
size for EPS, etc.). This can either be fixed, with a given width and height and offset, or automatic, by the left right bottom top margins. And draw nicer dimensions for length, with arrows and more extension lines. Add code to trim those lines against the (rectangular, axis-aligned) box that contains the actual number, and use that (instead of the elliptical interpolation, which was only approximately right) for diameter dimensions too. [git-p4: depot-paths = "//depot/solvespace/": change = 2027]
579 lines
19 KiB
C++
579 lines
19 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:\r\n\r\n"
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" * nothing, with an active workplane "
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"(workplane is section plane)\r\n"
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" * a face (section plane through face)\r\n"
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" * a point and two line segments "
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"(plane through point and parallel to lines)\r\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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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::ExportViewTo(char *filename) {
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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->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);
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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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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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edges.Clear();
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beziers.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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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);
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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);
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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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// Now write the lines and triangles to the output file
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out->Output(sel, sbl, &sms);
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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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bool VectorFileWriter::StringEndsIn(char *str, char *ending) {
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int i, ls = strlen(str), le = strlen(ending);
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if(ls < le) return false;
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for(i = 0; i < le; i++) {
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if(tolower(ending[le-i-1]) != tolower(str[ls-i-1])) {
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return false;
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}
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}
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return true;
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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 {
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Error("Can't identify output file type from file extension of "
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"filename '%s'; try .step, .stp, .dxf, .svg, .plt, .hpgl, .pdf, "
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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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void VectorFileWriter::Output(SEdgeList *sel, SBezierList *sbl, SMesh *sm) {
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STriangle *tr;
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SEdge *e;
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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(sel) {
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for(e = sel->l.First(); e; e = sel->l.NextAfter(e)) {
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(e->a).MakeMaxMin(&ptMax, &ptMin);
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(e->b).MakeMaxMin(&ptMax, &ptMin);
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}
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}
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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);
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}
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}
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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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int i;
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for(i = 0; i <= b->deg; i++) {
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(b->ctrl[i]).MakeMaxMin(&ptMax, &ptMin);
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}
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}
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}
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// And now we compute the canvas size.
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double s = 1.0 / SS.exportScale;
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if(SS.exportCanvasSizeAuto) {
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// It's based on the calculated bounding box; we grow it along each
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// boundary by the specified amount.
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ptMin.x -= s*SS.exportMargin.left;
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ptMax.x += s*SS.exportMargin.right;
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ptMin.y -= s*SS.exportMargin.bottom;
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ptMax.y += s*SS.exportMargin.top;
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} else {
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ptMin.x = -(s*SS.exportCanvas.dx);
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ptMin.y = -(s*SS.exportCanvas.dy);
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ptMax.x = ptMin.x + (s*SS.exportCanvas.width);
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ptMax.y = ptMin.y + (s*SS.exportCanvas.height);
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}
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StartFile();
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if(sm && SS.exportShadedTriangles) {
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for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) {
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Triangle(tr);
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}
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}
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if(sel) {
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for(e = sel->l.First(); e; e = sel->l.NextAfter(e)) {
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LineSegment(e->a.x, e->a.y, e->b.x, e->b.y);
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}
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}
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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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Bezier(b);
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}
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}
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FinishAndCloseFile();
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}
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void VectorFileWriter::BezierAsPwl(SBezier *sb) {
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List<Vector> lv;
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ZERO(&lv);
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sb->MakePwlInto(&lv);
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int i;
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for(i = 1; i < lv.n; i++) {
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LineSegment(lv.elem[i-1].x, lv.elem[i-1].y,
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lv.elem[i ].x, lv.elem[i ].y);
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}
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lv.Clear();
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}
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void VectorFileWriter::BezierAsNonrationalCubic(SBezier *sb, int depth) {
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Vector t0 = sb->TangentAt(0), t1 = sb->TangentAt(1);
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// The curve is correct, and the first derivatives are correct, at the
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// endpoints.
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SBezier bnr = SBezier::From(
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sb->Start(),
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sb->Start().Plus(t0.ScaledBy(1.0/3)),
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sb->Finish().Minus(t1.ScaledBy(1.0/3)),
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sb->Finish());
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double tol = SS.ChordTolMm() / SS.exportScale;
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// Arbitrary choice, but make it a little finer than pwl tolerance since
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// it should be easier to achieve that with the smooth curves.
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tol /= 2;
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bool closeEnough = true;
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int i;
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for(i = 1; i <= 3; i++) {
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double t = i/4.0;
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Vector p0 = sb->PointAt(t),
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pn = bnr.PointAt(t);
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double d = (p0.Minus(pn)).Magnitude();
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if(d > tol) {
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closeEnough = false;
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}
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}
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if(closeEnough || depth > 3) {
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Bezier(&bnr);
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} else {
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SBezier bef, aft;
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sb->SplitAt(0.5, &bef, &aft);
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BezierAsNonrationalCubic(&bef, depth+1);
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BezierAsNonrationalCubic(&aft, depth+1);
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}
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}
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//-----------------------------------------------------------------------------
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// 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;
|
|
}
|
|
|