static void nmg_to_psurf(struct nmgregion *r, FILE *fp_psurf) /* NMG region to be converted. */ /* Jack format file to write vertex list to. */ { int i; int *map; /* map from v->index to Jack vert # */ struct bu_ptbl vtab; /* vertex table */ map = (int *)bu_calloc(r->m_p->maxindex, sizeof(int *), "Jack vert map"); /* Built list of vertex structs */ nmg_vertex_tabulate( &vtab, &r->l.magic ); /* XXX What to do if 0 vertices? */ /* Print list of unique vertices and convert from mm to cm. */ for (i = 0; i < BU_PTBL_END(&vtab); i++) { struct vertex *v; register struct vertex_g *vg; v = (struct vertex *)BU_PTBL_GET(&vtab, i); NMG_CK_VERTEX(v); vg = v->vg_p; NMG_CK_VERTEX_G(vg); NMG_INDEX_ASSIGN( map, v, i+1 ); /* map[v->index] = i+1 */ fprintf(fp_psurf, "%f\t%f\t%f\n", vg->coord[X] / 10., vg->coord[Y] / 10., vg->coord[Z] / 10.); } fprintf(fp_psurf, ";;\n"); jack_faces(r, fp_psurf, map); bu_ptbl( &vtab, BU_PTBL_FREE, 0 ); bu_free( (char *)map, "Jack vert map" ); }
extern "C" void rt_nmg_brep(ON_Brep **b, const struct rt_db_internal *ip, const struct bn_tol *tol) { struct model *m; struct nmgregion *r; struct shell *s; struct faceuse *fu; struct loopuse *lu; struct edgeuse *eu; int edge_index; long* brepi; RT_CK_DB_INTERNAL(ip); m = (struct model *)ip->idb_ptr; NMG_CK_MODEL(m); brepi = static_cast<long*>(bu_malloc(m->maxindex * sizeof(long), "rt_nmg_brep: brepi[]")); for (int i = 0; i < m->maxindex; i++) brepi[i] = -INT_MAX; for (BU_LIST_FOR(r, nmgregion, &m->r_hd)) { for (BU_LIST_FOR(s, shell, &r->s_hd)) { for (BU_LIST_FOR(fu, faceuse, &s->fu_hd)) { NMG_CK_FACEUSE(fu); if (fu->orientation != OT_SAME) continue; // Need to create ON_NurbsSurface based on plane of // face in order to have UV space in which to define // trimming loops. Bounding points are NOT on the // face plane, so another approach must be used. // // General approach: For all loops in the faceuse, // collect all the vertices. Find the center point of // all the vertices, and search for the point with the // greatest distance from that center point. Once // found, cross the vector between the center point // and furthest point with the normal of the face and // scale the resulting vector to have the same length // as the vector to the furthest point. Add the two // resulting vectors to find the first corner point. // Mirror the first corner point across the center to // find the second corner point. Cross the two // vectors created by the first two corner points with // the face normal to get the vectors of the other two // corners, and scale the resulting vectors to the // same magnitude as the first two. These four points // bound all vertices on the plane and form a suitable // staring point for a UV space, since all points on // all the edges are equal to or further than the // distance between the furthest vertex and the center // point. // ............. ............. // . .* . . // . . . . . // . . . . . // . . . * . // . . . . . // . . . . . // . . . . . // . * * . . // . . . . // . . . . // . . . . // . *. . . // . ... ...* . // . .... .... . // . * . // ........................... // const struct face_g_plane *fg = fu->f_p->g.plane_p; struct bu_ptbl vert_table; nmg_tabulate_face_g_verts(&vert_table, fg); point_t tmppt, center, max_pt; struct vertex **pt; VSET(tmppt, 0, 0, 0); VSET(max_pt, 0, 0, 0); int ptcnt = 0; for (BU_PTBL_FOR(pt, (struct vertex **), &vert_table)) { tmppt[0] += (*pt)->vg_p->coord[0]; tmppt[1] += (*pt)->vg_p->coord[1]; tmppt[2] += (*pt)->vg_p->coord[2]; ptcnt++; if (brepi[(*pt)->vg_p->index] == -INT_MAX) { ON_BrepVertex& vert = (*b)->NewVertex((*pt)->vg_p->coord, SMALL_FASTF); brepi[(*pt)->vg_p->index] = vert.m_vertex_index; } } VSET(center, tmppt[0]/ptcnt, tmppt[1]/ptcnt, tmppt[2]/ptcnt); fastf_t max_dist = 0.0; fastf_t curr_dist; for (BU_PTBL_FOR(pt, (struct vertex **), &vert_table)) { tmppt[0] = (*pt)->vg_p->coord[0]; tmppt[1] = (*pt)->vg_p->coord[1]; tmppt[2] = (*pt)->vg_p->coord[2]; curr_dist = DIST_PT_PT(center, tmppt); if (curr_dist > max_dist) { max_dist = curr_dist; VMOVE(max_pt, tmppt); } } bu_ptbl_free(&vert_table); int ccw = 0; vect_t vtmp, uv1, uv2, uv3, uv4, vnormal; // If an outer loop is found in the nmg with a cw // orientation, use a flipped normal to form the NURBS // surface for (BU_LIST_FOR(lu, loopuse, &fu->lu_hd)) { if (lu->orientation == OT_SAME && nmg_loop_is_ccw(lu, fg->N, tol) == -1) ccw = -1; } if (ccw != -1) { VSET(vnormal, fg->N[0], fg->N[1], fg->N[2]); } else { VSET(vnormal, -fg->N[0], -fg->N[1], -fg->N[2]); } VSUB2(uv1, max_pt, center); VCROSS(vtmp, uv1, vnormal); VADD2(uv1, uv1, vtmp); VCROSS(uv2, uv1, vnormal); VREVERSE(uv3, uv1); VCROSS(uv4, uv3, vnormal); VADD2(uv1, uv1, center); VADD2(uv2, uv2, center); VADD2(uv3, uv3, center); VADD2(uv4, uv4, center); ON_3dPoint p1 = ON_3dPoint(uv1); ON_3dPoint p2 = ON_3dPoint(uv2); ON_3dPoint p3 = ON_3dPoint(uv3); ON_3dPoint p4 = ON_3dPoint(uv4); (*b)->m_S.Append(sideSurface(p1, p4, p3, p2)); ON_Surface *surf = (*(*b)->m_S.Last()); int surfindex = (*b)->m_S.Count(); // Now that we have the surface, define the face ON_BrepFace& face = (*b)->NewFace(surfindex - 1); // With the surface and the face defined, make // trimming loops and create faces. To generate UV // coordinates for each from and to for the // edgecurves, the UV origin is defined to be v1, // v1->v2 is defined as the U domain, and v1->v4 is // defined as the V domain. vect_t u_axis, v_axis; VSUB2(u_axis, uv2, uv1); VSUB2(v_axis, uv4, uv1); fastf_t u_axis_dist = MAGNITUDE(u_axis); fastf_t v_axis_dist = MAGNITUDE(v_axis); // Now that the surface context is set up, add the loops. for (BU_LIST_FOR(lu, loopuse, &fu->lu_hd)) { int edges=0; if (BU_LIST_FIRST_MAGIC(&lu->down_hd) != NMG_EDGEUSE_MAGIC) continue; // loop is a single vertex ON_BrepLoop::TYPE looptype; // Check if this is an inner or outer loop if (lu->orientation == OT_SAME) { looptype = ON_BrepLoop::outer; } else { looptype = ON_BrepLoop::inner; } ON_BrepLoop& loop = (*b)->NewLoop(looptype, face); for (BU_LIST_FOR(eu, edgeuse, &lu->down_hd)) { ++edges; vect_t ev1, ev2; struct vertex_g *vg1, *vg2; vg1 = eu->vu_p->v_p->vg_p; NMG_CK_VERTEX_G(vg1); int vert1 = brepi[vg1->index]; VMOVE(ev1, vg1->coord); vg2 = eu->eumate_p->vu_p->v_p->vg_p; NMG_CK_VERTEX_G(vg2); int vert2 = brepi[vg2->index]; VMOVE(ev2, vg2->coord); // Add edge if not already added if (brepi[eu->e_p->index] == -INT_MAX) { /* always add edges with the small vertex index as from */ if (vg1->index > vg2->index) { int tmpvert = vert1; vert1 = vert2; vert2 = tmpvert; } // Create and add 3D curve ON_Curve* c3d = new ON_LineCurve((*b)->m_V[vert1].Point(), (*b)->m_V[vert2].Point()); c3d->SetDomain(0.0, 1.0); (*b)->m_C3.Append(c3d); // Create and add 3D edge ON_BrepEdge& e = (*b)->NewEdge((*b)->m_V[vert1], (*b)->m_V[vert2] , (*b)->m_C3.Count() - 1); e.m_tolerance = 0.0; brepi[eu->e_p->index] = e.m_edge_index; } // Regardless of whether the edge existed as // an object, it needs to be added to the // trimming loop vect_t u_component, v_component; ON_3dPoint vg1pt(vg1->coord); int orientation = 0; edge_index = brepi[eu->e_p->index]; if (vg1pt != (*b)->m_V[(*b)->m_E[edge_index].m_vi[0]].Point()) { orientation = 1; } // Now, make 2d trimming curves vect_t vect1, vect2; VSUB2(vect1, ev1, uv1); VSUB2(vect2, ev2, uv1); ON_2dPoint from_uv, to_uv; double u0, u1, v0, v1; surf->GetDomain(0, &u0, &u1); surf->GetDomain(1, &v0, &v1); VPROJECT(vect1, u_axis, u_component, v_component); from_uv.y = u0 + MAGNITUDE(u_component)/u_axis_dist*(u1-u0); from_uv.x = v0 + MAGNITUDE(v_component)/v_axis_dist*(v1-v0); VPROJECT(vect2, u_axis, u_component, v_component); to_uv.y = u0 + MAGNITUDE(u_component)/u_axis_dist*(u1-u0); to_uv.x = v0 + MAGNITUDE(v_component)/v_axis_dist*(v1-v0); ON_3dPoint S1, S2; ON_3dVector Su, Sv; surf->Ev1Der(from_uv.x, from_uv.y, S1, Su, Sv); surf->Ev1Der(to_uv.x, to_uv.y, S2, Su, Sv); ON_Curve* c2d = new ON_LineCurve(from_uv, to_uv); c2d->SetDomain(0.0, 1.0); int c2i = (*b)->m_C2.Count(); (*b)->m_C2.Append(c2d); edge_index = brepi[eu->e_p->index]; ON_BrepTrim& trim = (*b)->NewTrim((*b)->m_E[edge_index], orientation, loop, c2i); trim.m_type = ON_BrepTrim::mated; trim.m_tolerance[0] = 0.0; trim.m_tolerance[1] = 0.0; } } } (*b)->SetTrimIsoFlags(); } } bu_free(brepi, "rt_nmg_brep: brepi[]"); }
void nmg_2_vrml(struct db_tree_state *tsp, const struct db_full_path *pathp, struct model *m) { struct mater_info *mater = &tsp->ts_mater; const struct bn_tol *tol2 = tsp->ts_tol; struct nmgregion *reg; struct bu_ptbl verts; struct vrml_mat mat; struct bu_vls vls = BU_VLS_INIT_ZERO; char *tok; int i; int first = 1; int is_light = 0; point_t ave_pt = VINIT_ZERO; struct bu_vls shape_name = BU_VLS_INIT_ZERO; char *full_path; /* There may be a better way to capture the region_id, than * getting the rt_comb_internal structure, (and may be a better * way to capture the rt_comb_internal struct), but for now I just * copied the method used in select_lights/select_non_lights above, * could have used a global variable but I noticed none other were * used, so I didn't want to be the first */ struct directory *dp; struct rt_db_internal intern; struct rt_comb_internal *comb; int id; /* static due to libbu exception handling */ static float r, g, b; NMG_CK_MODEL(m); full_path = db_path_to_string(pathp); RT_CK_FULL_PATH(pathp); dp = DB_FULL_PATH_CUR_DIR(pathp); if (!(dp->d_flags & RT_DIR_COMB)) { return; } id = rt_db_get_internal(&intern, dp, dbip, (matp_t)NULL, &rt_uniresource); if (id < 0) { bu_log("Cannot internal form of %s\n", dp->d_namep); return; } if (id != ID_COMBINATION) { bu_log("Directory/database mismatch!\n\t is '%s' a combination or not?\n", dp->d_namep); return; } comb = (struct rt_comb_internal *)intern.idb_ptr; RT_CK_COMB(comb); if (mater->ma_color_valid) { r = mater->ma_color[0]; g = mater->ma_color[1]; b = mater->ma_color[2]; } else { r = g = b = 0.5; } if (mater->ma_shader) { tok = strtok(mater->ma_shader, tok_sep); bu_strlcpy(mat.shader, tok, TXT_NAME_SIZE); } else { mat.shader[0] = '\0'; } mat.shininess = -1; mat.transparency = -1.0; mat.lt_fraction = -1.0; VSETALL(mat.lt_dir, 0.0); mat.lt_angle = -1.0; mat.tx_file[0] = '\0'; mat.tx_w = -1; mat.tx_n = -1; bu_vls_strcpy(&vls, &mater->ma_shader[strlen(mat.shader)]); (void)bu_struct_parse(&vls, vrml_mat_parse, (char *)&mat, NULL); if (bu_strncmp("light", mat.shader, 5) == 0) { /* this is a light source */ is_light = 1; } else { path_2_vrml_id(&shape_name, full_path); fprintf(fp_out, "\t\tDEF %s Shape {\n", bu_vls_addr(&shape_name)); fprintf(fp_out, "\t\t\t# Component_ID: %ld %s\n", comb->region_id, full_path); fprintf(fp_out, "\t\t\tappearance Appearance {\n"); if (bu_strncmp("plastic", mat.shader, 7) == 0) { if (mat.shininess < 0) { mat.shininess = 10; } if (mat.transparency < SMALL_FASTF) { mat.transparency = 0.0; } fprintf(fp_out, "\t\t\t\tmaterial Material {\n"); fprintf(fp_out, "\t\t\t\t\tdiffuseColor %g %g %g \n", r, g, b); fprintf(fp_out, "\t\t\t\t\tshininess %g\n", 1.0-exp(-(double)mat.shininess/20.0)); if (mat.transparency > SMALL_FASTF) { fprintf(fp_out, "\t\t\t\t\ttransparency %g\n", mat.transparency); } fprintf(fp_out, "\t\t\t\t\tspecularColor %g %g %g \n\t\t\t\t}\n", 1.0, 1.0, 1.0); } else if (bu_strncmp("glass", mat.shader, 5) == 0) { if (mat.shininess < 0) { mat.shininess = 4; } if (mat.transparency < SMALL_FASTF) { mat.transparency = 0.8; } fprintf(fp_out, "\t\t\t\tmaterial Material {\n"); fprintf(fp_out, "\t\t\t\t\tdiffuseColor %g %g %g \n", r, g, b); fprintf(fp_out, "\t\t\t\t\tshininess %g\n", 1.0-exp(-(double)mat.shininess/20.0)); if (mat.transparency > SMALL_FASTF) { fprintf(fp_out, "\t\t\t\t\ttransparency %g\n", mat.transparency); } fprintf(fp_out, "\t\t\t\t\tspecularColor %g %g %g \n\t\t\t\t}\n", 1.0, 1.0, 1.0); } else if (bu_strncmp("texture", mat.shader, 7) == 0) { if (mat.tx_w < 0) { mat.tx_w = 512; } if (mat.tx_n < 0) { mat.tx_n = 512; } if (strlen(mat.tx_file)) { int tex_fd; unsigned char tex_buf[TXT_BUF_LEN * 3]; if ((tex_fd = open(mat.tx_file, O_RDONLY | O_BINARY)) == (-1)) { bu_log("Cannot open texture file (%s)\n", mat.tx_file); perror("g-vrml: "); } else { long tex_len; long bytes_read = 0; long bytes_to_go = 0; /* Johns note - need to check (test) the texture stuff */ fprintf(fp_out, "\t\t\t\ttextureTransform TextureTransform {\n"); fprintf(fp_out, "\t\t\t\t\tscale 1.33333 1.33333\n\t\t\t\t}\n"); fprintf(fp_out, "\t\t\t\ttexture PixelTexture {\n"); fprintf(fp_out, "\t\t\t\t\trepeatS TRUE\n"); fprintf(fp_out, "\t\t\t\t\trepeatT TRUE\n"); fprintf(fp_out, "\t\t\t\t\timage %d %d %d\n", mat.tx_w, mat.tx_n, 3); tex_len = mat.tx_w*mat.tx_n * 3; while (bytes_read < tex_len) { int nbytes; long readval; bytes_to_go = tex_len - bytes_read; CLAMP(bytes_to_go, 0, TXT_BUF_LEN * 3); nbytes = 0; while (nbytes < bytes_to_go) { readval = read(tex_fd, &tex_buf[nbytes], bytes_to_go-nbytes); if (readval < 0) { perror("READ ERROR"); break; } else { nbytes += readval; } } bytes_read += nbytes; for (i = 0; i < nbytes; i += 3) { fprintf(fp_out, "\t\t\t0x%02x%02x%02x\n", tex_buf[i], tex_buf[i+1], tex_buf[i+2]); } } fprintf(fp_out, "\t\t\t\t}\n"); close(tex_fd); } } } else if (mater->ma_color_valid) { /* no shader specified, but a color is assigned */ fprintf(fp_out, "\t\t\t\tmaterial Material {\n"); fprintf(fp_out, "\t\t\t\t\tdiffuseColor %g %g %g }\n", r, g, b); } else { /* If no color was defined set the colors according to the thousands groups */ int thou = comb->region_id / 1000; thou == 0 ? fprintf(fp_out, "\t\t\tmaterial USE Material_999\n") : thou == 1 ? fprintf(fp_out, "\t\t\tmaterial USE Material_1999\n") : thou == 2 ? fprintf(fp_out, "\t\t\tmaterial USE Material_2999\n") : thou == 3 ? fprintf(fp_out, "\t\t\tmaterial USE Material_3999\n") : thou == 4 ? fprintf(fp_out, "\t\t\tmaterial USE Material_4999\n") : thou == 5 ? fprintf(fp_out, "\t\t\tmaterial USE Material_5999\n") : thou == 6 ? fprintf(fp_out, "\t\t\tmaterial USE Material_6999\n") : thou == 7 ? fprintf(fp_out, "\t\t\tmaterial USE Material_7999\n") : thou == 8 ? fprintf(fp_out, "\t\t\tmaterial USE Material_8999\n") : fprintf(fp_out, "\t\t\tmaterial USE Material_9999\n"); } } if (!is_light) { nmg_triangulate_model(m, tol2); fprintf(fp_out, "\t\t\t}\n"); fprintf(fp_out, "\t\t\tgeometry IndexedFaceSet {\n"); fprintf(fp_out, "\t\t\t\tcoord Coordinate {\n"); } /* get list of vertices */ nmg_vertex_tabulate(&verts, &m->magic); if (!is_light) { fprintf(fp_out, "\t\t\t\t\tpoint ["); } else { VSETALL(ave_pt, 0.0); } for (i = 0; i < BU_PTBL_END(&verts); i++) { struct vertex *v; struct vertex_g *vg; point_t pt_meters; v = (struct vertex *)BU_PTBL_GET(&verts, i); NMG_CK_VERTEX(v); vg = v->vg_p; NMG_CK_VERTEX_G(vg); /* convert to desired units */ VSCALE(pt_meters, vg->coord, scale_factor); if (is_light) { VADD2(ave_pt, ave_pt, pt_meters); } if (first) { if (!is_light) { fprintf(fp_out, " %10.10e %10.10e %10.10e, # point %d\n", V3ARGS(pt_meters), i); } first = 0; } else if (!is_light) { fprintf(fp_out, "\t\t\t\t\t%10.10e %10.10e %10.10e, # point %d\n", V3ARGS(pt_meters), i); } } if (!is_light) { fprintf(fp_out, "\t\t\t\t\t]\n\t\t\t\t}\n"); } else { fastf_t one_over_count; one_over_count = 1.0/(fastf_t)BU_PTBL_END(&verts); VSCALE(ave_pt, ave_pt, one_over_count); } first = 1; if (!is_light) { fprintf(fp_out, "\t\t\t\tcoordIndex [\n"); for (BU_LIST_FOR(reg, nmgregion, &m->r_hd)) { struct shell *s; NMG_CK_REGION(reg); for (BU_LIST_FOR(s, shell, ®->s_hd)) { struct faceuse *fu; NMG_CK_SHELL(s); for (BU_LIST_FOR(fu, faceuse, &s->fu_hd)) { struct loopuse *lu; NMG_CK_FACEUSE(fu); if (fu->orientation != OT_SAME) { continue; } for (BU_LIST_FOR(lu, loopuse, &fu->lu_hd)) { struct edgeuse *eu; NMG_CK_LOOPUSE(lu); if (BU_LIST_FIRST_MAGIC(&lu->down_hd) != NMG_EDGEUSE_MAGIC) { continue; } if (!first) { fprintf(fp_out, ",\n"); } else { first = 0; } fprintf(fp_out, "\t\t\t\t\t"); for (BU_LIST_FOR(eu, edgeuse, &lu->down_hd)) { struct vertex *v; NMG_CK_EDGEUSE(eu); v = eu->vu_p->v_p; NMG_CK_VERTEX(v); fprintf(fp_out, " %d,", bu_ptbl_locate(&verts, (long *)v)); } fprintf(fp_out, "-1"); } } } } fprintf(fp_out, "\n\t\t\t\t]\n\t\t\t\tnormalPerVertex FALSE\n"); fprintf(fp_out, "\t\t\t\tconvex FALSE\n"); fprintf(fp_out, "\t\t\t\tcreaseAngle 0.5\n"); fprintf(fp_out, "\t\t\t}\n\t\t}\n"); } else {
/* * J A C K _ F A C E S * * Continues the conversion of an nmg into Jack format. Before * this routine is called, a list of unique vertices has been * stored in a heap. Using this heap and the nmg structure, a * list of face vertices is written to the Jack data base file. */ static void jack_faces(struct nmgregion *r, FILE *fp_psurf, int *map) /* NMG region to be converted. */ /* Jack format file to write face vertices to. */ { struct edgeuse *eu; struct faceuse *fu; struct loopuse *lu; struct shell *s; struct vertex *v; for (BU_LIST_FOR(s, shell, &r->s_hd)) { /* Shell is made of faces. */ for (BU_LIST_FOR(fu, faceuse, &s->fu_hd)) { NMG_CK_FACEUSE(fu); if (fu->orientation != OT_SAME) continue; for (BU_LIST_FOR(lu, loopuse, &fu->lu_hd)) { NMG_CK_LOOPUSE(lu); if (BU_LIST_FIRST_MAGIC(&lu->down_hd) == NMG_EDGEUSE_MAGIC) { for (BU_LIST_FOR(eu, edgeuse, &lu->down_hd)) { NMG_CK_EDGEUSE(eu); NMG_CK_EDGE(eu->e_p); NMG_CK_VERTEXUSE(eu->vu_p); NMG_CK_VERTEX(eu->vu_p->v_p); NMG_CK_VERTEX_G(eu->vu_p->v_p->vg_p); fprintf(fp_psurf, "%d ", NMG_INDEX_GET(map, eu->vu_p->v_p)); } } else if (BU_LIST_FIRST_MAGIC(&lu->down_hd) == NMG_VERTEXUSE_MAGIC) { v = BU_LIST_PNEXT(vertexuse, &lu->down_hd)->v_p; NMG_CK_VERTEX(v); NMG_CK_VERTEX_G(v->vg_p); fprintf(fp_psurf, "%d ", NMG_INDEX_GET(map, v)); } else bu_log("jack_faces: loopuse mess up! (1)\n"); fprintf(fp_psurf, ";\n"); } } /* Shell contains loops. */ for (BU_LIST_FOR(lu, loopuse, &s->lu_hd)) { NMG_CK_LOOPUSE(lu); if (BU_LIST_FIRST_MAGIC(&lu->down_hd) == NMG_EDGEUSE_MAGIC) { for (BU_LIST_FOR(eu, edgeuse, &lu->down_hd)) { NMG_CK_EDGEUSE(eu); NMG_CK_EDGE(eu->e_p); NMG_CK_VERTEXUSE(eu->vu_p); NMG_CK_VERTEX(eu->vu_p->v_p); NMG_CK_VERTEX_G(eu->vu_p->v_p->vg_p); fprintf(fp_psurf, "%d ", NMG_INDEX_GET(map, eu->vu_p->v_p)); } } else if (BU_LIST_FIRST_MAGIC(&lu->down_hd) == NMG_VERTEXUSE_MAGIC) { v = BU_LIST_PNEXT(vertexuse, &lu->down_hd)->v_p; NMG_CK_VERTEX(v); NMG_CK_VERTEX_G(v->vg_p); fprintf(fp_psurf, "%d ", NMG_INDEX_GET(map, v)); } else bu_log("jack_faces: loopuse mess up! (1)\n"); fprintf(fp_psurf, ";\n"); }
void nmg_2_vrml(FILE *fp, const struct db_full_path *pathp, struct model *m, struct mater_info *mater) { struct nmgregion *reg; struct bu_ptbl verts; struct vrml_mat mat; struct bu_vls vls = BU_VLS_INIT_ZERO; char *tok; int i; int first=1; int is_light=0; float r, g, b; point_t ave_pt; char *full_path; /*There may be a better way to capture the region_id, than getting the rt_comb_internal structure, * (and may be a better way to capture the rt_comb_internal struct), but for now I just copied the * method used in select_lights/select_non_lights above, could have used a global variable but I noticed * none other were used, so I didn't want to be the first */ struct directory *dp; struct rt_db_internal intern; struct rt_comb_internal *comb; int id; NMG_CK_MODEL( m ); BARRIER_CHECK; full_path = db_path_to_string( pathp ); /* replace all occurrences of '.' with '_' */ char_replace(full_path, '.', '_'); RT_CK_FULL_PATH( pathp ); dp = DB_FULL_PATH_CUR_DIR( pathp ); if ( !(dp->d_flags & RT_DIR_COMB) ) return; id = rt_db_get_internal( &intern, dp, dbip, (matp_t)NULL, &rt_uniresource ); if ( id < 0 ) { bu_log( "Cannot internal form of %s\n", dp->d_namep ); return; } if ( id != ID_COMBINATION ) { bu_log( "Directory/database mismatch!\n\t is '%s' a combination or not?\n", dp->d_namep ); return; } comb = (struct rt_comb_internal *)intern.idb_ptr; RT_CK_COMB( comb ); if ( mater->ma_color_valid ) { r = mater->ma_color[0]; g = mater->ma_color[1]; b = mater->ma_color[2]; } else { r = g = b = 0.5; } if ( mater->ma_shader ) { tok = strtok( mater->ma_shader, tok_sep ); bu_strlcpy( mat.shader, tok, TXT_NAME_SIZE ); } else mat.shader[0] = '\0'; mat.shininess = -1; mat.transparency = -1.0; mat.lt_fraction = -1.0; VSETALL( mat.lt_dir, 0.0 ); mat.lt_angle = -1.0; mat.tx_file[0] = '\0'; mat.tx_w = -1; mat.tx_n = -1; bu_vls_strcpy( &vls, &mater->ma_shader[strlen(mat.shader)] ); (void)bu_struct_parse( &vls, vrml_mat_parse, (char *)&mat, NULL); if ( bu_strncmp( "light", mat.shader, 5 ) == 0 ) { /* this is a light source */ is_light = 1; } else { fprintf( fp, "\t<Shape DEF=\"%s\">\n", full_path); fprintf( fp, "\t\t<Appearance>\n"); if ( bu_strncmp( "plastic", mat.shader, 7 ) == 0 ) { if ( mat.shininess < 0 ) mat.shininess = 10; V_MAX(mat.transparency, 0.0); fprintf( fp, "\t\t\t<Material diffuseColor=\"%g %g %g\" shininess=\"%g\" transparency=\"%g\" specularColor=\"%g %g %g\"/>\n", r, g, b, 1.0-exp(-(double)mat.shininess/20.0), mat.transparency, 1.0, 1.0, 1.0); } else if ( bu_strncmp( "glass", mat.shader, 5 ) == 0 ) { if ( mat.shininess < 0 ) mat.shininess = 4; if ( mat.transparency < 0.0 ) mat.transparency = 0.8; fprintf( fp, "\t\t\t<Material diffuseColor=\"%g %g %g\" shininess=\"%g\" transparency=\"%g\" specularColor=\"%g %g %g\"/>\n", r, g, b, 1.0-exp(-(double)mat.shininess/20.0), mat.transparency, 1.0, 1.0, 1.0); } else if ( mater->ma_color_valid ) { fprintf( fp, "\t\t\t<Material diffuseColor=\"%g %g %g\"/>\n", r, g, b); } else { /* If no color was defined set the colors according to the thousands groups */ int thou = comb->region_id/1000; thou == 0 ? fprintf( fp, "\t\t\t<Material USE=\"Material_999\"/>\n") : thou == 1 ? fprintf( fp, "\t\t\t<Material USE=\"Material_1999\"/>\n") : thou == 2 ? fprintf( fp, "\t\t\t<Material USE=\"Material_2999\"/>\n") : thou == 3 ? fprintf( fp, "\t\t\t<Material USE=\"Material_3999\"/>\n") : thou == 4 ? fprintf( fp, "\t\t\t<Material USE=\"Material_4999\"/>\n") : thou == 5 ? fprintf( fp, "\t\t\t<Material USE=\"Material_5999\"/>\n") : thou == 6 ? fprintf( fp, "\t\t\t<Material USE=\"Material_6999\"/>\n") : thou == 7 ? fprintf( fp, "\t\t\t<Material USE=\"Material_7999\"/>\n") : thou == 8 ? fprintf( fp, "\t\t\t<Material USE=\"Material_8999\"/>\n") : fprintf( fp, "\t\t\t<Material USE=\"Material_9999\"/>\n"); } } if ( !is_light ) { process_non_light(m); fprintf( fp, "\t\t</Appearance>\n"); } /* FIXME: need code to handle light */ /* get list of vertices */ nmg_vertex_tabulate( &verts, &m->magic ); fprintf( fp, "\t\t<IndexedFaceSet coordIndex=\"\n"); first = 1; if ( !is_light ) { for ( BU_LIST_FOR( reg, nmgregion, &m->r_hd ) ) { struct shell *s; NMG_CK_REGION( reg ); for ( BU_LIST_FOR( s, shell, ®->s_hd ) ) { struct faceuse *fu; NMG_CK_SHELL( s ); for ( BU_LIST_FOR( fu, faceuse, &s->fu_hd ) ) { struct loopuse *lu; NMG_CK_FACEUSE( fu ); if ( fu->orientation != OT_SAME ) continue; for ( BU_LIST_FOR( lu, loopuse, &fu->lu_hd ) ) { struct edgeuse *eu; NMG_CK_LOOPUSE( lu ); if ( BU_LIST_FIRST_MAGIC( &lu->down_hd ) != NMG_EDGEUSE_MAGIC ) continue; if ( !first ) fprintf( fp, ",\n" ); else first = 0; fprintf( fp, "\t\t\t\t" ); for ( BU_LIST_FOR( eu, edgeuse, &lu->down_hd ) ) { struct vertex *v; NMG_CK_EDGEUSE( eu ); v = eu->vu_p->v_p; NMG_CK_VERTEX( v ); fprintf( fp, " %d,", bu_ptbl_locate( &verts, (long *)v ) ); } fprintf( fp, "-1" ); } } } } /* close coordIndex */ fprintf( fp, "\" "); fprintf( fp, "normalPerVertex=\"false\" "); fprintf( fp, "convex=\"false\" "); fprintf( fp, "creaseAngle=\"0.5\" "); /* close IndexedFaceSet open tag */ fprintf( fp, ">\n"); } fprintf( fp, "\t\t\t<Coordinate point=\""); for ( i=0; i<BU_PTBL_END( &verts ); i++ ) { struct vertex *v; struct vertex_g *vg; point_t pt_meters; v = (struct vertex *)BU_PTBL_GET( &verts, i ); NMG_CK_VERTEX( v ); vg = v->vg_p; NMG_CK_VERTEX_G( vg ); /* convert to desired units */ VSCALE( pt_meters, vg->coord, scale_factor ); if ( is_light ) VADD2( ave_pt, ave_pt, pt_meters ); if ( first ) { if ( !is_light ) fprintf( fp, " %10.10e %10.10e %10.10e, ", V3ARGS(pt_meters)); first = 0; } else if ( !is_light ) fprintf( fp, "%10.10e %10.10e %10.10e, ", V3ARGS( pt_meters )); } /* close point */ fprintf(fp, "\""); /* close Coordinate */ fprintf(fp, "/>\n"); /* IndexedFaceSet end tag */ fprintf( fp, "\t\t</IndexedFaceSet>\n"); /* Shape end tag */ fprintf( fp, "\t</Shape>\n"); BARRIER_CHECK; }
HIDDEN int nmg_brep_face(ON_Brep **b, const struct faceuse *fu, const struct bn_tol *tol, long *brepi) { const struct face_g_plane *fg = fu->f_p->g.plane_p; struct bu_ptbl vert_table; struct vertex **pt; int ret = 0; int pnt_cnt = 0; int pnt_index = 0; vect_t u_axis, v_axis; point_t obr_center; point_t *points_3d = NULL; point_t *points_obr = NULL; struct loopuse *lu; struct edgeuse *eu; /* Find out how many points we have, set up any uninitialized ON_Brep vertex * structures, and prepare a map of NMG index values to the point array indices */ nmg_tabulate_face_g_verts(&vert_table, fg); for (BU_PTBL_FOR(pt, (struct vertex **), &vert_table)) { if (brepi[(*pt)->vg_p->index] == -INT_MAX) { ON_BrepVertex& vert = (*b)->NewVertex((*pt)->vg_p->coord, SMALL_FASTF); brepi[(*pt)->vg_p->index] = vert.m_vertex_index; } pnt_cnt++; } /* Prepare the 3D obr input array */ points_3d = (point_t *)bu_calloc(pnt_cnt + 1, sizeof(point_t), "nmg points"); for (BU_PTBL_FOR(pt, (struct vertex **), &vert_table)) { VSET(points_3d[pnt_index], (*pt)->vg_p->coord[0],(*pt)->vg_p->coord[1],(*pt)->vg_p->coord[2]); pnt_index++; } bu_ptbl_free(&vert_table); /* Calculate the 3D coplanar oriented bounding rectangle (obr) */ ret += bg_3d_coplanar_obr(&obr_center, &u_axis, &v_axis, (const point_t *)points_3d, pnt_cnt); if (ret) { bu_log("Failed to get oriented bounding rectangle for NMG faceuse #%lu\n", fu->index); return -1; } bu_free(points_3d, "done with obr 3d point inputs"); /* Use the obr to define the 3D corner points of the NURBS surface */ points_obr = (point_t *)bu_calloc(3 + 1, sizeof(point_t), "points_3d"); VADD3(points_obr[2], obr_center, u_axis, v_axis); VSCALE(u_axis, u_axis, -1); VADD3(points_obr[3], obr_center, u_axis, v_axis); VSCALE(v_axis, v_axis, -1); VADD3(points_obr[0], obr_center, u_axis, v_axis); VSCALE(u_axis, u_axis, -1); VADD3(points_obr[1], obr_center, u_axis, v_axis); /* We need to orient our surface correctly according to the NMG - using * the openNURBS FlipFace function later does not seem to work very * well. If an outer loop is found in the NMG with a cw orientation, * factor that in in addition to the fu->f_p->flip flag. */ int ccw = 0; vect_t vtmp, uv1, uv2, vnormal; point_t center; VADD2(center, points_obr[0], points_obr[1]); VADD2(center, center, points_obr[2]); VADD2(center, center, points_obr[3]); VSCALE(center, center, 0.25); for (BU_LIST_FOR(lu, loopuse, &fu->lu_hd)) { if (lu->orientation == OT_SAME && nmg_loop_is_ccw(lu, fg->N, tol) == -1) ccw = -1; } if (ccw != -1) { VSET(vnormal, fg->N[0], fg->N[1], fg->N[2]); } else { VSET(vnormal, -fg->N[0], -fg->N[1], -fg->N[2]); } if (fu->f_p->flip) VSET(vnormal, -vnormal[0], -vnormal[1], -vnormal[2]); VSUB2(uv1, points_obr[0], center); VSUB2(uv2, points_obr[1], center); VCROSS(vtmp, uv1, uv2); if (VDOT(vtmp, vnormal) < 0) { VMOVE(vtmp, points_obr[0]); VMOVE(points_obr[0], points_obr[1]); VMOVE(points_obr[1], vtmp); VMOVE(vtmp, points_obr[3]); VMOVE(points_obr[3], points_obr[2]); VMOVE(points_obr[2], vtmp); } /* Now that we've got our points correctly oriented for * the NURBS surface, proceed to create it. */ ON_3dPoint p1 = ON_3dPoint(points_obr[0]); ON_3dPoint p2 = ON_3dPoint(points_obr[1]); ON_3dPoint p3 = ON_3dPoint(points_obr[2]); ON_3dPoint p4 = ON_3dPoint(points_obr[3]); (*b)->m_S.Append(sideSurface(p1, p2, p3, p4)); ON_Surface *surf = (*(*b)->m_S.Last()); int surfindex = (*b)->m_S.Count(); ON_BrepFace& face = (*b)->NewFace(surfindex - 1); // With the surface and the face defined, make // trimming loops and create faces. To generate UV // coordinates for each from and to for the // edgecurves, the UV origin is defined to be v1, // v1->v2 is defined as the U domain, and v1->v4 is // defined as the V domain. VSUB2(u_axis, points_obr[2], points_obr[1]); VSUB2(v_axis, points_obr[0], points_obr[1]); fastf_t u_axis_dist = MAGNITUDE(u_axis); fastf_t v_axis_dist = MAGNITUDE(v_axis); /* Now that we have the surface and the face, add the loops */ for (BU_LIST_FOR(lu, loopuse, &fu->lu_hd)) { if (BU_LIST_FIRST_MAGIC(&lu->down_hd) != NMG_EDGEUSE_MAGIC) continue; // loop is a single vertex // Check if this is an inner or outer loop ON_BrepLoop::TYPE looptype = (lu->orientation == OT_SAME) ? ON_BrepLoop::outer : ON_BrepLoop::inner; ON_BrepLoop& loop = (*b)->NewLoop(looptype, face); for (BU_LIST_FOR(eu, edgeuse, &lu->down_hd)) { vect_t ev1, ev2; struct vertex_g *vg1 = eu->vu_p->v_p->vg_p; struct vertex_g *vg2 = eu->eumate_p->vu_p->v_p->vg_p; NMG_CK_VERTEX_G(vg1); NMG_CK_VERTEX_G(vg2); VMOVE(ev1, vg1->coord); VMOVE(ev2, vg2->coord); // Add edge if not already added if (brepi[eu->e_p->index] == -INT_MAX) { /* always add edges with the small vertex index as from */ int vert1 = (vg1->index <= vg2->index) ? brepi[vg1->index] : brepi[vg2->index]; int vert2 = (vg1->index > vg2->index) ? brepi[vg1->index] : brepi[vg2->index]; // Create and add 3D curve ON_Curve* c3d = new ON_LineCurve((*b)->m_V[vert1].Point(), (*b)->m_V[vert2].Point()); c3d->SetDomain(0.0, 1.0); (*b)->m_C3.Append(c3d); // Create and add 3D edge ON_BrepEdge& e = (*b)->NewEdge((*b)->m_V[vert1], (*b)->m_V[vert2] , (*b)->m_C3.Count() - 1); e.m_tolerance = 0.0; brepi[eu->e_p->index] = e.m_edge_index; } // Regardless of whether the edge existed as an object, it needs to be added to the trimming loop ON_3dPoint vg1pt(vg1->coord); int orientation = ((vg1pt != (*b)->m_V[(*b)->m_E[(int)brepi[eu->e_p->index]].m_vi[0]].Point())) ? 1 : 0; // Make a 2d trimming curve, create a trim, and add the trim to the loop vect_t vect1, vect2, u_component, v_component; double u0, u1, v0, v1; ON_2dPoint from_uv, to_uv; VSUB2(vect1, ev1, points_obr[0]); VSUB2(vect2, ev2, points_obr[0]); surf->GetDomain(0, &u0, &u1); surf->GetDomain(1, &v0, &v1); VPROJECT(vect1, u_axis, u_component, v_component); from_uv.y = u0 + MAGNITUDE(u_component)/u_axis_dist*(u1-u0); from_uv.x = v0 + MAGNITUDE(v_component)/v_axis_dist*(v1-v0); VPROJECT(vect2, u_axis, u_component, v_component); to_uv.y = u0 + MAGNITUDE(u_component)/u_axis_dist*(u1-u0); to_uv.x = v0 + MAGNITUDE(v_component)/v_axis_dist*(v1-v0); ON_Curve* c2d = new ON_LineCurve(from_uv, to_uv); c2d->SetDomain(0.0, 1.0); int c2i = (*b)->m_C2.Count(); (*b)->m_C2.Append(c2d); ON_BrepTrim& trim = (*b)->NewTrim((*b)->m_E[(int)brepi[eu->e_p->index]], orientation, loop, c2i); trim.m_type = ON_BrepTrim::mated; trim.m_tolerance[0] = 0.0; trim.m_tolerance[1] = 0.0; } } bu_free(points_obr, "Done with obr"); return 0; }