solvespace/export.cpp

392 lines
10 KiB
C++
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#include "solvespace.h"
#include <png.h>
void SolveSpace::ExportSectionTo(char *filename) {
SPolygon sp;
ZERO(&sp);
Vector gn = (SS.GW.projRight).Cross(SS.GW.projUp);
gn = gn.WithMagnitude(1);
Group *g = SS.GetGroup(SS.GW.activeGroup);
if(g->runningMesh.l.n == 0) {
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 = SS.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 = SS.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 = SS.GetEntity(gs.entity[0])->VectorGetNum(),
vt = SS.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 = SS.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);
SMesh m;
ZERO(&m);
m.MakeFromCopy(&(g->runningMesh));
// Delete all triangles in the mesh that do not lie in our export plane.
m.l.ClearTags();
int i;
for(i = 0; i < m.l.n; i++) {
STriangle *tr = &(m.l.elem[i]);
if((fabs(n.Dot(tr->a) - d) >= LENGTH_EPS) ||
(fabs(n.Dot(tr->b) - d) >= LENGTH_EPS) ||
(fabs(n.Dot(tr->c) - d) >= LENGTH_EPS))
{
tr->tag = 1;
}
}
m.l.RemoveTagged();
// Select the naked edges in our resulting open mesh.
SKdNode *root = SKdNode::From(&m);
SEdgeList el;
ZERO(&el);
root->MakeCertainEdgesInto(&el, false);
// Assemble those edges into a polygon, and clear the edge list
el.AssemblePolygon(&sp, NULL);
el.Clear();
m.Clear();
// And write the polygon.
VectorFileWriter *out = VectorFileWriter::ForFile(filename);
if(out) {
ExportPolygon(&sp, u, v, n, origin, out);
}
sp.Clear();
}
void SolveSpace::ExportViewTo(char *filename) {
int i;
SEdgeList edges;
ZERO(&edges);
for(i = 0; i < SS.entity.n; i++) {
Entity *e = &(SS.entity.elem[i]);
if(!e->IsVisible()) continue;
e->GenerateEdges(&edges);
}
SPolygon sp;
ZERO(&sp);
edges.AssemblePolygon(&sp, NULL);
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) {
ExportPolygon(&sp, u, v, n, origin, out);
}
edges.Clear();
sp.Clear();
}
void SolveSpace::ExportPolygon(SPolygon *sp,
Vector u, Vector v, Vector n, Vector origin,
VectorFileWriter *out)
{
int i, j;
// Project into the export plane; so when we're done, z doesn't matter,
// and x and y are what goes in the DXF.
for(i = 0; i < sp->l.n; i++) {
SContour *sc = &(sp->l.elem[i]);
for(j = 0; j < sc->l.n; j++) {
Vector *p = &(sc->l.elem[j].p);
*p = p->Minus(origin);
*p = p->DotInToCsys(u, v, n);
// and apply the export scale factor
double s = SS.exportScale;
*p = p->ScaledBy(1.0/s);
}
}
// If cutter radius compensation is requested, then perform it now.
if(fabs(SS.exportOffset) > LENGTH_EPS) {
SPolygon compd;
ZERO(&compd);
sp->normal = Vector::From(0, 0, -1);
sp->FixContourDirections();
sp->OffsetInto(&compd, SS.exportOffset);
sp->Clear();
*sp = compd;
}
// Now begin the entities, which are just line segments reproduced from
// our piecewise linear curves.
out->StartFile();
for(i = 0; i < sp->l.n; i++) {
SContour *sc = &(sp->l.elem[i]);
for(j = 1; j < sc->l.n; j++) {
Vector p0 = sc->l.elem[j-1].p,
p1 = sc->l.elem[j].p;
out->LineSegment(p0.x, p0.y, p1.x, p1.y);
}
}
out->FinishAndCloseFile();
}
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 {
Error("Can't identify output file type from file extension.");
return NULL;
}
FILE *f = fopen(filename, "wb");
if(!f) {
Error("Couldn't write to '%s'", filename);
return NULL;
}
ret->f = f;
return ret;
}
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"
"$ACADVER\r\n"
" 1\r\n"
"AC1006\r\n"
" 9\r\n"
"$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::SetLineWidth(double mm) {
}
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::FinishAndCloseFile(void) {
fprintf(f,
" 0\r\n"
"ENDSEC\r\n"
" 0\r\n"
"EOF\r\n" );
fclose(f);
}
void SolveSpace::ExportMeshTo(char *filename) {
SMesh *m = &(SS.GetGroup(SS.GW.activeGroup)->runningMesh);
if(m->l.n == 0) {
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);
}
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;
}