solvespace/export.cpp

315 lines
8.0 KiB
C++

#include "solvespace.h"
#include <png.h>
void SolveSpace::ExportDxfTo(char *filename) {
SPolygon sp;
ZERO(&sp);
Vector gn = (SS.GW.projRight).Cross(SS.GW.projUp);
gn = gn.WithMagnitude(1);
SS.GW.GroupSelection();
#define gs (SS.GW.gs)
Group *g = SS.GetGroup(SS.GW.activeGroup);
// The plane in which the exported section lies; need this because we'll
// reorient from that plane into the xy plane before exporting.
Vector p, u, v, n;
double d;
// Don't use the assembled polygon from the group data structure; that
// one gets cleared if the curves aren't all closed.
g->AssemblePolygon(&sp, NULL);
if(gs.n == 0 && !(sp.IsEmpty())) {
// Easiest case--export the polygon drawn in this group
p = sp.AnyPoint();
n = (sp.ComputeNormal()).WithMagnitude(1);
if(n.Dot(gn) < 0) n = n.ScaledBy(-1);
u = n.Normal(0);
v = n.Normal(1);
d = p.Dot(n);
goto havepoly;
}
sp.Clear();
if(g->runningMesh.l.n > 0 &&
((gs.n == 0 && g->activeWorkplane.v != Entity::FREE_IN_3D.v) ||
(gs.n == 1 && gs.faces == 1) ||
(gs.n == 3 && gs.vectors == 2 && gs.points == 1)))
{
if(gs.n == 0) {
Entity *wrkpl = SS.GetEntity(g->activeWorkplane);
p = wrkpl->WorkplaneGetOffset();
n = wrkpl->Normal()->NormalN();
u = wrkpl->Normal()->NormalU();
v = wrkpl->Normal()->NormalV();
} else if(gs.n == 1) {
Entity *face = SS.GetEntity(gs.entity[0]);
p = 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) {
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);
p = SS.GetEntity(gs.point[0])->PointGetNum();
n = ut.Cross(vt);
u = ut.WithMagnitude(1);
v = (n.Cross(u)).WithMagnitude(1);
} else oops();
n = n.WithMagnitude(1);
d = p.Dot(n);
SMesh m;
ZERO(&m);
m.MakeFromCopy(&(g->runningMesh));
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();
SKdNode *root = SKdNode::From(&m);
root->SnapToMesh(&m);
SEdgeList el;
ZERO(&el);
root->MakeCertainEdgesInto(&el, false);
el.AssemblePolygon(&sp, NULL);
el.Clear();
m.Clear();
SS.GW.ClearSelection();
goto havepoly;
}
Error("Geometry to export not specified.");
return;
havepoly:
FILE *f = fopen(filename, "wb");
if(!f) {
Error("Couldn't write to '%s'", filename);
sp.Clear();
return;
}
// 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");
// Now begin the entities, which are just line segments reproduced from
// our piecewise linear curves.
fprintf(f,
" 0\r\n"
"SECTION\r\n"
" 2\r\n"
"ENTITIES\r\n");
int i, j;
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;
Point2d e0 = p0.Project2d(u, v),
e1 = p1.Project2d(u, v);
double s = SS.exportScale;
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,
e0.x/s, e0.y/s, 0.0,
e1.x/s, e1.y/s, 0.0);
}
}
fprintf(f,
" 0\r\n"
"ENDSEC\r\n"
" 0\r\n"
"EOF\r\n" );
sp.Clear();
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;
}
SKdNode *root = SKdNode::From(m);
root->SnapToMesh(m);
SMesh vvm;
ZERO(&vvm);
root->MakeMeshInto(&vvm);
FILE *f = fopen(filename, "wb");
if(!f) {
Error("Couldn't write to '%s'", filename);
vvm.Clear();
return;
}
char str[80];
memset(str, 0, sizeof(str));
strcpy(str, "STL exported mesh");
fwrite(str, 1, 80, f);
DWORD n = vvm.l.n;
fwrite(&n, 4, 1, f);
double s = SS.exportScale;
int i;
for(i = 0; i < vvm.l.n; i++) {
STriangle *tr = &(vvm.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);
}
vvm.Clear();
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.
SS.GW.Paint(w, h);
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;
}