Commit 7a4ea895 authored by unknown's avatar unknown Committed by jean-pierre charras

3D viewer enhancements (better render + better vrml reader) from Mario Luzeiro

parent 15403684
......@@ -57,13 +57,31 @@ void S3D_MASTER::ObjectCoordsTo3DUnits( std::vector< S3D_VERTEX >& aVertices )
// adjust rotation
if( m_MatRotation.x )
RotatePoint( &aVertices[ii].y, &aVertices[ii].z, m_MatRotation.x * 10 );
{
double a = aVertices[ii].y;
double b = aVertices[ii].z;
RotatePoint( &a, &b, m_MatRotation.x * 10 );
aVertices[ii].y = (float)a;
aVertices[ii].z = (float)b;
}
if( m_MatRotation.y )
RotatePoint( &aVertices[ii].z, &aVertices[ii].x, m_MatRotation.y * 10 );
{
double a = aVertices[ii].z;
double b = aVertices[ii].x;
RotatePoint( &a, &b, m_MatRotation.x * 10 );
aVertices[ii].z = (float)a;
aVertices[ii].x = (float)b;
}
if( m_MatRotation.z )
RotatePoint( &aVertices[ii].x, &aVertices[ii].y, m_MatRotation.z * 10 );
{
double a = aVertices[ii].x;
double b = aVertices[ii].y;
RotatePoint( &a, &b, m_MatRotation.x * 10 );
aVertices[ii].x = (float)a;
aVertices[ii].y = (float)b;
}
/* adjust offset position (offset is given in UNIT 3D (0.1 inch) */
#define SCALE_3D_CONV ((IU_PER_MILS * 1000) / UNITS3D_TO_UNITSPCB)
......@@ -138,9 +156,9 @@ VERTEX_VALUE_CTRL::VERTEX_VALUE_CTRL( wxWindow* aParent, wxBoxSizer* aBoxSizer )
wxString text;
wxFlexGridSizer* gridSizer = new wxFlexGridSizer( 0, 2, 0, 0 );
gridSizer->AddGrowableCol( 1 );
gridSizer->SetFlexibleDirection( wxHORIZONTAL );
gridSizer->SetNonFlexibleGrowMode( wxFLEX_GROWMODE_SPECIFIED );
gridSizer->AddGrowableCol( 1 );
gridSizer->SetFlexibleDirection( wxHORIZONTAL );
gridSizer->SetNonFlexibleGrowMode( wxFLEX_GROWMODE_SPECIFIED );
aBoxSizer->Add( gridSizer, 0, wxEXPAND, 5 );
......
......@@ -16,17 +16,21 @@
#include <gestfich.h>
#include <gl/glew.h> // must be included before gl.h
#include <3d_viewer.h>
#include <3d_canvas.h>
#include <info3d_visu.h>
#include <trackball.h>
#include <3d_viewer_id.h>
#include <textures/text_silk.c>
#include <textures/text_pcb.c>
// -----------------
// helper function (from wxWidgets, opengl/cube.cpp sample
// -----------------
void CheckGLError()
void CheckGLError(const char *aFileName, int aLineNumber)
{
GLenum errLast = GL_NO_ERROR;
......@@ -47,7 +51,7 @@ void CheckGLError()
errLast = err;
wxLogError(wxT("OpenGL error %d"), err);
wxLogError( wxT( "OpenGL error %d\nAt: %s, line: %d" ), err, aFileName, aLineNumber );
}
}
......@@ -78,6 +82,7 @@ EDA_3D_CANVAS::EDA_3D_CANVAS( EDA_3D_FRAME* parent, int* attribList ) :
wxFULL_REPAINT_ON_RESIZE )
{
m_init = false;
m_shadow_init = false;
// Clear all gl list identifiers:
for( int ii = GL_ID_BEGIN; ii < GL_ID_END; ii++ )
......@@ -490,15 +495,46 @@ void EDA_3D_CANVAS::OnEraseBackground( wxEraseEvent& event )
// Do nothing, to avoid flashing.
}
typedef struct s_sImage
{
unsigned int width;
unsigned int height;
unsigned int bytes_per_pixel; /* 2:RGB16, 3:RGB, 4:RGBA */
unsigned char pixel_data[64 * 64 * 4 + 1];
}tsImage;
GLuint load_and_generate_texture( tsImage *image )
{
GLuint texture;
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
glPixelStorei (GL_PACK_ALIGNMENT, 1);
glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_2D, texture );
gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, image->width, image->height, GL_RGBA, GL_UNSIGNED_BYTE, image->pixel_data );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
return texture;
}
/* Initialize broad parameters for OpenGL */
void EDA_3D_CANVAS::InitGL()
{
wxSize size = GetClientSize();
if( !m_init )
{
m_init = true;
m_text_pcb = load_and_generate_texture( (tsImage *)&text_pcb );
m_text_silk = load_and_generate_texture( (tsImage *)&text_silk );
g_Parm_3D_Visu.m_Zoom = 1.0;
m_ZBottom = 1.0;
m_ZTop = 10.0;
......@@ -513,7 +549,7 @@ void EDA_3D_CANVAS::InitGL()
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
// speedups
glEnable( GL_DITHER );
//glEnable( GL_DITHER );
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE );
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
......@@ -521,52 +557,7 @@ void EDA_3D_CANVAS::InitGL()
// Initialize alpha blending function.
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
}
// set viewing projection
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
#define MAX_VIEW_ANGLE 160.0 / 45.0
if( g_Parm_3D_Visu.m_Zoom > MAX_VIEW_ANGLE )
g_Parm_3D_Visu.m_Zoom = MAX_VIEW_ANGLE;
if( Parent()->ModeIsOrtho() )
{
// OrthoReductionFactor is chosen so as to provide roughly the same size as
// Perspective View
const double orthoReductionFactor = 400 / g_Parm_3D_Visu.m_Zoom;
// Initialize Projection Matrix for Ortographic View
glOrtho( -size.x / orthoReductionFactor, size.x / orthoReductionFactor,
-size.y / orthoReductionFactor, size.y / orthoReductionFactor, 1, 10 );
}
else
{
// Ratio width / height of the window display
double ratio_HV = (double) size.x / size.y;
// Initialize Projection Matrix for Perspective View
gluPerspective( 45.0 * g_Parm_3D_Visu.m_Zoom, ratio_HV, 1, 10 );
}
// position viewer
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0F, 0.0F, -( m_ZBottom + m_ZTop) / 2 );
// clear color and depth buffers
glClearColor( g_Parm_3D_Visu.m_BgColor.m_Red,
g_Parm_3D_Visu.m_BgColor.m_Green,
g_Parm_3D_Visu.m_BgColor.m_Blue, 1 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Setup light sources:
SetLights();
CheckGLError();
}
}
......@@ -578,16 +569,19 @@ void EDA_3D_CANVAS::SetLights()
/* set viewing projection */
light_color[3] = 1.0;
GLfloat Z_axis_pos[4] = { 0.0, 0.0, 3.0, 0.0 };
GLfloat lowZ_axis_pos[4] = { 0.0, 0.0, -3.0, 0.5 };
GLfloat Z_axis_pos[4] = { 0.0, 0.0, 30.0, 0.0 };
GLfloat lowZ_axis_pos[4] = { 0.0, 0.0, -30.0, 0.5 };
/* activate light */
light = 1.0;
light_color[0] = light_color[1] = light_color[2] = light;
glLightfv( GL_LIGHT0, GL_POSITION, Z_axis_pos );
glLightfv( GL_LIGHT0, GL_DIFFUSE, light_color );
light = 0.3;
light_color[0] = light_color[1] = light_color[2] = light;
light_color[0] = 0.3;
light_color[1] = 0.3;
light_color[2] = 0.4;
glLightfv( GL_LIGHT1, GL_POSITION, lowZ_axis_pos );
glLightfv( GL_LIGHT1, GL_DIFFUSE, light_color );
glEnable( GL_LIGHT0 ); // White spot on Z axis
......@@ -654,7 +648,6 @@ void EDA_3D_CANVAS::TakeScreenshot( wxCommandEvent& event )
viewport.x, viewport.y,
GL_ALPHA, GL_UNSIGNED_BYTE, alphabuffer );
image.SetData( pixelbuffer );
image.SetAlpha( alphabuffer );
image = image.Mirror( false );
......
......@@ -43,10 +43,11 @@
#endif
#include <3d_struct.h>
#include <convert_basic_shapes_to_polygon.h>
class BOARD_DESIGN_SETTINGS;
class EDA_3D_FRAME;
class S3D_VERTEX;
class VIA;
class D_PAD;
......@@ -61,8 +62,14 @@ enum GL_LIST_ID
GL_ID_BOARD, // List id for copper layers
GL_ID_TECH_LAYERS, // List id for non copper layers (masks...)
GL_ID_AUX_LAYERS, // List id for user layers (draw, eco, comment)
GL_ID_3DSHAPES_SOLID, // List id for 3D shapes, non transparent entities
GL_ID_3DSHAPES_TRANSP, // List id for 3D shapes, transparent entities
GL_ID_3DSHAPES_SOLID_FRONT, // List id for 3D shapes, non transparent entities
GL_ID_3DSHAPES_TRANSP_FRONT,// List id for 3D shapes, transparent entities
GL_ID_3DSHAPES_SOLID_BACK, // List id for 3D shapes, non transparent entities
GL_ID_3DSHAPES_TRANSP_BACK,// List id for 3D shapes, transparent entities
GL_ID_SHADOW_FRONT,
GL_ID_SHADOW_BACK,
GL_ID_SHADOW_BOARD,
GL_ID_BODY, // Body only list
GL_ID_END
};
......@@ -76,6 +83,16 @@ private:
double m_ZBottom; // position of the back layer
double m_ZTop; // position of the front layer
GLuint m_text_pcb;
GLuint m_text_silk;
bool m_shadow_init;
GLuint m_text_fake_shadow_front;
GLuint m_text_fake_shadow_back;
GLuint m_text_fake_shadow_board;
void Create_and_Render_Shadow_Buffer( GLuint *aDst_gl_texture, GLuint aTexture_size, bool aDraw_body, int aBlurPasses );
public:
EDA_3D_CANVAS( EDA_3D_FRAME* parent, int* attribList = 0 );
~EDA_3D_CANVAS();
......@@ -122,6 +139,9 @@ public:
m_draw3dOffset.x = aPosX;
m_draw3dOffset.y = aPosY;
}
void SetGLTechLayersColor( LAYER_NUM aLayer );
void SetGLCopperColor();
void SetGLEpoxyColor( double aTransparency = 1.0 );
/**
* Function BuildBoard3DView
......@@ -129,7 +149,7 @@ public:
* Populates the OpenGL GL_ID_BOARD draw list with board items only on copper layers.
* 3D footprint shapes, tech layers and aux layers are not on this list
*/
void BuildBoard3DView();
void BuildBoard3DView(GLuint aBoardList, GLuint aBodyOnlyList);
/**
* Function BuildTechLayers3DView
......@@ -138,6 +158,12 @@ public:
*/
void BuildTechLayers3DView();
/**
* Function BuildShadowList
* Called by CreateDrawGL_List()
*/
void BuildShadowList( GLuint aFrontList, GLuint aBacklist, GLuint aBoardList );
/**
* Function BuildFootprintShape3DList
* Called by CreateDrawGL_List()
......@@ -148,7 +174,8 @@ public:
* which need to be drawn after all other items
*/
void BuildFootprintShape3DList( GLuint aOpaqueList,
GLuint aTransparentList);
GLuint aTransparentList,
bool aSideToLoad );
/**
* Function BuildBoard3DAuxLayers
* Called by CreateDrawGL_List()
......@@ -163,7 +190,11 @@ public:
void Draw3DViaHole( const VIA * aVia );
void Draw3DPadHole( const D_PAD * aPad );
void GenerateFakeShadowsTextures();
DECLARE_EVENT_TABLE()
};
void CheckGLError(const char *aFileName, int aLineNumber);
#endif /* _3D_CANVAS_H_ */
......@@ -30,36 +30,6 @@
#include <3d_viewer.h>
S3D_MATERIAL::S3D_MATERIAL( S3D_MASTER* father, const wxString& name ) :
EDA_ITEM( father, NOT_USED )
{
m_DiffuseColor.x = m_DiffuseColor.y = m_DiffuseColor.z = 1.0;
m_SpecularColor.x = m_SpecularColor.y = m_SpecularColor.z = 1.0;
m_AmbientIntensity = 1.0;
m_Transparency = 0.0;
m_Shininess = 1.0;
m_Name = name;
}
void S3D_MATERIAL::SetMaterial()
{
S3D_MASTER * s3dParent = (S3D_MASTER *) GetParent();
s3dParent->SetLastTransparency( m_Transparency );
if( ! s3dParent->IsOpenGlAllowed() )
return;
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
glColor4f( m_DiffuseColor.x * m_AmbientIntensity,
m_DiffuseColor.y * m_AmbientIntensity,
m_DiffuseColor.z * m_AmbientIntensity,
1.0 - m_Transparency );
#if 0
glColorMaterial( GL_FRONT_AND_BACK, GL_SPECULAR );
glColor3f( m_SpecularColor.x, m_SpecularColor.y, m_SpecularColor.z );
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
#endif
}
bool S3D_MASTER::IsOpenGlAllowed()
{
......@@ -68,9 +38,12 @@ bool S3D_MASTER::IsOpenGlAllowed()
if( m_lastTransparency == 0.0 )
return true;
}
if( m_loadTransparentObjects ) // return true for transparent objects only
if( m_loadTransparentObjects ) // return true for transparent objects only
{
if( m_lastTransparency != 0.0 )
return true;
}
return false;
}
......@@ -102,6 +75,13 @@ S3D_MASTER::S3D_MASTER( EDA_ITEM* aParent ) :
m_3D_Drawings = NULL;
m_Materials = NULL;
m_ShapeType = FILE3D_NONE;
m_use_modelfile_diffuseColor = true;
m_use_modelfile_emissiveColor = false;
m_use_modelfile_specularColor = false;
m_use_modelfile_ambientIntensity = false;
m_use_modelfile_transparency = true;
m_use_modelfile_shininess = false;
}
......
This diff is collapsed.
......@@ -33,10 +33,7 @@
#include <3d_viewer.h>
#include <info3d_visu.h>
#include <3d_draw_basic_functions.h>
// Imported function:
extern void TransfertToGLlist( std::vector<S3D_VERTEX>& aVertices, double aBiuTo3DUnits );
extern void CheckGLError();
#include <modelparsers.h>
// Number of segments to approximate a circle by segments
#define SEGM_PER_CIRCLE 16
......@@ -62,6 +59,7 @@ static inline void SetNormalZneg()
glNormal3f( 0.0, 0.0, -1.0 );
}
void TransfertToGLlist( std::vector< S3D_VERTEX >& aVertices, double aBiuTo3DUnits );
/* Draw3D_VerticalPolygonalCylinder is a helper function.
*
......@@ -132,6 +130,15 @@ void SetGLColor( EDA_COLOR_T color, double alpha )
glColor4f( red, green, blue, alpha );
}
static float m_texture_scale;
void SetGLTexture( GLuint text_id, float scale )
{
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, text_id );
m_texture_scale = scale;
}
/* draw all solid polygons found in aPolysList
* aZpos = z position in board internal units
......@@ -152,9 +159,9 @@ void Draw3D_SolidHorizontalPolyPolygons( const CPOLYGONS_LIST& aPolysList,
gluTessCallback( tess, GLU_TESS_VERTEX, ( void (CALLBACK*) () )tessCPolyPt2Vertex );
GLdouble v_data[3];
double zpos = ( aZpos + (aThickness / 2) ) * aBiuTo3DUnits;
double zpos = ( aZpos + (aThickness / 2.0) ) * aBiuTo3DUnits;
g_Parm_3D_Visu.m_CurrentZpos = zpos;
v_data[2] = aZpos + (aThickness / 2);
v_data[2] = aZpos + (aThickness / 2.0);
// Set normal to toward positive Z axis, for a solid object only (to draw the top side)
if( aThickness )
......@@ -198,7 +205,7 @@ void Draw3D_SolidHorizontalPolyPolygons( const CPOLYGONS_LIST& aPolysList,
break;
// Prepare the bottom side of solid areas
zpos = ( aZpos - (aThickness / 2) ) * aBiuTo3DUnits;
zpos = ( aZpos - (aThickness / 2.0) ) * aBiuTo3DUnits;
g_Parm_3D_Visu.m_CurrentZpos = zpos;
v_data[2] = zpos;
// Now;, set normal to toward negative Z axis, for the solid object bottom side
......@@ -211,7 +218,7 @@ void Draw3D_SolidHorizontalPolyPolygons( const CPOLYGONS_LIST& aPolysList,
return;
// Build the 3D data : vertical side
Draw3D_VerticalPolygonalCylinder( polylist, aThickness, aZpos - (aThickness / 2), false, aBiuTo3DUnits );
Draw3D_VerticalPolygonalCylinder( polylist, aThickness, aZpos - (aThickness / 2.0), false, aBiuTo3DUnits );
}
......@@ -400,6 +407,12 @@ void CALLBACK tessCPolyPt2Vertex( const GLvoid* data )
// cast back to double type
const CPolyPt* ptr = (const CPolyPt*) data;
if( g_Parm_3D_Visu.IsRealisticMode() && g_Parm_3D_Visu.HightQualityMode() )
{
glTexCoord2f( ptr->x* g_Parm_3D_Visu.m_BiuTo3Dunits * m_texture_scale,
-ptr->y * g_Parm_3D_Visu.m_BiuTo3Dunits * m_texture_scale);
}
glVertex3d( ptr->x * g_Parm_3D_Visu.m_BiuTo3Dunits,
-ptr->y * g_Parm_3D_Visu.m_BiuTo3Dunits,
g_Parm_3D_Visu.m_CurrentZpos );
......
......@@ -126,4 +126,12 @@ void Draw3D_ZaxisOblongCylinder( wxPoint aAxis1Pos, wxPoint aAxis2Pos,
void SetGLColor( EDA_COLOR_T aColor, double aTransparency = 1.0 );
/**
* Set a texture id and a scale to apply when rendering the polygons
* @param text_id = texture ID created by glGenTextures
* @param scale = scale to apply to texture coords
*/
void SetGLTexture( GLuint text_id, float scale );
#endif // _3D_DRAW_BASIC_FUNCTIONS_H_
......@@ -107,7 +107,8 @@ EDA_3D_FRAME::EDA_3D_FRAME( KIWAY* aKiway, PCB_BASE_FRAME* aParent,
ReCreateMainToolbar();
// Make a EDA_3D_CANVAS
int attrs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 16, 0 };
int attrs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 16,
WX_GL_STENCIL_SIZE, 1, 0 };
m_canvas = new EDA_3D_CANVAS( this, attrs );
m_auimgr.SetManagedWindow( this );
......
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014 Mario Luzeiro <mrluzeiro@gmail.com>
* Copyright (C) 1992-2012 KiCad Developers, see AUTHORS.txt for contributors.
*
* 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
*/
/**
* @file 3d_class.cpp
*/
#include <fctsys.h>
#include <3d_struct.h>
#include <3d_material.h>
#ifdef __WXMAC__
# ifdef __DARWIN__
# include <OpenGL/glu.h>
# else
# include <glu.h>
# endif
#else
# include <GL/glu.h>
#endif
S3D_MATERIAL::S3D_MATERIAL( S3D_MASTER* father, const wxString& name ) :
EDA_ITEM( father, NOT_USED )
{
m_Name = name;
m_AmbientColor.clear();
m_DiffuseColor.clear();
m_EmissiveColor.clear();
m_SpecularColor.clear();
m_Shininess.clear();
m_Transparency.clear();
}
void SetOpenGlDefaultMaterial()
{
glm::vec4 ambient( 0.2, 0.2, 0.2, 1.0 );
glm::vec4 specular( 0.1, 0.1, 0.1, 1.0 );
glm::vec4 emissive( 0.1, 0.1, 0.1, 1.0 );
GLint shininess_value = 100;
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
//glColor4f( 1.0, 1.0, 1.0, 1.0 );
glMateriali ( GL_FRONT_AND_BACK, GL_SHININESS, shininess_value );
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.x );
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x );
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.x );
}
void S3D_MATERIAL::SetOpenGLMaterial( unsigned int materialIndex )
{
S3D_MASTER * s3dParent = (S3D_MASTER *) GetParent();
if( ! s3dParent->IsOpenGlAllowed() )
return;
float transparency_value = 0.0f;
if( m_Transparency.size() > materialIndex )
{
transparency_value = m_Transparency[materialIndex];
s3dParent->SetLastTransparency( transparency_value );
}
if( m_DiffuseColor.size() > materialIndex )
{
glm::vec3 color = m_DiffuseColor[materialIndex];
if( m_AmbientColor.size() == 0 )
{
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
}
glColor4f( color.x, color.y, color.z, 1.0 - transparency_value );
}
if( m_Shininess.size() > materialIndex )
{
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, m_Shininess[materialIndex] );
}
// emissive
if( m_EmissiveColor.size() > materialIndex )
{
glm::vec4 emissive;
emissive[0] = m_EmissiveColor[materialIndex].x;
emissive[1] = m_EmissiveColor[materialIndex].y;
emissive[2] = m_EmissiveColor[materialIndex].z;
emissive[3] = 1.0f;
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.x );
}
// specular
if( m_SpecularColor.size() > materialIndex )
{
glm::vec4 specular;
specular[0] = m_SpecularColor[materialIndex].x;
specular[1] = m_SpecularColor[materialIndex].y;
specular[2] = m_SpecularColor[materialIndex].z;
specular[3] = 1.0f;
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x );
}
// ambient
if( m_AmbientColor.size() > materialIndex )
{
glm::vec4 ambient;
ambient[0] = m_AmbientColor[materialIndex].x;
ambient[1] = m_AmbientColor[materialIndex].y;
ambient[2] = m_AmbientColor[materialIndex].z;
ambient[3] = 1.0f;
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.x );
}
}
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014 Mario Luzeiro <mrluzeiro@gmail.com>
* Copyright (C) 1992-2014 KiCad Developers, see AUTHORS.txt for contributors.
*
* 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
*/
/**
* @file 3d_material.h
*/
#ifndef STRUCT_3D_MATERIAL_H
#define STRUCT_3D_MATERIAL_H
#include <common.h>
#include <base_struct.h>
#include <gal/opengl/glm/glm.hpp>
class S3D_MASTER;
class S3D_MATERIAL : public EDA_ITEM /* openGL "material" data*/
{
public:
wxString m_Name;
// Material list
std::vector< glm::vec3 > m_AmbientColor;
std::vector< glm::vec3 > m_DiffuseColor;
std::vector< glm::vec3 > m_EmissiveColor;
std::vector< glm::vec3 > m_SpecularColor;
std::vector< float > m_Shininess;
std::vector< float > m_Transparency;
public:
S3D_MATERIAL( S3D_MASTER* father, const wxString& name );
S3D_MATERIAL* Next() const { return (S3D_MATERIAL*) Pnext; }
S3D_MATERIAL* Back() const { return (S3D_MATERIAL*) Pback; }
void SetOpenGLMaterial(unsigned int materialIndex);
#if defined(DEBUG)
void Show( int nestLevel, std::ostream& os ) const { ShowDummy( os ); } // override
#endif
};
void SetOpenGlDefaultMaterial();
#endif
This diff is collapsed.
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014 Mario Luzeiro <mrluzeiro@gmail.com>
* Copyright (C) 1992-2014 KiCad Developers, see AUTHORS.txt for contributors.
*
* 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
*/
/**
* @file 3d_mesh_model.h
* @brief
*/
#ifndef __3D_MESH_MODEL_H__
#define __3D_MESH_MODEL_H__
#include <fctsys.h>
#include <common.h>
#include <macros.h>
#include <base_struct.h>
#include <gal/opengl/glm/glm.hpp>
#include <vector>
#include <kicad_string.h>
#include <info3d_visu.h>
#ifdef __WXMAC__
# ifdef __DARWIN__
# include <OpenGL/glu.h>
# else
# include <glu.h>
# endif
#else
# include <GL/glu.h>
#endif
#include <wx/glcanvas.h>
class S3D_MESH;
class S3D_MESH
{
public:
S3D_MESH();
~S3D_MESH();
void openGL_Render();
void openGL_RenderAllChilds();
S3D_MATERIAL *m_Materials;
// Point and index list
std::vector< glm::vec3 > m_Point;
std::vector< std::vector<int> > m_CoordIndex;
std::vector< glm::vec3 > m_PerFaceNormalsNormalized;
std::vector< glm::vec3 > m_PerVertexNormalsNormalized;
std::vector< int > m_MaterialIndex;
glm::vec3 m_translation;
glm::vec4 m_rotation;
glm::vec3 m_scale;
glm::vec4 m_scaleOrientation; // not used
glm::vec3 m_center; // not used
std::vector<S3D_MESH *> childs;
private:
std::vector< glm::vec3 > m_PerFaceNormalsRaw;
std::vector< std::vector< glm::vec3 > > m_PerFaceVertexNormals;
std::vector< glm::vec3 > m_PointNormalized;
std::vector< float > m_PerFaceSquaredArea;
std::vector< std::vector<int> > m_InvalidCoordIndexes; //!TODO: check for invalid CoordIndex in file and remove the index and the same material index
bool isPerFaceNormalsComputed;
void calcPerFaceNormals ();
bool isPointNormalizedComputed;
void calcPointNormalized();
bool isPerPointNormalsComputed;
void calcPerPointNormals();
};
#endif
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014 Mario Luzeiro <mrluzeiro@gmail.com>
* Copyright (C) 2004 Jean-Pierre Charras, jaen-pierre.charras@gipsa-lab.inpg.com
* Copyright (C) 2011 Wayne Stambaugh <stambaughw@verizon.net>
* Copyright (C) 1992-2011 KiCad Developers, see AUTHORS.txt for contributors.
......@@ -32,8 +33,9 @@
#include <common.h>
#include <base_struct.h>
#include <3d_material.h>
#include <gal/opengl/glm/glm.hpp>
/* 3D modeling units -> PCB units conversion scale:
* 1 "3D model unit" wings3d = 1 unit = 2.54 mm = 0.1 inch = 100 mils
*/
......@@ -44,48 +46,7 @@ class S3D_MASTER;
class STRUCT_3D_SHAPE;
/* S3D_VERTEX manages a 3D coordinate (3 float numbers: x,y,z coordinates)*/
class S3D_VERTEX
{
public:
double x, y, z;
public:
S3D_VERTEX()
{
x = y = z = 0.0;
}
S3D_VERTEX( double px, double py, double pz)
{
x = px;
y = py;
z = pz;
}
};
class S3D_MATERIAL : public EDA_ITEM /* openGL "material" data*/
{
public:
wxString m_Name;
S3D_VERTEX m_DiffuseColor;
S3D_VERTEX m_EmissiveColor;
S3D_VERTEX m_SpecularColor;
float m_AmbientIntensity;
float m_Transparency;
float m_Shininess;
public:
S3D_MATERIAL( S3D_MASTER* father, const wxString& name );
S3D_MATERIAL* Next() const { return (S3D_MATERIAL*) Pnext; }
S3D_MATERIAL* Back() const { return (S3D_MATERIAL*) Pback; }
void SetMaterial();
#if defined(DEBUG)
void Show( int nestLevel, std::ostream& os ) const { ShowDummy( os ); } // override
#endif
};
#define S3D_VERTEX glm::vec3
/* Master structure for a 3D item description */
......@@ -106,6 +67,14 @@ public:
FILE3D_UNKNOWN
};
// Check defaults in S3D_MASTER
bool m_use_modelfile_diffuseColor;
bool m_use_modelfile_emissiveColor;
bool m_use_modelfile_specularColor;
bool m_use_modelfile_ambientIntensity;
bool m_use_modelfile_transparency;
bool m_use_modelfile_shininess;
private:
wxString m_Shape3DName; /* 3D shape name in 3D library */
FILE3D_TYPE m_ShapeType;
......@@ -114,6 +83,8 @@ private:
bool m_loadTransparentObjects;
bool m_loadNonTransparentObjects;
public:
S3D_MASTER( EDA_ITEM* aParent );
~S3D_MASTER();
......
......@@ -2,6 +2,7 @@ add_definitions(-DPCBNEW)
include_directories(BEFORE ${INC_BEFORE})
include_directories(
textures
../pcbnew
../polygon
${INC_AFTER}
......@@ -16,12 +17,17 @@ set(3D-VIEWER_SRCS
3d_draw.cpp
3d_draw_basic_functions.cpp
3d_frame.cpp
3d_material.cpp
3d_mesh_model.cpp
3d_read_mesh.cpp
3d_toolbar.cpp
info3d_visu.cpp
trackball.cpp
x3dmodelparser.cpp
vrmlmodelparser.cpp
vrml_aux.cpp
vrml_v1_modelparser.cpp
vrml_v2_modelparser.cpp
x3dmodelparser.cpp
)
add_library(3d-viewer STATIC ${3D-VIEWER_SRCS})
......@@ -85,7 +85,7 @@ INFO3D_VISU::~INFO3D_VISU()
*/
void INFO3D_VISU::InitSettings( BOARD* aBoard )
{
EDA_RECT bbbox = aBoard->ComputeBoundingBox( false );
EDA_RECT bbbox = aBoard->ComputeBoundingBox( true );
if( bbbox.GetWidth() == 0 && bbbox.GetHeight() == 0 )
{
......@@ -93,6 +93,7 @@ void INFO3D_VISU::InitSettings( BOARD* aBoard )
bbbox.SetHeight( Millimeter2iu( 100 ) );
}
m_BoardSettings = &aBoard->GetDesignSettings();
m_BoardSize = bbbox.GetSize();
......@@ -199,8 +200,8 @@ void INFO3D_VISU::InitSettings( BOARD* aBoard )
double INFO3D_VISU::GetModulesZcoord3DIU( bool aIsFlipped )
{
if( aIsFlipped )
return m_layerZcoord[B_Cu] - ( m_copperThickness / 2 );
return m_layerZcoord[B_Paste] - ( m_copperThickness / 2 ); //B_Cu NOTE: in order to display modules in top of Paste and near the shadow
else
return m_layerZcoord[F_Cu] + ( m_copperThickness / 2 );
return m_layerZcoord[F_Paste] + ( m_copperThickness / 2 ); //F_Cu
}
......@@ -95,6 +95,9 @@ public:
// to scale 3D units between -1.0 and +1.0
double m_CurrentZpos; // temporary storage of current value of Z position,
// used in some calculation
double zpos_offset;
private:
double m_layerZcoord[LAYER_ID_COUNT]; // Z position of each layer (normalized)
double m_copperThickness; // Copper thickness (normalized)
......
......@@ -32,13 +32,9 @@
#include <map>
#include <vector>
#include <wx/string.h>
#include <3d_mesh_model.h>
class S3D_MASTER;
class S3D_VERTEX;
extern void TransfertToGLlist( std::vector< S3D_VERTEX >& aVertices, double aBiuTo3DUnits );
class S3D_MODEL_PARSER;
class X3D_MODEL_PARSER;
......@@ -118,13 +114,17 @@ public:
static void GetNodeProperties( wxXmlNode* aNode, PROPERTY_MAP& aProps );
/**
* Return string representing x3d file in vrml format
* Return string representing x3d file in vrml2 format
* Function Load must be called before this function, otherwise empty
* data set is returned.
*/
wxString VRML_representation();
wxString VRML2_representation();
private:
wxString m_Filename;
S3D_MESH *m_model;
std::vector<S3D_MESH *> childs;
std::vector< wxString > vrml_materials;
std::vector< wxString > vrml_points;
std::vector< wxString > vrml_coord_indexes;
......@@ -137,57 +137,110 @@ private:
void rotate( S3D_VERTEX& aCoordinate, S3D_VERTEX& aRotAxis, double angle );
};
/**
* class WRL_MODEL_PARSER
* class VRML2_MODEL_PARSER
* Parses
*/
class VRML_MODEL_PARSER: public S3D_MODEL_PARSER
class VRML2_MODEL_PARSER: public S3D_MODEL_PARSER
{
public:
VRML_MODEL_PARSER( S3D_MASTER* aMaster );
~VRML_MODEL_PARSER();
VRML2_MODEL_PARSER( S3D_MASTER* aMaster );
~VRML2_MODEL_PARSER();
void Load( const wxString aFilename );
private:
/**
* Function ReadMaterial
* read the description of a 3D material definition in the form:
* DEF yellow material Material (
* DiffuseColor 1.00000 1.00000 0.00000e 0
* EmissiveColor 0.00000e 0 0.00000e 0 0.00000e 0
* SpecularColor 1.00000 1.00000 1.00000
* AmbientIntensity 1.00000
* Transparency 0.00000e 0
* Shininess 1.00000
*)
* Or type:
* USE yellow material
* Return string representing VRML2 file in vrml2 format
* Function Load must be called before this function, otherwise empty
* data set is returned.
*/
int readMaterial( FILE* file, int* LineNum );
int readChildren( FILE* file, int* LineNum );
int readShape( FILE* file, int* LineNum );
int readAppearance( FILE* file, int* LineNum );
int readGeometry( FILE* file, int* LineNum );
wxString VRML2_representation();
private:
int read_Transform();
int read_DEF();
int read_Shape();
int read_Appearance();
int read_material();
int read_Material();
int read_IndexedFaceSet();
int read_Coordinate();
int read_Normal();
int read_Color();
int read_coordIndex();
int read_colorIndex();
bool m_normalPerVertex;
bool colorPerVertex;
S3D_MESH *m_model;
std::vector<S3D_MESH *> childs;
FILE *m_file;
S3D_MATERIAL *m_Materials;
wxString m_Filename;
};
/**
* class VRML1_MODEL_PARSER
* Parses
*/
class VRML1_MODEL_PARSER: public S3D_MODEL_PARSER
{
public:
VRML1_MODEL_PARSER( S3D_MASTER* aMaster );
~VRML1_MODEL_PARSER();
void Load( const wxString aFilename );
/**
* Function ReadCoordList
* reads 3D coordinate lists like:
* coord Coordinate { point [
* -5.24489 6.57640e-3 -9.42129e-2,
* -5.11821 6.57421e-3 0.542654,
* -3.45868 0.256565 1.32000 ] }
* or:
* normal Normal { vector [
* 0.995171 -6.08102e-6 9.81541e-2,
* 0.923880 -4.09802e-6 0.382683,
* 0.707107 -9.38186e-7 0.707107]
* }
*
* text_buffer contains the first line of this node :
* "coord Coordinate { point ["
* Return string representing VRML2 file in vrml2 format
* Function Load must be called before this function, otherwise empty
* data set is returned.
*/
void readCoordsList( FILE* file, char* text_buffer, std::vector< double >& aList,
int* LineNum );
wxString VRML2_representation();
private:
int read_separator();
int readMaterial();
int readCoordinate3();
int readIndexedFaceSet();
int readMaterial_ambientColor();
int readMaterial_diffuseColor();
int readMaterial_emissiveColor();
int readMaterial_specularColor();
int readMaterial_shininess();
int readMaterial_transparency();
int readCoordinate3_point();
int readIndexedFaceSet_coordIndex();
int readIndexedFaceSet_materialIndex();
bool m_normalPerVertex;
bool colorPerVertex;
S3D_MESH *m_model;
std::vector<S3D_MESH *> childs;
S3D_MATERIAL *m_Materials;
FILE *m_file;
wxString m_Filename;
};
/**
* class VRML_MODEL_PARSER
* Parses
*/
class VRML_MODEL_PARSER: public S3D_MODEL_PARSER
{
public:
VRML_MODEL_PARSER( S3D_MASTER* aMaster );
~VRML_MODEL_PARSER();
void Load( const wxString aFilename );
private:
VRML1_MODEL_PARSER *vrml1_parser;
VRML2_MODEL_PARSER *vrml2_parser;
};
#endif // MODELPARSERS_H
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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014 Mario Luzeiro <mrluzeiro@gmail.com>
* Copyright (C) 1992-2014 KiCad Developers, see AUTHORS.txt for contributors.
*
* 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
*/
/**
* @file vrml_aux.cpp
*/
#include "vrml_aux.h"
char SkipGetChar ( FILE* File )
{
char c;
bool re_parse;
if( (c = fgetc( File )) == EOF )
{
//DBG( printf( "EOF\n" ) );
return EOF;
}
//DBG( printf( "c %c 0x%02X\n", c, c ) );
do
{
re_parse = false;
if ((c == ' ') || (c == '\t') || (c == '{') || (c == '['))
{
//DBG( printf( "Skipping space \\t or { or [\n" ) );
do
{
if( (c = fgetc( File )) == EOF )
{
//DBG( printf( "EOF\n" ) );
return EOF;
}
}
while((c == ' ') || (c == '\t') || (c == '{') || (c == '['));
}
if ((c == '#') || (c == '\n') || (c == '\r') || (c == 0) || (c == ','))
{
if (c == '#')
{
//DBG( printf( "Skipping # \\n or \\r or 0, 0x%02X\n", c ) );
do
{
if( (c = fgetc( File )) == EOF )
{
//DBG( printf( "EOF\n" ) );
return EOF;
}
}
while((c != '\n') && (c != '\r') && (c != 0) && (c != ','));
}
else
{
if( (c = fgetc( File )) == EOF )
{
//DBG( printf( "EOF\n" ) );
return EOF;
}
}
re_parse = true;
}
}while(re_parse == true);
return c;
}
char* GetNextTag( FILE* File, char* tag )
{
char c = SkipGetChar( File );
if (c == EOF)
{
return NULL;
}
tag[0] = c;
tag[1] = 0;
//DBG( printf( "tag[0] %c\n", tag[0] ) );
if( (c != '}') && (c != ']') )
{
char *dst = &tag[1];
while (fscanf( File, "%c", dst))
{
if( (*dst == ' ') || (*dst == '[') || (*dst == '{') || (*dst == '\t') || (*dst == '\n')|| (*dst == '\r') )
{
*dst = 0;
break;
}
dst++;
}
//DBG( printf( "tag %s\n", tag ) );
c = SkipGetChar( File );
if (c != EOF)
{
// Puts again the read char in the buffer
ungetc( c, File );
}
}
return tag;
}
int read_NotImplemented( FILE* File, char closeChar)
{
char c;
//DBG( printf( "look for %c\n", closeChar) );
while( (c = fgetc( File )) != EOF )
{
if( c == '{' )
{
//DBG( printf( "{\n") );
read_NotImplemented( File, '}' );
} else if( c == '[' )
{
//DBG( printf( "[\n") );
read_NotImplemented( File, ']' );
} else if( c == closeChar )
{
//DBG( printf( "%c\n", closeChar) );
return 0;
}
}
DBG( printf( " NotImplemented failed\n" ) );
return -1;
}
int parseVertexList( FILE* File, std::vector< glm::vec3 > &dst_vector)
{
//DBG( printf( " parseVertexList\n" ) );
dst_vector.clear();
glm::vec3 vertex;
while( parseVertex ( File, vertex ) == 3 )
{
dst_vector.push_back( vertex );
}
return 0;
}
int parseVertex( FILE* File, glm::vec3 &dst_vertex )
{
float a,b,c;
int ret = fscanf( File, "%e %e %e", &a, &b, &c );
dst_vertex.x = a;
dst_vertex.y = b;
dst_vertex.z = c;
char s = SkipGetChar( File );
if (s != EOF)
{
// Puts again the read char in the buffer
ungetc( s, File );
}
//DBG( printf( "ret%d(%.9f,%.9f,%.9f)", ret, a,b,c) );
return ret;
}
int parseFloat( FILE* File, float *dst_float )
{
float value;
int ret = fscanf( File, "%e", &value );
*dst_float = value;
return ret;
}
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014 Mario Luzeiro <mrluzeiro@gmail.com>
* Copyright (C) 1992-2014 KiCad Developers, see AUTHORS.txt for contributors.
*
* 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
*/
/**
* @file vrml_aux.h
*/
#ifndef _VRML_AUX_H
#define _VRML_AUX_H
#include <fctsys.h>
#include <common.h>
#include <macros.h>
#include <base_struct.h>
#include <gal/opengl/glm/glm.hpp>
#include <vector>
#include <kicad_string.h>
#include <info3d_visu.h>
#ifdef __WXMAC__
# ifdef __DARWIN__
# include <OpenGL/glu.h>
# else
# include <glu.h>
# endif
#else
# include <GL/glu.h>
#endif
#include <wx/glcanvas.h>
int read_NotImplemented( FILE* File, char closeChar);
char SkipGetChar ( FILE* File );
int parseVertexList( FILE* File, std::vector< glm::vec3 > &dst_vector);
int parseVertex( FILE* File, glm::vec3 &dst_vertex );
int parseFloat( FILE* File, float *dst_float );
char* GetNextTag( FILE* File, char* tag );
#endif
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......@@ -144,6 +144,7 @@ bool FOOTPRINT_EDIT_FRAME::HandleBlockEnd( wxDC* DC )
break;
case BLOCK_DRAG: // Drag
case BLOCK_DRAG_ITEM: // Drag a given item (not used here)
case BLOCK_MOVE: // Move
case BLOCK_COPY: // Copy
itemsCount = MarkItemsInBloc( currentModule, GetScreen()->m_BlockLocate );
......
......@@ -281,11 +281,13 @@ public:
* @param glcanvas = the openGL canvas
* @param aAllowNonTransparentObjects = true to load non transparent objects
* @param aAllowTransparentObjects = true to load non transparent objects
* @param aSideToLoad = false will load not fliped, true will load fliped objects
* in openGL, transparent objects should be drawn *after* non transparent objects
*/
void ReadAndInsert3DComponentShape( EDA_3D_CANVAS* glcanvas,
bool aAllowNonTransparentObjects,
bool aAllowTransparentObjects );
bool aAllowTransparentObjects,
bool aSideToLoad );
/**
* function TransformPadsShapesWithClearanceToPolygon
......
......@@ -1325,7 +1325,7 @@ static void export_vrml_module( MODEL_VRML& aModel, BOARD* aPcb, MODULE* aModule
try
{
aOutputFile << " children [\n ";
aOutputFile << TO_UTF8( parser->VRML_representation() ) << " ]\n";
aOutputFile << TO_UTF8( parser->VRML2_representation() ) << " ]\n";
aOutputFile << " }\n";
}
catch( const std::exception& e )
......
......@@ -1936,7 +1936,7 @@ void LEGACY_PLUGIN::load3D( MODULE* aModule )
else if( TESTLINE( "Sc" ) ) // Scale
{
sscanf( line + SZ( "Sc" ), "%lf %lf %lf\n",
sscanf( line + SZ( "Sc" ), "%f %f %f\n",
&t3D->m_MatScale.x,
&t3D->m_MatScale.y,
&t3D->m_MatScale.z );
......@@ -1944,7 +1944,7 @@ void LEGACY_PLUGIN::load3D( MODULE* aModule )
else if( TESTLINE( "Of" ) ) // Offset
{
sscanf( line + SZ( "Of" ), "%lf %lf %lf\n",
sscanf( line + SZ( "Of" ), "%f %f %f\n",
&t3D->m_MatPosition.x,
&t3D->m_MatPosition.y,
&t3D->m_MatPosition.z );
......@@ -1952,7 +1952,7 @@ void LEGACY_PLUGIN::load3D( MODULE* aModule )
else if( TESTLINE( "Ro" ) ) // Rotation
{
sscanf( line + SZ( "Ro" ), "%lf %lf %lf\n",
sscanf( line + SZ( "Ro" ), "%f %f %f\n",
&t3D->m_MatRotation.x,
&t3D->m_MatRotation.y,
&t3D->m_MatRotation.z );
......
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