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/*
* This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Cirilo Bernardo <cirilo.bernardo@gmail.com> * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */
/*
* Description: * This plugin implements the legacy kicad VRML1/VRML2 and X3D parsers * The plugin will invoke a VRML1 or VRML2 parser depending on the * identifying information in the file header: * * #VRML V1.0 ascii * #VRML V2.0 utf8 */
#include "plugins/3d/3d_plugin.h"
#include "plugins/3dapi/ifsg_all.h"
#include "richio.h"
#include "vrml1_base.h"
#include "vrml2_base.h"
#include "wrlproc.h"
#include "x3d.h"
#include <clocale>
#include <wx/filename.h>
#include <wx/log.h>
#define PLUGIN_VRML_MAJOR 1
#define PLUGIN_VRML_MINOR 3
#define PLUGIN_VRML_PATCH 2
#define PLUGIN_VRML_REVNO 2
const char* GetKicadPluginName( void ) { return "PLUGIN_3D_VRML"; }
void GetPluginVersion( unsigned char* Major, unsigned char* Minor, unsigned char* Patch, unsigned char* Revision ) { if( Major ) *Major = PLUGIN_VRML_MAJOR;
if( Minor ) *Minor = PLUGIN_VRML_MINOR;
if( Patch ) *Patch = PLUGIN_VRML_PATCH;
if( Revision ) *Revision = PLUGIN_VRML_REVNO;
return; }
// number of extensions supported
#ifdef _WIN32
#define NEXTS 2
#else
#define NEXTS 4
#endif
// number of filter sets supported
#define NFILS 2
static char ext0[] = "wrl"; static char ext1[] = "x3d";
#ifdef _WIN32
static char fil0[] = "VRML 1.0/2.0 (*.wrl)|*.wrl"; static char fil1[] = "X3D (*.x3d)|*.x3d"; #else
static char ext2[] = "WRL"; static char ext3[] = "X3D"; static char fil0[] = "VRML 1.0/2.0 (*.wrl;*.WRL)|*.wrl;*.WRL"; static char fil1[] = "X3D (*.x3d;*.X3D)|*.x3d;*.X3D"; #endif
static struct FILE_DATA { char const* extensions[NEXTS]; char const* filters[NFILS];
FILE_DATA() { extensions[0] = ext0; extensions[1] = ext1; filters[0] = fil0; filters[1] = fil1;
#ifndef _WIN32
extensions[2] = ext2; extensions[3] = ext3; #endif
return; }
} file_data;
int GetNExtensions( void ) { return NEXTS; }
char const* GetModelExtension( int aIndex ) { if( aIndex < 0 || aIndex >= NEXTS ) return NULL;
return file_data.extensions[aIndex]; }
int GetNFilters( void ) { return NFILS; }
char const* GetFileFilter( int aIndex ) { if( aIndex < 0 || aIndex >= NFILS ) return NULL;
return file_data.filters[aIndex]; }
bool CanRender( void ) { // this plugin supports rendering of IDF component outlines
return true; }
class LOCALESWITCH { // Store the user locale name, to restore this locale later, in dtor
std::string m_locale;
public: LOCALESWITCH() { m_locale = setlocale( LC_NUMERIC, 0 ); setlocale( LC_NUMERIC, "C" ); }
~LOCALESWITCH() { setlocale( LC_NUMERIC, m_locale.c_str() ); } };
SCENEGRAPH* LoadVRML( const wxString& aFileName, bool useInline ) { FILE_LINE_READER* modelFile = NULL; SCENEGRAPH* scene = NULL;
try { // set the max char limit to 8MB; if a VRML file contains
// longer lines then perhaps it shouldn't be used
modelFile = new FILE_LINE_READER( aFileName, 0, 8388608 ); } catch( IO_ERROR & ) { wxLogError( _( " * [INFO] load failed: input line too long\n" ) ); return NULL; }
// VRML file processor
WRLPROC proc( modelFile );
if( proc.GetVRMLType() == VRML_V1 ) { wxLogTrace( MASK_VRML, " * [INFO] Processing VRML 1.0 file\n" );
WRL1BASE* bp = new WRL1BASE;
if( !bp->Read( proc ) ) { wxLogTrace( MASK_VRML, " * [INFO] load failed\n" ); } else { wxLogTrace( MASK_VRML, " * [INFO] load completed\n" );
scene = (SCENEGRAPH*)bp->TranslateToSG( NULL, NULL ); }
delete bp; } else { wxLogTrace( MASK_VRML, " * [INFO] Processing VRML 2.0 file\n" );
WRL2BASE* bp = new WRL2BASE;
// allow Inline{} files to be included
bp->SetEnableInline( true );
if( !bp->Read( proc ) ) { wxLogTrace( MASK_VRML, " * [INFO] load failed\n" ); } else { wxLogTrace( MASK_VRML, " * [INFO] load completed\n" );
// for now we recalculate all normals per-vertex per-face
scene = (SCENEGRAPH*)bp->TranslateToSG( NULL ); }
delete bp; }
if( NULL != modelFile ) delete modelFile;
// DEBUG: WRITE OUT VRML2 FILE TO CONFIRM STRUCTURE
#if ( defined( DEBUG_VRML1 ) && DEBUG_VRML1 > 3 ) \
|| ( defined( DEBUG_VRML2 ) && DEBUG_VRML2 > 3 ) if( scene ) { wxFileName fn( wxString::FromUTF8Unchecked( aFileName ) ); wxString output;
if( proc.GetVRMLType() == VRML_V1 ) output = wxT( "_vrml1-" ); else output = wxT( "_vrml2-" );
output.append( fn.GetName() ); output.append( wxT(".wrl") ); S3D::WriteVRML( output.ToUTF8(), true, (SGNODE*)(scene), true, true ); } #endif
return scene; }
SCENEGRAPH* LoadX3D( const wxString& aFileName ) { SCENEGRAPH* scene = NULL; X3DPARSER model; scene = model.Load( aFileName );
return scene; }
SCENEGRAPH* Load( char const* aFileName ) { if( NULL == aFileName ) return NULL;
wxString fname = wxString::FromUTF8Unchecked( aFileName );
if( !wxFileName::FileExists( fname ) ) return NULL;
LOCALESWITCH switcher;
SCENEGRAPH* scene = NULL; wxString ext = wxFileName( fname ).GetExt();
if( ext == "x3d" || ext == "X3D" ) scene = LoadX3D( fname ); else scene = LoadVRML( fname, true );
return scene; }
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