
to draw those, and hit test with the mouse, and display tool tips when the user hovers with the mouse. Also, underline links only when they're hovered, and not otherwise. And add a separate menu option to align the view to the active workplane, vs. activating the active group's workplane, and remap the bottom two graphics window toolbar icons to that and "nearest iso view" instead of draw in 2d/3d, since people tended to click on those without understanding and cause trouble. And by default, we force a parallel projection; so the factory default camera tangent is now 0.3, not 0. [git-p4: depot-paths = "//depot/solvespace/": change = 2131]
770 lines
26 KiB
C++
770 lines
26 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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#include "solvespace.h"
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#include <png.h>
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void SolveSpace::ExportSectionTo(char *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(Vector, 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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ZERO(&el);
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SBezierList bl;
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ZERO(&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 SolveSpace::ExportViewOrWireframeTo(char *filename, bool wireframe) {
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int i;
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SEdgeList edges;
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ZERO(&edges);
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SBezierList beziers;
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ZERO(&beziers);
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SMesh *sm = NULL;
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if(SS.GW.showShaded) {
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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 && !SS.GW.showHdnLines) ||
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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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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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if(wireframe) {
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VectorFileWriter *out = VectorFileWriter::ForFile(filename);
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if(out) {
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ExportWireframeCurves(&edges, &beziers, out);
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}
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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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VectorFileWriter *out = VectorFileWriter::ForFile(filename);
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if(out) {
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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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}
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if(out && !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.draw = 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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InvalidateGraphics();
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}
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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 SolveSpace::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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ZERO(&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->Output(&sblss, NULL);
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sblss.Clear();
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}
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void SolveSpace::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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ZERO(&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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ZERO(&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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ZERO(&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, (SS.lightIntensity[0])*(n.Dot(l0))) +
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max(0, (SS.lightIntensity[1])*(n.Dot(l1)));
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double r = min(1, REDf (tt.meta.color)*lighting),
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g = min(1, GREENf(tt.meta.color)*lighting),
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b = min(1, BLUEf (tt.meta.color)*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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// 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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SMesh sms;
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ZERO(&sms);
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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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// And now we perform hidden line removal if requested
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SEdgeList hlrd;
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ZERO(&hlrd);
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if(sm && !SS.GW.showHdnLines) {
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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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false, NULL, NULL);
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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 out;
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ZERO(&out);
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// Split the original edge against the mesh
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out.AddEdge(se->a, se->b, se->auxA);
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root->OcclusionTestLine(*se, &out, cnt);
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// the occlusion test splits unnecessarily; so fix those
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out.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 = out.l.First(); sen; sen = out.l.NextAfter(sen)) {
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hlrd.AddEdge(sen->a, sen->b, sen->auxA);
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}
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out.Clear();
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}
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sel = &hlrd;
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}
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// We kept the line segments and Beziers separate until now; but put them
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// all together, and also project everything into the xy plane, since not
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// all export targets ignore the z component of the points.
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for(e = sel->l.First(); e; e = sel->l.NextAfter(e)) {
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SBezier sb = SBezier::From(e->a, e->b);
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sb.auxA = e->auxA;
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sbl->l.Add(&sb);
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}
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for(b = sbl->l.First(); b; b = sbl->l.NextAfter(b)) {
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for(int i = 0; i <= b->deg; i++) {
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b->ctrl[i].z = 0;
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}
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}
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// If possible, then we will assemble these output curves into loops. They
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// will then get exported as closed paths.
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SBezierLoopSetSet sblss;
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ZERO(&sblss);
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SBezierList leftovers;
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ZERO(&leftovers);
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SSurface srf = SSurface::FromPlane(Vector::From(0, 0, 0),
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Vector::From(1, 0, 0),
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Vector::From(0, 1, 0));
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SPolygon spxyz;
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ZERO(&spxyz);
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bool allClosed;
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SEdge notClosedAt;
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sbl->l.ClearTags();
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sblss.FindOuterFacesFrom(sbl, &spxyz, &srf,
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SS.ChordTolMm()*s,
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&allClosed, ¬ClosedAt,
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NULL, NULL,
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&leftovers);
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for(b = leftovers.l.First(); b; b = leftovers.l.NextAfter(b)) {
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sblss.AddOpenPath(b);
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}
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// Now write the lines and triangles to the output file
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out->Output(&sblss, &sms);
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leftovers.Clear();
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spxyz.Clear();
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sblss.Clear();
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smp.Clear();
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sms.Clear();
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hlrd.Clear();
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}
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double VectorFileWriter::MmToPts(double mm) {
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// 72 points in an inch
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return (mm/25.4)*72;
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}
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VectorFileWriter *VectorFileWriter::ForFile(char *filename) {
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VectorFileWriter *ret;
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if(StringEndsIn(filename, ".dxf")) {
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static DxfFileWriter DxfWriter;
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ret = &DxfWriter;
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} else if(StringEndsIn(filename, ".ps") || StringEndsIn(filename, ".eps")) {
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static EpsFileWriter EpsWriter;
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ret = &EpsWriter;
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} else if(StringEndsIn(filename, ".pdf")) {
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static PdfFileWriter PdfWriter;
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ret = &PdfWriter;
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} else if(StringEndsIn(filename, ".svg")) {
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static SvgFileWriter SvgWriter;
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ret = &SvgWriter;
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} else if(StringEndsIn(filename, ".plt")||StringEndsIn(filename, ".hpgl")) {
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static HpglFileWriter HpglWriter;
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ret = &HpglWriter;
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} else if(StringEndsIn(filename, ".step")||StringEndsIn(filename, ".stp")) {
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static Step2dFileWriter Step2dWriter;
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ret = &Step2dWriter;
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} else if(StringEndsIn(filename, ".txt")) {
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static GCodeFileWriter GCodeWriter;
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ret = &GCodeWriter;
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} else {
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Error("Can't identify output file type from file extension of "
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"filename '%s'; try "
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".step, .stp, .dxf, .svg, .plt, .hpgl, .pdf, .txt, "
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".eps, or .ps.",
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filename);
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return NULL;
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}
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FILE *f = fopen(filename, "wb");
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if(!f) {
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Error("Couldn't write to '%s'", filename);
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return NULL;
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}
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ret->f = f;
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return ret;
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}
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static void AddUnregMessageCallback(void *fndata, Vector a, Vector b)
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{
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SBezierLoopSetSet *sblss = (SBezierLoopSetSet *)fndata;
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SBezier sb = SBezier::From(a, b);
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sb.auxA = Style::SELECTED;
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sblss->AddOpenPath(&sb);
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}
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void VectorFileWriter::Output(SBezierLoopSetSet *sblss, SMesh *sm) {
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STriangle *tr;
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SBezier *b;
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// First calculate the bounding box.
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ptMin = Vector::From(VERY_POSITIVE, VERY_POSITIVE, VERY_POSITIVE);
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ptMax = Vector::From(VERY_NEGATIVE, VERY_NEGATIVE, VERY_NEGATIVE);
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if(sm) {
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for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) {
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(tr->a).MakeMaxMin(&ptMax, &ptMin);
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(tr->b).MakeMaxMin(&ptMax, &ptMin);
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(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);
|
|
}
|
|
|
|
// 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) && sblss){
|
|
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, sblss);
|
|
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(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 = { b->auxA };
|
|
Style *stl = Style::Get(hs);
|
|
double lineWidth = Style::WidthMm(b->auxA)*s;
|
|
DWORD strokeRgb = Style::Color(b->auxA, true);
|
|
|
|
StartPath(strokeRgb, lineWidth, stl->filled, stl->fillColor);
|
|
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, stl->fillColor);
|
|
}
|
|
}
|
|
FinishAndCloseFile();
|
|
}
|
|
|
|
void VectorFileWriter::BezierAsPwl(SBezier *sb) {
|
|
List<Vector> lv;
|
|
ZERO(&lv);
|
|
sb->MakePwlInto(&lv, SS.ChordTolMm() / SS.exportScale);
|
|
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.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);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Export a triangle mesh, in the requested format.
|
|
//-----------------------------------------------------------------------------
|
|
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;
|
|
}
|
|
|
|
if(StringEndsIn(filename, ".stl")) {
|
|
ExportMeshAsStlTo(f, m);
|
|
} else if(StringEndsIn(filename, ".obj")) {
|
|
ExportMeshAsObjTo(f, m);
|
|
} else {
|
|
Error("Can't identify output file type from file extension of "
|
|
"filename '%s'; try .stl, .obj.", filename);
|
|
}
|
|
|
|
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::ExportMeshAsStlTo(FILE *f, SMesh *sm) {
|
|
char str[80];
|
|
memset(str, 0, sizeof(str));
|
|
strcpy(str, "STL exported mesh");
|
|
fwrite(str, 1, 80, f);
|
|
|
|
DWORD 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 SolveSpace::ExportMeshAsObjTo(FILE *f, SMesh *sm) {
|
|
SPointList spl;
|
|
ZERO(&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 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();
|
|
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;
|
|
}
|
|
|