OpenSceneGraph/src/osgPlugins/dxf/scene.cpp
2005-11-22 09:51:02 +00:00

190 lines
5.9 KiB
C++

/* Importation de fichiers DXF dans OpenSceneGraph (see www.openscenegraph.org)
Copyright (C) 2004 by Paul de Repentigny <pdr@grapharchitecture.com>
*/
#include "scene.h"
#include "dxfTable.h"
#include "aci.h"
using namespace osg;
using namespace std;
osg::Vec4
sceneLayer::getColor(unsigned short color)
{
// you're supposed to have a correct color in hand
unsigned short r = color * 3;
unsigned short g = color * 3 + 1;
unsigned short b = color * 3 + 2;
Vec4 c(aci::table[r], aci::table[g], aci::table[b], 1.0f);
return c;
}
scene::scene(dxfLayerTable* lt) : _layerTable(lt)
{
_m.makeIdentity();
_r.makeIdentity();
}
void
scene::setLayerTable(dxfLayerTable* lt)
{
_layerTable = lt;
}
Vec3d scene::addVertex(Vec3d v)
{
v += _t;
v = preMultd(_r, v);
osg::Matrixd m = osg::Matrixd::translate(v.x(), v.y(), v.z());
m = m * _m;
Vec3d a = preMultd(m, Vec3d(0,0,0));
_b.expandBy(a);
return a;
}
Vec3d scene::addNormal(Vec3d v)
{
// to do: vertices are not always listed in order. find why.
return v;
}
void
scene::addLine(std::string l, unsigned short color, Vec3d s, Vec3d e)
{
dxfLayer* layer = _layerTable->findOrCreateLayer(l);
if (layer->getFrozen()) return;
sceneLayer* ly = findOrCreateSceneLayer(l);
Vec3d a(addVertex(s)), b(addVertex(e));
ly->_lines[correctedColorIndex(l, color)].push_back(a);
ly->_lines[correctedColorIndex(l, color)].push_back(b);
}
void scene::addLineStrip(std::string l, unsigned short color, std::vector<Vec3d> vertices)
{
dxfLayer* layer = _layerTable->findOrCreateLayer(l);
if (layer->getFrozen()) return;
sceneLayer* ly = findOrCreateSceneLayer(l);
std::vector<Vec3d> converted;
for (std::vector<Vec3d>::iterator itr = vertices.begin();
itr != vertices.end(); ++itr) {
converted.push_back(addVertex(*itr));
}
ly->_linestrips[correctedColorIndex(l, color)].push_back(converted);
}
void scene::addLineLoop(std::string l, unsigned short color, std::vector<Vec3d> vertices)
{
dxfLayer* layer = _layerTable->findOrCreateLayer(l);
if (layer->getFrozen()) return;
sceneLayer* ly = findOrCreateSceneLayer(l);
std::vector<Vec3d> converted;
for (std::vector<Vec3d>::iterator itr = vertices.begin();
itr != vertices.end(); ++itr) {
converted.push_back(addVertex(*itr));
}
converted.push_back(addVertex(vertices.front()));
ly->_linestrips[correctedColorIndex(l, color)].push_back(converted);
}
void scene::addTriangles(std::string l, unsigned short color, std::vector<Vec3d> vertices, bool inverted)
{
dxfLayer* layer = _layerTable->findOrCreateLayer(l);
if (layer->getFrozen()) return;
sceneLayer* ly = findOrCreateSceneLayer(l);
for (VList::iterator itr = vertices.begin();
itr != vertices.end(); ) {
VList::iterator a;
VList::iterator b;
VList::iterator c;
if (inverted) {
c = itr++;
b = itr++;
a = itr++;
} else {
a = itr++;
b = itr++;
c = itr++;
}
if (a != vertices.end() &&
b != vertices.end() &&
c != vertices.end()) {
Vec3d n = ((*b - *a) ^ (*c - *a));
n.normalize();
ly->_trinorms[correctedColorIndex(l, color)].push_back( n );
ly->_triangles[correctedColorIndex(l, color)].push_back(addVertex(*a));
ly->_triangles[correctedColorIndex(l, color)].push_back(addVertex(*b));
ly->_triangles[correctedColorIndex(l, color)].push_back(addVertex(*c));
}
}
}
void scene::addQuads(std::string l, unsigned short color, std::vector<Vec3d> vertices, bool inverted)
{
dxfLayer* layer = _layerTable->findOrCreateLayer(l);
if (layer->getFrozen()) return;
sceneLayer* ly = findOrCreateSceneLayer(l);
for (VList::iterator itr = vertices.begin();
itr != vertices.end(); ) {
VList::iterator a = vertices.end();
VList::iterator b = vertices.end();
VList::iterator c = vertices.end();
VList::iterator d = vertices.end();
if (inverted) {
d = itr++;
if (itr != vertices.end())
c = itr++;
if (itr != vertices.end())
b = itr++;
if (itr != vertices.end())
a = itr++;
} else {
a = itr++;
if (itr != vertices.end())
b = itr++;
if (itr != vertices.end())
c = itr++;
if (itr != vertices.end())
d = itr++;
}
if (a != vertices.end() &&
b != vertices.end() &&
c != vertices.end()&&
d != vertices.end()) {
Vec3d n = ((*b - *a) ^ (*c - *a));
n.normalize();
short cindex = correctedColorIndex(l, color);
ly->_quadnorms[cindex].push_back( n );
MapVList mvl = ly->_quads;
VList vl = mvl[cindex];
vl.push_back(addVertex(*a));
vl.push_back(addVertex(*b));
vl.push_back(addVertex(*c));
vl.push_back(addVertex(*d));
mvl[cindex] = vl;
ly->_quads = mvl;
}
}
}
unsigned short
scene::correctedColorIndex(std::string l, unsigned short color)
{
if (color >= aci::MIN && color <= aci::MAX)
{
return color;
}
else if (!color || color == aci::BYLAYER)
{
dxfLayer* layer = _layerTable->findOrCreateLayer(l);
unsigned short lcolor = layer->getColor();
if (lcolor >= aci::MIN && lcolor <= aci::MAX)
{
return lcolor;
}
}
return aci::WHITE;
}