📄 dxfrenderer.cpp
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{
Clear();
}
// deallocate all the dynamic data
void DXFRenderer::Clear()
{
m_loaded = false;
{
for (DXFLayerList::Node *node = m_layers.GetFirst(); node; node = node->GetNext())
{
DXFLayer *current = node->GetData();
delete current;
}
}
m_layers.Clear();
{
for (DXFEntityList::Node *node = m_entities.GetFirst(); node; node = node->GetNext())
{
DXFEntity *current = node->GetData();
delete current;
}
m_entities.Clear();
}
}
int DXFRenderer::GetLayerColour(const wxString& layer) const
{
for (DXFLayerList::Node *node = m_layers.GetFirst(); node; node = node->GetNext())
{
DXFLayer *current = node->GetData();
if (current->name == layer)
return current->colour;
}
return 7; // white
}
// read two sequential lines
inline void GetLines(wxTextInputStream& text, wxString& line1, wxString& line2)
{
line1 = text.ReadLine().Trim().Trim(false);
line2 = text.ReadLine().Trim().Trim(false);
}
// parse header section: just skip everything
bool DXFRenderer::ParseHeader(wxInputStream& stream)
{
wxTextInputStream text(stream);
wxString line1, line2;
while (stream.CanRead())
{
GetLines(text, line1, line2);
if (line1 == wxT("0") && line2 == wxT("ENDSEC"))
return true;
}
return false;
}
// parse tables section: save layers name and colour
bool DXFRenderer::ParseTables(wxInputStream& stream)
{
wxTextInputStream text(stream);
wxString line1, line2;
bool inlayer=false;
DXFLayer layer;
while (stream.CanRead())
{
GetLines(text, line1, line2);
if (line1 == wxT("0") && inlayer)
{
// flush layer
if (!layer.name.IsEmpty() && layer.colour != -1)
{
DXFLayer *p = new DXFLayer;
p->name = layer.name;
p->colour = layer.colour;
m_layers.Append(p);
}
layer = DXFLayer();
inlayer = false;
}
if (line1 == wxT("0") && line2 == wxT("ENDSEC"))
return true;
else if (line1 == wxT("0") && line2 == wxT("LAYER"))
inlayer = true;
else if (inlayer)
{
if (line1 == wxT("2")) // layer name
layer.name = line2;
else if (line1 == wxT("62")) // ACI colour
{
long l;
line2.ToLong(&l);
layer.colour = l;
}
}
}
return false;
}
// parse entities section: save 3DFACE and LINE entities
bool DXFRenderer::ParseEntities(wxInputStream& stream)
{
wxTextInputStream text(stream);
wxString line1, line2;
int state = 0; // 0: none, 1: 3DFACE, 2: LINE
DXFVector v[4];
int colour = -1;
wxString layer;
while (stream.CanRead())
{
GetLines(text, line1, line2);
if (line1 == wxT("0") && state > 0)
{
// flush entity
if (state == 1) // 3DFACE
{
DXFFace *p = new DXFFace;
p->v0 = v[0];
p->v1 = v[1];
p->v2 = v[2];
p->v3 = v[3];
p->CalculateNormal();
if (colour != -1)
p->colour = colour;
else
p->colour = GetLayerColour(layer);
m_entities.Append(p);
colour = -1; layer = wxEmptyString;
v[0] = v[1] = v[2] = v[3] = DXFVector();
state = 0;
}
else if (state == 2) // LINE
{
DXFLine *p = new DXFLine;
p->v0 = v[0];
p->v1 = v[1];
if (colour != -1)
p->colour = colour;
else
p->colour = GetLayerColour(layer);
m_entities.Append(p);
colour = -1; layer = wxEmptyString;
v[0] = v[1] = v[2] = v[3] = DXFVector();
state = 0;
}
}
if (line1 == wxT("0") && line2 == wxT("ENDSEC"))
return true;
else if (line1 == wxT("0") && line2 == wxT("3DFACE"))
state = 1;
else if (line1 == wxT("0") && line2 == wxT("LINE"))
state = 2;
else if (state > 0)
{
double d;
line2.ToDouble(&d);
if (line1 == wxT("10"))
v[0].x = d;
else if (line1 == wxT("20"))
v[0].y = d;
else if (line1 == wxT("30"))
v[0].z = d;
else if (line1 == wxT("11"))
v[1].x = d;
else if (line1 == wxT("21"))
v[1].y = d;
else if (line1 == wxT("31"))
v[1].z = d;
else if (line1 == wxT("12"))
v[2].x = d;
else if (line1 == wxT("22"))
v[2].y = d;
else if (line1 == wxT("32"))
v[2].z = d;
else if (line1 == wxT("13"))
v[3].x = d;
else if (line1 == wxT("23"))
v[3].y = d;
else if (line1 == wxT("33"))
v[3].z = d;
else if (line1 == wxT("8")) // layer
layer = line2;
else if (line1 == wxT("62")) // colour
{
long l;
line2.ToLong(&l);
colour = l;
}
}
}
return false;
}
// parse and load a DXF file
// currently pretty limited, but knows enought do handle 3DFACEs and LINEs
bool DXFRenderer::Load(wxInputStream& stream)
{
Clear();
wxTextInputStream text(stream);
wxString line1, line2;
while (stream.CanRead())
{
GetLines(text, line1, line2);
if (line1 == wxT("999")) // comment
continue;
else if (line1 == wxT("0") && line2 == wxT("SECTION"))
{
GetLines(text, line1, line2);
if (line1 == wxT("2"))
{
if (line2 == wxT("HEADER"))
{
if (!ParseHeader(stream))
return false;
}
else if (line2 == wxT("TABLES"))
{
if (!ParseTables(stream))
return false;
}
else if (line2 == wxT("ENTITIES"))
{
if (!ParseEntities(stream))
return false;
}
}
}
}
NormalizeEntities();
m_loaded = true;
return true;
}
inline float mymin(float x, float y) { return x < y ? x : y; }
inline float mymax(float x, float y) { return x > y ? x : y; }
// Scale object boundings to [-5,5]
void DXFRenderer::NormalizeEntities()
{
// calculate current min and max boundings of object
DXFVector minv(10e20f, 10e20f, 10e20f);
DXFVector maxv(-10e20f, -10e20f, -10e20f);
for (DXFEntityList::Node *node = m_entities.GetFirst(); node; node = node->GetNext())
{
DXFEntity *p = node->GetData();
if (p->type == DXFEntity::Line)
{
DXFLine *line = (DXFLine *)p;
const DXFVector *v[2] = { &line->v0, &line->v1 };
for (int i = 0; i < 2; ++i)
{
minv.x = mymin(v[i]->x, minv.x);
minv.y = mymin(v[i]->y, minv.y);
minv.z = mymin(v[i]->z, minv.z);
maxv.x = mymax(v[i]->x, maxv.x);
maxv.y = mymax(v[i]->y, maxv.y);
maxv.z = mymax(v[i]->z, maxv.z);
}
} else if (p->type == DXFEntity::Face)
{
DXFFace *face = (DXFFace *)p;
const DXFVector *v[4] = { &face->v0, &face->v1, &face->v2, &face->v3 };
for (int i = 0; i < 4; ++i)
{
minv.x = mymin(v[i]->x, minv.x);
minv.y = mymin(v[i]->y, minv.y);
minv.z = mymin(v[i]->z, minv.z);
maxv.x = mymax(v[i]->x, maxv.x);
maxv.y = mymax(v[i]->y, maxv.y);
maxv.z = mymax(v[i]->z, maxv.z);
}
}
}
// rescale object down to [-5,5]
DXFVector span(maxv.x - minv.x, maxv.y - minv.y, maxv.z - minv.z);
float factor = mymin(mymin(10.0f / span.x, 10.0f / span.y), 10.0f / span.z);
for (DXFEntityList::Node *node2 = m_entities.GetFirst(); node2; node2 = node2->GetNext())
{
DXFEntity *p = node2->GetData();
if (p->type == DXFEntity::Line)
{
DXFLine *line = (DXFLine *)p;
DXFVector *v[2] = { &line->v0, &line->v1 };
for (int i = 0; i < 2; ++i)
{
v[i]->x -= minv.x + span.x/2; v[i]->x *= factor;
v[i]->y -= minv.y + span.y/2; v[i]->y *= factor;
v[i]->z -= minv.z + span.z/2; v[i]->z *= factor;
}
} else if (p->type == DXFEntity::Face)
{
DXFFace *face = (DXFFace *)p;
DXFVector *v[4] = { &face->v0, &face->v1, &face->v2, &face->v3 };
for (int i = 0; i < 4; ++i)
{
v[i]->x -= minv.x + span.x/2; v[i]->x *= factor;
v[i]->y -= minv.y + span.y/2; v[i]->y *= factor;
v[i]->z -= minv.z + span.z/2; v[i]->z *= factor;
}
}
}
}
// OpenGL renderer for DXF entities
void DXFRenderer::Render() const
{
if (!m_loaded)
return;
for (DXFEntityList::Node *node = m_entities.GetFirst(); node; node = node->GetNext())
{
DXFEntity *p = node->GetData();
wxColour c = ACIColourToRGB(p->colour);
if (p->type == DXFEntity::Line)
{
DXFLine *line = (DXFLine *)p;
glBegin(GL_LINES);
glColor3f(c.Red()/255.0,c.Green()/255.0,c.Blue()/255.0);
glVertex3f(line->v0.x, line->v0.y, line->v0.z);
glVertex3f(line->v1.x, line->v1.y, line->v1.z);
glEnd();
}
else if (p->type == DXFEntity::Face)
{
DXFFace *face = (DXFFace *)p;
glBegin(GL_TRIANGLES);
glColor3f(c.Red()/255.0,c.Green()/255.0,c.Blue()/255.0);
glNormal3f(face->n.x, face->n.y, face->n.z);
glVertex3f(face->v0.x, face->v0.y, face->v0.z);
glVertex3f(face->v1.x, face->v1.y, face->v1.z);
glVertex3f(face->v2.x, face->v2.y, face->v2.z);
glEnd();
}
}
}
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