to generate emphasized edges from a mesh; so now we
can show edges for both meshes and shells, and export them and
hidden line remove and all the usual stuff.

And fix the zoom to fit on startup, so that it considers hidden
entities too. That avoids the problem where things get generated at
stupid chord tolerance because no entities were visible and the
mesh of course did not yet exist.

[git-p4: depot-paths = "//depot/solvespace/": change = 1961]
2009-05-28 21:40:17 -08:00

1092 lines
32 KiB
C++

#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);
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::ExportViewTo(char *filename) {
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->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);
}
}
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::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);
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)) {
SEdgeList out;
ZERO(&out);
// Split the original edge against the mesh
out.AddEdge(se->a, se->b);
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);
}
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 {
Error("Can't identify output file type from file extension of "
"filename '%s'; try .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;
}
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);
}
}
}
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)) {
LineSegment(e->a.x, e->a.y, e->b.x, e->b.y);
}
}
if(sbl) {
for(b = sbl->l.First(); b; b = sbl->l.NextAfter(b)) {
Bezier(b);
}
}
FinishAndCloseFile();
}
void VectorFileWriter::BezierAsPwl(SBezier *sb) {
List<Vector> lv;
ZERO(&lv);
sb->MakePwlInto(&lv);
int i;
for(i = 1; i < lv.n; i++) {
LineSegment(lv.elem[i-1].x, lv.elem[i-1].y,
lv.elem[i ].x, lv.elem[i ].y);
}
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.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(&bnr);
} else {
SBezier bef, aft;
sb->SplitAt(0.5, &bef, &aft);
BezierAsNonrationalCubic(&bef, depth+1);
BezierAsNonrationalCubic(&aft, depth+1);
}
}
//-----------------------------------------------------------------------------
// Routines for DXF export
//-----------------------------------------------------------------------------
void DxfFileWriter::StartFile(void) {
// Some software, like Adobe Illustrator, insists on a header.
fprintf(f,
" 999\r\n"
"file created by SolveSpace\r\n"
" 0\r\n"
"SECTION\r\n"
" 2\r\n"
"HEADER\r\n"
" 9\r\n"
"$ACADVER\r\n"
" 1\r\n"
"AC1006\r\n"
" 9\r\n"
"$ANGDIR\r\n"
" 70\r\n"
"0\r\n"
" 9\r\n"
"$AUNITS\r\n"
" 70\r\n"
"0\r\n"
" 9\r\n"
"$AUPREC\r\n"
" 70\r\n"
"0\r\n"
" 9\r\n"
"$INSBASE\r\n"
" 10\r\n"
"0.0\r\n"
" 20\r\n"
"0.0\r\n"
" 30\r\n"
"0.0\r\n"
" 9\r\n"
"$EXTMIN\r\n"
" 10\r\n"
"0.0\r\n"
" 20\r\n"
"0.0\r\n"
" 9\r\n"
"$EXTMAX\r\n"
" 10\r\n"
"10000.0\r\n"
" 20\r\n"
"10000.0\r\n"
" 0\r\n"
"ENDSEC\r\n");
// Then start the entities.
fprintf(f,
" 0\r\n"
"SECTION\r\n"
" 2\r\n"
"ENTITIES\r\n");
}
void DxfFileWriter::LineSegment(double x0, double y0, double x1, double y1) {
fprintf(f,
" 0\r\n"
"LINE\r\n"
" 8\r\n" // Layer code
"%d\r\n"
" 10\r\n" // xA
"%.6f\r\n"
" 20\r\n" // yA
"%.6f\r\n"
" 30\r\n" // zA
"%.6f\r\n"
" 11\r\n" // xB
"%.6f\r\n"
" 21\r\n" // yB
"%.6f\r\n"
" 31\r\n" // zB
"%.6f\r\n",
0,
x0, y0, 0.0,
x1, y1, 0.0);
}
void DxfFileWriter::Triangle(STriangle *tr) {
}
void DxfFileWriter::Bezier(SBezier *sb) {
Vector c, n = Vector::From(0, 0, 1);
double r;
if(sb->IsCircle(n, &c, &r)) {
double theta0 = atan2(sb->ctrl[0].y - c.y, sb->ctrl[0].x - c.x),
theta1 = atan2(sb->ctrl[2].y - c.y, sb->ctrl[2].x - c.x),
dtheta = WRAP_SYMMETRIC(theta1 - theta0, 2*PI);
if(dtheta < 0) {
SWAP(double, theta0, theta1);
}
fprintf(f,
" 0\r\n"
"ARC\r\n"
" 8\r\n" // Layer code
"%d\r\n"
" 10\r\n" // x
"%.6f\r\n"
" 20\r\n" // y
"%.6f\r\n"
" 30\r\n" // z
"%.6f\r\n"
" 40\r\n" // radius
"%.6f\r\n"
" 50\r\n" // start angle
"%.6f\r\n"
" 51\r\n" // end angle
"%.6f\r\n",
0,
c.x, c.y, 0.0,
r,
theta0*180/PI, theta1*180/PI);
} else {
BezierAsPwl(sb);
}
}
void DxfFileWriter::FinishAndCloseFile(void) {
fprintf(f,
" 0\r\n"
"ENDSEC\r\n"
" 0\r\n"
"EOF\r\n" );
fclose(f);
}
//-----------------------------------------------------------------------------
// Routines for EPS output
//-----------------------------------------------------------------------------
void EpsFileWriter::StartFile(void) {
fprintf(f,
"%%!PS-Adobe-2.0\r\n"
"%%%%Creator: SolveSpace\r\n"
"%%%%Title: title\r\n"
"%%%%Pages: 0\r\n"
"%%%%PageOrder: Ascend\r\n"
"%%%%BoundingBox: 0 0 %d %d\r\n"
"%%%%HiResBoundingBox: 0 0 %.3f %.3f\r\n"
"%%%%EndComments\r\n"
"\r\n"
"gsave\r\n"
"\r\n",
(int)ceil(MmToPts(ptMax.x - ptMin.x)),
(int)ceil(MmToPts(ptMax.y - ptMin.y)),
MmToPts(ptMax.x - ptMin.x),
MmToPts(ptMax.y - ptMin.y));
}
void EpsFileWriter::LineSegment(double x0, double y0, double x1, double y1) {
fprintf(f,
"newpath\r\n"
" %.3f %.3f moveto\r\n"
" %.3f %.3f lineto\r\n"
" 1 setlinewidth\r\n"
" 0 setgray\r\n"
"stroke\r\n",
MmToPts(x0 - ptMin.x), MmToPts(y0 - ptMin.y),
MmToPts(x1 - ptMin.x), MmToPts(y1 - ptMin.y));
}
void EpsFileWriter::Triangle(STriangle *tr) {
fprintf(f,
"%.3f %.3f %.3f setrgbcolor\r\n"
"newpath\r\n"
" %.3f %.3f moveto\r\n"
" %.3f %.3f lineto\r\n"
" %.3f %.3f lineto\r\n"
" closepath\r\n"
"fill\r\n",
REDf(tr->meta.color), GREENf(tr->meta.color), BLUEf(tr->meta.color),
MmToPts(tr->a.x - ptMin.x), MmToPts(tr->a.y - ptMin.y),
MmToPts(tr->b.x - ptMin.x), MmToPts(tr->b.y - ptMin.y),
MmToPts(tr->c.x - ptMin.x), MmToPts(tr->c.y - ptMin.y));
// same issue with cracks, stroke it to avoid them
double sw = max(ptMax.x - ptMin.x, ptMax.y - ptMin.y) / 1000;
fprintf(f,
"%.3f %.3f %.3f setrgbcolor\r\n"
"%.3f setlinewidth\r\n"
"newpath\r\n"
" %.3f %.3f moveto\r\n"
" %.3f %.3f lineto\r\n"
" %.3f %.3f lineto\r\n"
" closepath\r\n"
"stroke\r\n",
REDf(tr->meta.color), GREENf(tr->meta.color), BLUEf(tr->meta.color),
MmToPts(sw),
MmToPts(tr->a.x - ptMin.x), MmToPts(tr->a.y - ptMin.y),
MmToPts(tr->b.x - ptMin.x), MmToPts(tr->b.y - ptMin.y),
MmToPts(tr->c.x - ptMin.x), MmToPts(tr->c.y - ptMin.y));
}
void EpsFileWriter::Bezier(SBezier *sb) {
Vector c, n = Vector::From(0, 0, 1);
double r;
if(sb->IsCircle(n, &c, &r)) {
Vector p0 = sb->ctrl[0], p1 = sb->ctrl[2];
double theta0 = atan2(p0.y - c.y, p0.x - c.x),
theta1 = atan2(p1.y - c.y, p1.x - c.x),
dtheta = WRAP_SYMMETRIC(theta1 - theta0, 2*PI);
if(dtheta < 0) {
SWAP(double, theta0, theta1);
SWAP(Vector, p0, p1);
}
fprintf(f,
"newpath\r\n"
" %.3f %.3f moveto\r\n"
" %.3f %.3f %.3f %.3f %.3f arc\r\n"
" 1 setlinewidth\r\n"
" 0 setgray\r\n"
"stroke\r\n",
MmToPts(p0.x - ptMin.x), MmToPts(p0.y - ptMin.y),
MmToPts(c.x - ptMin.x), MmToPts(c.y - ptMin.y),
MmToPts(r),
theta0*180/PI, theta1*180/PI);
} else if(sb->deg == 3 && !sb->IsRational()) {
fprintf(f,
"newpath\r\n"
" %.3f %.3f moveto\r\n"
" %.3f %.3f %.3f %.3f %.3f %.3f curveto\r\n"
" 1 setlinewidth\r\n"
" 0 setgray\r\n"
"stroke\r\n",
MmToPts(sb->ctrl[0].x - ptMin.x), MmToPts(sb->ctrl[0].y - ptMin.y),
MmToPts(sb->ctrl[1].x - ptMin.x), MmToPts(sb->ctrl[1].y - ptMin.y),
MmToPts(sb->ctrl[2].x - ptMin.x), MmToPts(sb->ctrl[2].y - ptMin.y),
MmToPts(sb->ctrl[3].x - ptMin.x), MmToPts(sb->ctrl[3].y - ptMin.y));
} else {
BezierAsNonrationalCubic(sb);
}
}
void EpsFileWriter::FinishAndCloseFile(void) {
fprintf(f,
"\r\n"
"grestore\r\n"
"\r\n");
fclose(f);
}
//-----------------------------------------------------------------------------
// Routines for PDF output, some extra complexity because we have to generate
// a correct xref table.
//-----------------------------------------------------------------------------
void PdfFileWriter::StartFile(void) {
fprintf(f,
"%%PDF-1.1\r\n"
"%%%c%c%c%c\r\n",
0xe2, 0xe3, 0xcf, 0xd3);
xref[1] = ftell(f);
fprintf(f,
"1 0 obj\r\n"
" << /Type /Catalog\r\n"
" /Outlines 2 0 R\r\n"
" /Pages 3 0 R\r\n"
" >>\r\n"
"endobj\r\n");
xref[2] = ftell(f);
fprintf(f,
"2 0 obj\r\n"
" << /Type /Outlines\r\n"
" /Count 0\r\n"
" >>\r\n"
"endobj\r\n");
xref[3] = ftell(f);
fprintf(f,
"3 0 obj\r\n"
" << /Type /Pages\r\n"
" /Kids [4 0 R]\r\n"
" /Count 1\r\n"
" >>\r\n"
"endobj\r\n");
xref[4] = ftell(f);
fprintf(f,
"4 0 obj\r\n"
" << /Type /Page\r\n"
" /Parent 3 0 R\r\n"
" /MediaBox [0 0 %.3f %.3f]\r\n"
" /Contents 5 0 R\r\n"
" /Resources << /ProcSet 7 0 R\r\n"
" /Font << /F1 8 0 R >>\r\n"
" >>\r\n"
" >>\r\n"
"endobj\r\n",
MmToPts(ptMax.x - ptMin.x),
MmToPts(ptMax.y - ptMin.y));
xref[5] = ftell(f);
fprintf(f,
"5 0 obj\r\n"
" << /Length 6 0 R >>\r\n"
"stream\r\n");
bodyStart = ftell(f);
}
void PdfFileWriter::FinishAndCloseFile(void) {
DWORD bodyEnd = ftell(f);
fprintf(f,
"endstream\r\n"
"endobj\r\n");
xref[6] = ftell(f);
fprintf(f,
"6 0 obj\r\n"
" %d\r\n"
"endobj\r\n",
bodyEnd - bodyStart);
xref[7] = ftell(f);
fprintf(f,
"7 0 obj\r\n"
" [/PDF /Text]\r\n"
"endobj\r\n");
xref[8] = ftell(f);
fprintf(f,
"8 0 obj\r\n"
" << /Type /Font\r\n"
" /Subtype /Type1\r\n"
" /Name /F1\r\n"
" /BaseFont /Helvetica\r\n"
" /Encoding /WinAnsiEncoding\r\n"
" >>\r\n"
"endobj\r\n");
xref[9] = ftell(f);
fprintf(f,
"9 0 obj\r\n"
" << /Creator (SolveSpace)\r\n"
" >>\r\n");
DWORD xrefStart = ftell(f);
fprintf(f,
"xref\r\n"
"0 10\r\n"
"0000000000 65535 f\r\n");
int i;
for(i = 1; i <= 9; i++) {
fprintf(f, "%010d %05d n\r\n", xref[i], 0);
}
fprintf(f,
"\r\n"
"trailer\r\n"
" << /Size 10\r\n"
" /Root 1 0 R\r\n"
" /Info 9 0 R\r\n"
" >>\r\n"
"startxref\r\n"
"%d\r\n"
"%%%%EOF\r\n",
xrefStart);
fclose(f);
}
void PdfFileWriter::LineSegment(double x0, double y0, double x1, double y1) {
fprintf(f,
"1 w 0 0 0 RG\r\n"
"%.3f %.3f m\r\n"
"%.3f %.3f l\r\n"
"S\r\n",
MmToPts(x0 - ptMin.x), MmToPts(y0 - ptMin.y),
MmToPts(x1 - ptMin.x), MmToPts(y1 - ptMin.y));
}
void PdfFileWriter::Triangle(STriangle *tr) {
double sw = max(ptMax.x - ptMin.x, ptMax.y - ptMin.y) / 1000;
fprintf(f,
"%.3f %.3f %.3f RG\r\n"
"%.3f %.3f %.3f rg\r\n"
"%.3f w\r\n"
"%.3f %.3f m\r\n"
"%.3f %.3f l\r\n"
"%.3f %.3f l\r\n"
"b\r\n",
REDf(tr->meta.color), GREENf(tr->meta.color), BLUEf(tr->meta.color),
REDf(tr->meta.color), GREENf(tr->meta.color), BLUEf(tr->meta.color),
MmToPts(sw),
MmToPts(tr->a.x - ptMin.x), MmToPts(tr->a.y - ptMin.y),
MmToPts(tr->b.x - ptMin.x), MmToPts(tr->b.y - ptMin.y),
MmToPts(tr->c.x - ptMin.x), MmToPts(tr->c.y - ptMin.y));
}
void PdfFileWriter::Bezier(SBezier *sb) {
if(sb->deg == 3 && !sb->IsRational()) {
fprintf(f,
"1 w 0 0 0 RG\r\n"
"%.3f %.3f m\r\n"
"%.3f %.3f %.3f %.3f %.3f %.3f c\r\n"
"S\r\n",
MmToPts(sb->ctrl[0].x - ptMin.x), MmToPts(sb->ctrl[0].y - ptMin.y),
MmToPts(sb->ctrl[1].x - ptMin.x), MmToPts(sb->ctrl[1].y - ptMin.y),
MmToPts(sb->ctrl[2].x - ptMin.x), MmToPts(sb->ctrl[2].y - ptMin.y),
MmToPts(sb->ctrl[3].x - ptMin.x), MmToPts(sb->ctrl[3].y - ptMin.y));
} else {
BezierAsNonrationalCubic(sb);
}
}
//-----------------------------------------------------------------------------
// Routines for SVG output
//-----------------------------------------------------------------------------
const char *SvgFileWriter::SVG_STYLE =
"stroke-width='1' stroke='black' style='fill: none;'";
void SvgFileWriter::StartFile(void) {
fprintf(f,
"<!DOCTYPE svg PUBLIC \"-//W3C//DTD SVG 1.0//EN\" "
"\"http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd\">\r\n"
"<svg xmlns=\"http://www.w3.org/2000/svg\" "
"xmlns:xlink=\"http://www.w3.org/1999/xlink\" "
"width='%.3fmm' height='%.3fmm' "
"viewBox=\"0 0 %.3f %.3f\">\r\n"
"\r\n"
"<title>Exported SVG</title>\r\n"
"\r\n",
(ptMax.x - ptMin.x) + 1, (ptMax.y - ptMin.y) + 1,
(ptMax.x - ptMin.x) + 1, (ptMax.y - ptMin.y) + 1);
// A little bit of extra space for the stroke width.
}
void SvgFileWriter::LineSegment(double x0, double y0, double x1, double y1) {
// SVG uses a coordinate system with the origin at top left, +y down
fprintf(f,
"<polyline points='%.3f,%.3f %.3f,%.3f' %s />\r\n",
(x0 - ptMin.x), (ptMax.y - y0),
(x1 - ptMin.x), (ptMax.y - y1),
SVG_STYLE);
}
void SvgFileWriter::Triangle(STriangle *tr) {
// crispEdges turns of anti-aliasing, which tends to cause hairline
// cracks between triangles; but there still is some cracking, so
// specify a stroke width too, hope for around a pixel
double sw = max(ptMax.x - ptMin.x, ptMax.y - ptMin.y) / 1000;
fprintf(f,
"<polygon points='%.3f,%.3f %.3f,%.3f %.3f,%.3f' "
"stroke='#%02x%02x%02x' stroke-width='%.3f' "
"style='fill:#%02x%02x%02x' shape-rendering='crispEdges'/>\r\n",
(tr->a.x - ptMin.x), (ptMax.y - tr->a.y),
(tr->b.x - ptMin.x), (ptMax.y - tr->b.y),
(tr->c.x - ptMin.x), (ptMax.y - tr->c.y),
RED(tr->meta.color), GREEN(tr->meta.color), BLUE(tr->meta.color),
sw,
RED(tr->meta.color), GREEN(tr->meta.color), BLUE(tr->meta.color));
}
void SvgFileWriter::Bezier(SBezier *sb) {
Vector c, n = Vector::From(0, 0, 1);
double r;
if(sb->IsCircle(n, &c, &r)) {
Vector p0 = sb->ctrl[0], p1 = sb->ctrl[2];
double theta0 = atan2(p0.y - c.y, p0.x - c.x),
theta1 = atan2(p1.y - c.y, p1.x - c.x),
dtheta = WRAP_SYMMETRIC(theta1 - theta0, 2*PI);
// The arc must be less than 180 degrees, or else it couldn't have
// been represented as a single rational Bezier. And arrange it
// to run counter-clockwise, which corresponds to clockwise in
// SVG's mirrored coordinate system.
if(dtheta < 0) {
SWAP(Vector, p0, p1);
}
fprintf(f,
"<path d='M%.3f,%.3f "
"A%.3f,%.3f 0 0,0 %.3f,%.3f' %s />\r\n",
p0.x - ptMin.x, ptMax.y - p0.y,
r, r,
p1.x - ptMin.x, ptMax.y - p1.y,
SVG_STYLE);
} else if(!sb->IsRational()) {
if(sb->deg == 1) {
LineSegment(sb->ctrl[0].x, sb->ctrl[0].y,
sb->ctrl[1].x, sb->ctrl[1].y);
} else if(sb->deg == 2) {
fprintf(f,
"<path d='M%.3f,%.3f "
"Q%.3f,%.3f %.3f,%.3f' %s />\r\n",
sb->ctrl[0].x - ptMin.x, ptMax.y - sb->ctrl[0].y,
sb->ctrl[1].x - ptMin.x, ptMax.y - sb->ctrl[1].y,
sb->ctrl[2].x - ptMin.x, ptMax.y - sb->ctrl[2].y,
SVG_STYLE);
} else if(sb->deg == 3) {
fprintf(f,
"<path d='M%.3f,%.3f "
"C%.3f,%.3f %.3f,%.3f %.3f,%.3f' %s />\r\n",
sb->ctrl[0].x - ptMin.x, ptMax.y - sb->ctrl[0].y,
sb->ctrl[1].x - ptMin.x, ptMax.y - sb->ctrl[1].y,
sb->ctrl[2].x - ptMin.x, ptMax.y - sb->ctrl[2].y,
sb->ctrl[3].x - ptMin.x, ptMax.y - sb->ctrl[3].y,
SVG_STYLE);
}
} else {
BezierAsNonrationalCubic(sb);
}
}
void SvgFileWriter::FinishAndCloseFile(void) {
fprintf(f, "\r\n</svg>\r\n");
fclose(f);
}
//-----------------------------------------------------------------------------
// Routines for HPGL output
//-----------------------------------------------------------------------------
double HpglFileWriter::MmToHpglUnits(double mm) {
return mm*40;
}
void HpglFileWriter::StartFile(void) {
fprintf(f, "IN;\r\n");
fprintf(f, "SP1;\r\n");
}
void HpglFileWriter::LineSegment(double x0, double y0, double x1, double y1) {
fprintf(f, "PU%d,%d;\r\n", (int)MmToHpglUnits(x0), (int)MmToHpglUnits(y0));
fprintf(f, "PD%d,%d;\r\n", (int)MmToHpglUnits(x1), (int)MmToHpglUnits(y1));
}
void HpglFileWriter::Triangle(STriangle *tr) {
}
void HpglFileWriter::Bezier(SBezier *sb) {
BezierAsPwl(sb);
}
void HpglFileWriter::FinishAndCloseFile(void) {
fclose(f);
}
//-----------------------------------------------------------------------------
// 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;
}