parent
986da7d224
commit
837628ea3e
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@ -53,6 +53,7 @@ New export/import features:
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exported. This format allows to easily hack on triangle mesh data created
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exported. This format allows to easily hack on triangle mesh data created
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in SolveSpace, supports colour information and is more space efficient than
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in SolveSpace, supports colour information and is more space efficient than
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most other formats.
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most other formats.
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* VRML (WRL) triangle meshes can now be exported, useful for e.g. [KiCAD](http://kicad.org).
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* Export 2d section: custom styled entities that lie in the same
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* Export 2d section: custom styled entities that lie in the same
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plane as the exported section are included.
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plane as the exported section are included.
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101
src/export.cpp
101
src/export.cpp
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@ -849,6 +849,8 @@ void SolveSpaceUI::ExportMeshTo(const Platform::Path &filename) {
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filename.HasExtension("html")) {
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filename.HasExtension("html")) {
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SOutlineList *e = &(SK.GetGroup(SS.GW.activeGroup)->displayOutlines);
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SOutlineList *e = &(SK.GetGroup(SS.GW.activeGroup)->displayOutlines);
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ExportMeshAsThreeJsTo(f, filename, m, e);
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ExportMeshAsThreeJsTo(f, filename, m, e);
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} else if(filename.HasExtension("wrl")) {
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ExportMeshAsVrmlTo(f, filename, m);
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} else {
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} else {
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Error("Can't identify output file type from file extension of "
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Error("Can't identify output file type from file extension of "
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"filename '%s'; try .stl, .obj, .js, .html.", filename.raw.c_str());
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"filename '%s'; try .stl, .obj, .js, .html.", filename.raw.c_str());
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@ -1168,6 +1170,105 @@ void SolveSpaceUI::ExportMeshAsThreeJsTo(FILE *f, const Platform::Path &filename
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spl.Clear();
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spl.Clear();
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}
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}
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//-----------------------------------------------------------------------------
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// Export the mesh as a VRML text file / WRL.
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//-----------------------------------------------------------------------------
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void SolveSpaceUI::ExportMeshAsVrmlTo(FILE *f, const Platform::Path &filename, SMesh *sm) {
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std::string basename = filename.FileStem();
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for(auto & c : basename) {
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if(!(isalnum(c) || ((unsigned)c >= 0x80))) {
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c = '_';
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}
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}
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fprintf(f, "#VRML V2.0 utf8\n"
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"#Exported from SolveSpace %s\n"
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"\n"
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"DEF %s Transform {\n"
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" children [\n"
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" Shape {\n"
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" appearance Appearance {\n"
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" material DEF %s_material Material {\n"
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" diffuseColor %f %f %f\n"
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" ambientIntensity %f\n"
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" transparency 0.0\n"
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" }\n"
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" }\n"
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" geometry IndexedFaceSet {\n"
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" colorPerVertex TRUE\n"
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" coord Coordinate { point [\n",
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PACKAGE_VERSION,
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basename.c_str(),
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basename.c_str(),
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SS.ambientIntensity,
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SS.ambientIntensity,
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SS.ambientIntensity,
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SS.ambientIntensity);
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SPointList spl = {};
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for(const auto & tr : sm->l) {
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spl.IncrementTagFor(tr.a);
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spl.IncrementTagFor(tr.b);
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spl.IncrementTagFor(tr.c);
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}
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// Output all the vertices.
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for(auto sp : spl.l) {
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fprintf(f, " %f %f %f,\n",
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sp.p.x / SS.exportScale,
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sp.p.y / SS.exportScale,
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sp.p.z / SS.exportScale);
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}
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fputs(" ] }\n"
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" coordIndex [\n", f);
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// And now all the triangular faces, in terms of those vertices.
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for(const auto & tr : sm->l) {
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fprintf(f, " %d, %d, %d, -1,\n",
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spl.IndexForPoint(tr.a),
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spl.IndexForPoint(tr.b),
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spl.IndexForPoint(tr.c));
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}
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fputs(" ]\n"
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" color Color { color [\n", f);
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// Output triangle colors.
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std::vector<int> triangle_colour_ids;
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std::vector<RgbaColor> colours_present;
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for(const auto & tr : sm->l) {
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const auto colour_itr = std::find_if(colours_present.begin(), colours_present.end(),
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[&](const RgbaColor & c) {
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return c.Equals(tr.meta.color);
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});
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if(colour_itr == colours_present.end()) {
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fprintf(f, " %.10f %.10f %.10f,\n",
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tr.meta.color.redF(),
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tr.meta.color.greenF(),
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tr.meta.color.blueF());
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triangle_colour_ids.push_back(colours_present.size());
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colours_present.insert(colours_present.end(), tr.meta.color);
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} else {
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triangle_colour_ids.push_back(colour_itr - colours_present.begin());
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}
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}
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fputs(" ] }\n"
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" colorIndex [\n", f);
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for(auto colour_idx : triangle_colour_ids) {
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fprintf(f, " %d, %d, %d, -1,\n", colour_idx, colour_idx, colour_idx);
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}
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fputs(" ]\n"
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" }\n"
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" }\n"
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" ]\n"
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"}\n", f);
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spl.Clear();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Export a view of the model as an image; we just take a screenshot, by
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// Export a view of the model as an image; we just take a screenshot, by
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// rendering the view in the usual way and then copying the pixels.
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// rendering the view in the usual way and then copying the pixels.
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@ -95,6 +95,7 @@ std::vector<FileFilter> MeshFileFilters = {
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{ CN_("file-type", "Three.js-compatible mesh, with viewer"), { "html" } },
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{ CN_("file-type", "Three.js-compatible mesh, with viewer"), { "html" } },
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{ CN_("file-type", "Three.js-compatible mesh, mesh only"), { "js" } },
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{ CN_("file-type", "Three.js-compatible mesh, mesh only"), { "js" } },
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{ CN_("file-type", "Q3D Object file"), { "q3do" } },
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{ CN_("file-type", "Q3D Object file"), { "q3do" } },
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{ CN_("file-type", "VRML text file"), { "wrl" } },
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};
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};
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std::vector<FileFilter> SurfaceFileFilters = {
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std::vector<FileFilter> SurfaceFileFilters = {
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@ -698,6 +698,7 @@ public:
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void ExportMeshAsObjTo(FILE *fObj, FILE *fMtl, SMesh *sm);
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void ExportMeshAsObjTo(FILE *fObj, FILE *fMtl, SMesh *sm);
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void ExportMeshAsThreeJsTo(FILE *f, const Platform::Path &filename,
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void ExportMeshAsThreeJsTo(FILE *f, const Platform::Path &filename,
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SMesh *sm, SOutlineList *sol);
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SMesh *sm, SOutlineList *sol);
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void ExportMeshAsVrmlTo(FILE *f, const Platform::Path &filename, SMesh *sm);
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void ExportViewOrWireframeTo(const Platform::Path &filename, bool exportWireframe);
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void ExportViewOrWireframeTo(const Platform::Path &filename, bool exportWireframe);
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void ExportSectionTo(const Platform::Path &filename);
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void ExportSectionTo(const Platform::Path &filename);
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void ExportWireframeCurves(SEdgeList *sel, SBezierList *sbl,
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void ExportWireframeCurves(SEdgeList *sel, SBezierList *sbl,
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