Files
OpenSceneGraph/src/osgPlugins/dxf/DXFWriterNodeVisitor.cpp
2013-06-27 14:46:16 +00:00

614 lines
20 KiB
C++

// -*-c++-*-
/*
* Autcad DXF writer for Open Scene Graph
*
* Copyright (C) 2009 Martin Beckett mgb@mgbeckett.com
*
* Based on OBJ writer plugin by Ulrich Hertlein
*
* The Open Scene Graph (OSG) is a cross platform C++/OpenGL library for
* real-time rendering of large 3D photo-realistic models.
* The OSG homepage is http://www.openscenegraph.org/
*/
#include <osg/io_utils>
#include <osg/PolygonMode>
#include <iomanip>
#include "DXFWriterNodeVisitor.h"
// ROBERT - is there any need for a value visitor like this or is it just overkill?
/** writes all values of an array out to a stream, applies a matrix beforehand if necessary */
// I think this is a bit over the top for just a simple vertex array - but if anyone knwos different?
/*
class ValueVisitor : public osg::ValueVisitor {
public:
ValueVisitor(std::ostream& fout, const Layer &layer,const osg::Matrix& m = osg::Matrix::identity()) :
osg::ValueVisitor(),
_fout(fout),
_layer(layer),
_m(m)
{
//_applyMatrix = (_m != osg::Matrix::identity());
}
virtual void apply(osg::Vec3 & inv)
{
osg::Vec3 point(inv) ;
point = point * _m;
_fout << "0 \nVERTEX\n 8\n"<<_layer._name<<"\n";
if ( _layer._color ) {
_fout << "62\n"<<_layer._color<<"\n";
}
_fout <<" 10\n"<<point.x()<<"\n 20\n"<<point.y()<<"\n 30\n"<<point.z()<<"\n";
}
private:
ValueVisitor& operator = (const ValueVisitor&) { return *this; }
std::ostream& _fout;
osg::Matrix _m;
const Layer _layer;
};
*/
/** writes all primitives of a primitive-set out to a stream, decomposes quads to triangles, line-strips to lines etc */
class DxfPrimitiveIndexWriter : public osg::PrimitiveIndexFunctor {
public:
DxfPrimitiveIndexWriter(std::ostream& fout,osg::Geometry* geo,const Layer &layer,AcadColor &acad,
const osg::Matrix& m = osg::Matrix::identity(),bool writeTriangleAs3DFace = true) :
osg::PrimitiveIndexFunctor(),
_fout(fout),
_geo(geo),
_layer(layer),
_acad(acad),
_m(m),
_writeTriangleAs3DFace(writeTriangleAs3DFace)
{
}
virtual void setVertexArray(unsigned int,const osg::Vec2*) {}
virtual void setVertexArray(unsigned int ,const osg::Vec3* ) {}
virtual void setVertexArray(unsigned int,const osg::Vec4* ) {}
virtual void setVertexArray(unsigned int,const osg::Vec2d*) {}
virtual void setVertexArray(unsigned int ,const osg::Vec3d* ) {}
virtual void setVertexArray(unsigned int,const osg::Vec4d* ) {}
void write(unsigned int i,int c)
{
const osg::Vec3 point = ((osg::Vec3Array *)_geo->getVertexArray())->at(i) * _m;
_fout <<c+10<<"\n "<<point.x()<<"\n"<<20+c<<"\n "<<point.y()<<"\n"<<30+c<<"\n "<<point.z()<<"\n";
}
// operator for triangles
void writeTriangle(unsigned int i1, unsigned int i2, unsigned int i3)
{
if (_writeTriangleAs3DFace)
{
_fout << "0 \n3DFACE\n 8\n"<<_layer._name<<"\n";
if ( _layer._color ) {
_fout << "62\n"<<_layer._color<<"\n";
} else {
_fout << "62\n"<<_acad.findColor(DXFWriterNodeVisitor::getNodeRGB(_geo,i1))<<"\n";
// Acad2000 supports 24bit color but most dxf importers don't
//_fout << "420\n"<<DXFWriterNodeVisitor::getNodeRGB(_geo,i1)<<"\n";
}
write(i1,0);
write(i2,1);
write(i3,2);
write(i1,3); // yes you have to write the first point again
}
else
{
_fout << "0 \nLINE\n 8\n"<<_layer._name<<"\n";
if ( _layer._color ) {
_fout << "62\n"<<_layer._color<<"\n";
} else {
_fout << "62\n"<<_acad.findColor(DXFWriterNodeVisitor::getNodeRGB(_geo,i1))<<"\n";
}
write(i1,0);
write(i2,1);
_fout << "0 \nLINE\n 8\n"<<_layer._name<<"\n";
if ( _layer._color ) {
_fout << "62\n"<<_layer._color<<"\n";
} else {
_fout << "62\n"<<_acad.findColor(DXFWriterNodeVisitor::getNodeRGB(_geo,i2))<<"\n";
}
write(i2,0);
write(i3,1);
_fout << "0 \nLINE\n 8\n"<<_layer._name<<"\n";
if ( _layer._color ) {
_fout << "62\n"<<_layer._color<<"\n";
} else {
_fout << "62\n"<<_acad.findColor(DXFWriterNodeVisitor::getNodeRGB(_geo,i3))<<"\n";
}
write(i3,0);
write(i1,1);
}
}
// operator for lines
void writeLine(unsigned int i1, unsigned int i2)
{
_fout << "0 \nLINE\n 8\n"<<_layer._name<<"\n";
if ( _layer._color ) {
_fout << "62\n"<<_layer._color<<"\n";
} else {
_fout << "62\n"<<_acad.findColor(DXFWriterNodeVisitor::getNodeRGB(_geo,i1))<<"\n";
}
write(i1,0);
write(i2,1);
}
// operator for points
void writePoint(unsigned int i1)
{
_fout << "0 \nPOINT\n 8\n"<<_layer._name<<"\n";
if ( _layer._color ) {
_fout << "62\n"<<_layer._color<<"\n";
} else {
_fout << "62\n"<<_acad.findColor(DXFWriterNodeVisitor::getNodeRGB(_geo,i1))<<"\n";
//_fout << "420\n"<<DXFWriterNodeVisitor::getNodeRGB(_geo,i1)<<"\n";
}
write(i1,0);
}
virtual void begin(GLenum mode)
{
_modeCache = mode;
_indexCache.clear();
}
virtual void vertex(unsigned int vert)
{
_indexCache.push_back(vert);
}
virtual void end()
{
if (!_indexCache.empty())
{
drawElements(_modeCache,_indexCache.size(),&_indexCache.front());
}
}
virtual void drawArrays(GLenum mode,GLint first,GLsizei count);
virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
{
drawElementsImplementation<GLubyte>(mode, count, indices);
}
virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices)
{
drawElementsImplementation<GLushort>(mode, count, indices);
}
virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices)
{
drawElementsImplementation<GLuint>(mode, count, indices);
}
protected:
template<typename T>void drawElementsImplementation(GLenum mode, GLsizei count, const T* indices)
{
if (indices==0 || count==0) return;
typedef const T* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
writeTriangle(*iptr,*(iptr+1),*(iptr+2));
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) writeTriangle(*(iptr),*(iptr+2),*(iptr+1));
else writeTriangle(*(iptr),*(iptr+1),*(iptr+2));
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
writeTriangle(*(iptr),*(iptr+1),*(iptr+2));
writeTriangle(*(iptr),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
writeTriangle(*(iptr),*(iptr+1),*(iptr+2));
writeTriangle(*(iptr+1),*(iptr+3),*(iptr+2));
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
unsigned int first = *iptr;
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
writeTriangle(first,*(iptr),*(iptr+1));
}
break;
}
case(GL_POINTS):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;++iptr)
{
writePoint(*iptr);
}
break;
}
case(GL_LINES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=2)
{
writeLine(*iptr, *(iptr+1));
}
break;
}
case(GL_LINE_STRIP):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices+1;iptr<ilast;iptr+=2)
{
writeLine(*(iptr-1), *iptr);
}
break;
}
case(GL_LINE_LOOP):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices+1;iptr<ilast;iptr+=2)
{
writeLine(*(iptr-1), *iptr);
}
writeLine(*ilast, *indices);
break;
}
default:
// uhm should never come to this point :)
break;
}
}
private:
DxfPrimitiveIndexWriter& operator = (const DxfPrimitiveIndexWriter&) { return *this; }
std::ostream& _fout;
GLenum _modeCache;
std::vector<GLuint> _indexCache;
osg::Geometry* _geo;
Layer _layer;
AcadColor _acad; // needed to lookup new colors
osg::Matrix _m;
bool _writeTriangleAs3DFace;
};
void DxfPrimitiveIndexWriter::drawArrays(GLenum mode,GLint first,GLsizei count)
{
switch(mode)
{
case(GL_TRIANGLES):
{
unsigned int pos=first;
for(GLsizei i=2;i<count;i+=3,pos+=3)
{
writeTriangle(pos,pos+1,pos+2);
}
break;
}
case(GL_TRIANGLE_STRIP):
{
unsigned int pos=first;
for(GLsizei i=2;i<count;++i,++pos)
{
if ((i%2)) writeTriangle(pos,pos+2,pos+1);
else writeTriangle(pos,pos+1,pos+2);
}
break;
}
case(GL_QUADS):
{
unsigned int pos=first;
for(GLsizei i=3;i<count;i+=4,pos+=4)
{
writeTriangle(pos,pos+1,pos+2);
writeTriangle(pos,pos+2,pos+3);
}
break;
}
case(GL_QUAD_STRIP):
{
unsigned int pos=first;
for(GLsizei i=3;i<count;i+=2,pos+=2)
{
writeTriangle(pos,pos+1,pos+2);
writeTriangle(pos+1,pos+3,pos+2);
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
unsigned int pos=first+1;
for(GLsizei i=2;i<count;++i,++pos)
{
writeTriangle(first,pos,pos+1);
}
break;
}
case(GL_POINTS):
{
for(GLsizei i=0;i<count;++i)
{
writePoint(i);
}
break;
}
case(GL_LINES):
{
for(GLsizei i=0;i<count;i+=2)
{
writeLine(i, i+1);
}
break;
}
case(GL_LINE_STRIP):
{
for(GLsizei i=1;i<count;++i)
{
writeLine(i-1, i);
}
break;
}
case(GL_LINE_LOOP):
{
for(GLsizei i=1;i<count;++i)
{
writeLine(i-1, i);
}
writeLine(count-1, 0);
break;
}
default:
OSG_WARN << "DXFWriterNodeVisitor :: can't handle mode " << mode << std::endl;
break;
}
}
// TODO - illegal acad characters
std::string DXFWriterNodeVisitor::getLayerName(const std::string& defaultvalue)
{
std::string layerName=defaultvalue;
std::transform(layerName.begin(), layerName.end(), layerName.begin(), toupper);
// remove illegal ACAD characters
size_t found=0;
const std::string allowed("ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890_-");
while ( (found=layerName.find_first_not_of(allowed)) != std::string::npos) {
layerName[found] = '-';
}
// TODO check that changed value isn't also a dupe
for (std::vector<Layer>::iterator itr=_layers.begin();itr!=_layers.end();itr++) {
if (itr->_name == layerName ) {
std::stringstream ss;
ss << defaultvalue<< "_" << _layers.size();
layerName = ss.str();
break;
}
}
//empty layer name is forbidden
if (layerName.empty()) layerName = "0";
return layerName;
}
// Now deal with VertexArray directly
//void DXFWriterNodeVisitor::processArray(osg::Array* array, const Layer &layer,const osg::Matrix& m)
//{
// if (array == NULL)
// return;
//
// ValueVisitor vv(_fout, layer,m);
// for(unsigned int i = 0; i < array->getNumElements(); ++i) {
// array->accept(i, vv);
// }
//
// OSG_DEBUG << "processArray "<<layer._name<<"\n";
// OSG_DEBUG << "# " << array->getNumElements() << " elements written" << std::endl;
//
//}
void DXFWriterNodeVisitor::processStateSet(osg::StateSet* ss)
{
// anything to do if no material/texture?
osg::PolygonMode * pm = dynamic_cast<osg::PolygonMode *>(ss->getAttribute(osg::StateAttribute::POLYGONMODE));
if (pm)
{
if (pm->getMode(osg::PolygonMode::FRONT)==osg::PolygonMode::LINE) _writeTriangleAs3DFace = false;
}
osg::Material * mat = dynamic_cast<osg::Material *>(ss->getAttribute(osg::StateAttribute::MATERIAL));
if (mat)
{
const osg::Vec4& color = mat->getDiffuse(osg::Material::FRONT);
_layer._color = _acadColor.findColor(color.asABGR()>>8);
}
}
void DXFWriterNodeVisitor::processGeometry(osg::Geometry* geo, osg::Matrix& m)
{
// We only want to create a new layer for geometry with something to draw
if (geo->getVertexArray() && geo->getVertexArray()->getNumElements() ) {
if ( _firstPass ) {
// Must have unique layer names
_layer._name = getLayerName( geo->getName().empty() ? geo->getParent(0)->getName() : geo->getName() );
OSG_DEBUG << "adding Layer " << _layer._name << std::endl;
// if single colour include in header
osg::Array::Binding colorBinding = osg::getBinding(geo->getColorArray());
if ( osg::Array::BIND_OVERALL == colorBinding ) {
_layer._color = _acadColor.findColor(getNodeRGB(geo)); // per layer color
} else if ( osg::Array::BIND_OFF== colorBinding ) {
_layer._color = 0xff; // use white - or can we easily lookup in texture?
} else {
_layer._color = 0; // per point color
}
_layers.push_back(_layer);
} else {
_layer = _layers[_count++];
OSG_DEBUG << "writing Layer " << _layer._name << std::endl;
processStateSet(_currentStateSet.get());
if ( geo->getNumPrimitiveSets() ) {
for(unsigned int i = 0; i < geo->getNumPrimitiveSets(); ++i)
{
osg::PrimitiveSet* ps = geo->getPrimitiveSet(i);
DxfPrimitiveIndexWriter pif(_fout, geo,_layer,_acadColor,m,_writeTriangleAs3DFace);
ps->accept(pif);
}
} else {
// Is array visitor necessary for only dealing with vertex arrays?
//processArray(geo->getVertexArray(), _layer,m);
if ( geo->getVertexArray() ) {
osg::Vec3Array* data=static_cast<osg::Vec3Array*>(geo->getVertexArray());
for (unsigned int ii=0;ii<data->getNumElements();ii++)
{
osg::Vec3 point = data->at(ii) * m;
_fout << "0 \nVERTEX\n 8\n"<<_layer._name<<"\n";
if ( _layer._color ) {
_fout << "62\n"<<_layer._color<<"\n";
} else {
_fout << "62\n"<<_acadColor.findColor(getNodeRGB(geo,ii))<<"\n";
}
_fout<<" 10\n"<<point.x()<<"\n 20\n"<<point.y()<<"\n 30\n"<<point.z()<<"\n";
}
}
}
}
}
}
void DXFWriterNodeVisitor::apply( osg::Geode &node )
{
pushStateSet(node.getStateSet());
osg::Matrix m = osg::computeLocalToWorld(getNodePath());
unsigned int count = node.getNumDrawables();
for ( unsigned int i = 0; i < count; i++ )
{
osg::Geometry *g = node.getDrawable( i )->asGeometry();
if ( g != NULL )
{
pushStateSet(g->getStateSet());
processGeometry(g,m);
popStateSet(g->getStateSet());
}
}
popStateSet(node.getStateSet());
}
bool DXFWriterNodeVisitor::writeHeader(const osg::BoundingSphere &bound)
{
if ( _layers.empty() ) {
return false;
}
_fout << "999\n written by OpenSceneGraph" << std::endl;
_fout << "0\nSECTION\n2\nHEADER\n";
_fout << "9\n$ACADVER\n1\nAC1006\n"; // specify minimum autocad version AC1006=R10
_fout << "9\n$EXTMIN\n10\n"<<bound.center().x()-bound.radius()<<"\n20\n"<<bound.center().y()-bound.radius()<<"\n30\n"<<bound.center().z()-bound.radius()<<"\n";
_fout << "9\n$EXTMAX\n10\n"<<bound.center().x()+bound.radius()<<"\n20\n"<<bound.center().y()+bound.radius()<<"\n30\n"<<bound.center().z()+bound.radius()<<"\n";
_fout << "0\nENDSEC\n0\nSECTION\n2\nTABLES\n";
_fout << "0\nTABLE\n2\nLAYER\n";
for (std::vector<Layer>::iterator itr=_layers.begin();itr!=_layers.end();itr++) {
if ( itr->_color ) {
_fout<<"0\nLAYER\n2\n"<<itr->_name<<"\n70\n0\n62\n"<<itr->_color<<"\n6\nContinuous\n"; // color by layer
} else {
_fout<<"0\nLAYER\n2\n"<<itr->_name<<"\n70\n0\n62\n255\n6\nContinuous\n"; // most apps won't read 24bit color without a color value in header
}
}
_fout << "0\nENDTAB\n0\nENDSEC\n";
_fout << "0\nSECTION\n2\nENTITIES\n";
_firstPass=false;
_count=0;
return true;
}
void DXFWriterNodeVisitor::writeFooter()
{
_fout << "0\nENDSEC\n0\nEOF";
_fout << std::endl;
}