solvespace/export.cpp

1092 lines
32 KiB
C++
Raw Normal View History

#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;
}