Files
OpenSceneGraph/src/osgPlugins/dxf/scene.h
2012-03-21 17:36:20 +00:00

404 lines
14 KiB
C++

/* dxfReader for OpenSceneGraph Copyright (C) 2005 by GraphArchitecture ( grapharchitecture.com )
* Programmed by Paul de Repentigny <pdr@grapharchitecture.com>
*
* OpenSceneGraph is (C) 2004 Robert Osfield
*
* This library is provided as-is, without support of any kind.
*
* Read DXF docs or OSG docs for any related questions.
*
* You may contact the author if you have suggestions/corrections/enhancements.
*/
/** Simulate the scene with double precision before passing it back to osg.
this permits us to scale down offsets from 0,0,0 with a few matrixtransforms,
in case the objects are too far from that center.
*/
#ifndef DXF_SCENE
#define DXF_SCENE 1
#include <osg/Matrixd>
#include <osg/Group>
#include <osg/MatrixTransform>
#include <osg/Geometry>
#include <osg/Geode>
#include <osg/Vec3d>
#include <osgText/Text>
#include <osgUtil/SmoothingVisitor>
class dxfLayerTable;
class bounds {
public:
bounds() : _min(DBL_MAX, DBL_MAX, DBL_MAX), _max(-DBL_MAX, -DBL_MAX, -DBL_MAX) {}
inline void expandBy(const osg::Vec3d & v) {
if(v.x()<_min.x()) _min.x() = v.x();
if(v.x()>_max.x()) _max.x() = v.x();
if(v.y()<_min.y()) _min.y() = v.y();
if(v.y()>_max.y()) _max.y() = v.y();
if(v.z()<_min.z()) _min.z() = v.z();
if(v.z()>_max.z()) _max.z() = v.z();
}
inline void makeMinValid() {
// we count on _min to offset the whole scene
// so, we make sure its at 0,0,0 if
// bounds are not set (anyway, the scene should be empty,
// if we need to set any value of _min to 0).
if (_min.x() == DBL_MAX) _min.x() = 0;
if (_min.y() == DBL_MAX) _min.y() = 0;
if (_min.z() == DBL_MAX) _min.z() = 0;
}
osg::Vec3d _min;
osg::Vec3d _max;
};
static inline
osg::Geometry* createPtGeometry( osg::PrimitiveSet::Mode pointType, osg::Vec3Array* vertices, const osg::Vec4 & color)
{
osg::Geometry* geom = new osg::Geometry;
geom->setVertexArray(vertices);
geom->addPrimitiveSet(new osg::DrawArrays(pointType, 0, vertices->size()));
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(color);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
osg::Vec3Array *norms = new osg::Vec3Array;
norms->push_back(osg::Vec3(0,0,1));
geom->setNormalArray(norms);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
return geom;
}
static inline
osg::Geometry* createLnGeometry( osg::PrimitiveSet::Mode lineType, osg::Vec3Array* vertices, const osg::Vec4 & color)
{
osg::Geometry* geom = new osg::Geometry;
geom->setVertexArray(vertices);
geom->addPrimitiveSet(new osg::DrawArrays(lineType, 0, vertices->size()));
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(color);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
osg::Vec3Array *norms = new osg::Vec3Array;
norms->push_back(osg::Vec3(0,0,1));
geom->setNormalArray(norms);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
return geom;
}
static inline
osg::Geometry* createTriGeometry( osg::Vec3Array* vertices, osg::Vec3Array* normals, const osg::Vec4 & color)
{
osg::Geometry* geom = new osg::Geometry;
geom->setVertexArray(vertices);
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, vertices->size()));
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(color);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
return geom;
}
static inline
osg::Geometry* createQuadGeometry( osg::Vec3Array* vertices, osg::Vec3Array* normals, const osg::Vec4 & color)
{
osg::Geometry* geom = new osg::Geometry;
geom->setVertexArray(vertices);
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertices->size()));
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(color);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
return geom;
}
static inline
osg::Geode* createModel(const std::string & name, osg::Drawable* drawable)
{
osg::Geode* geode = new osg::Geode;
geode->addDrawable(drawable);
geode->setName(name);
return geode;
}
static inline osg::Vec3d preMultd(const osg::Matrixd& m, const osg::Vec3d& v)
{
double d = 1.0f/(m(3,0)*v.x()+m(3,1)*v.y()+m(3,2)*v.z()+m(3,3)) ;
return osg::Vec3d( (m(0,0)*v.x() + m(1,0)*v.y() + m(2,0)*v.z() + m(3,0))*d,
(m(0,1)*v.x() + m(1,1)*v.y() + m(2,1)*v.z() + m(3,1))*d,
(m(0,2)*v.x() + m(1,2)*v.y() + m(2,2)*v.z() + m(3,2))*d) ;
}
static inline osg::Vec3d postMultd(const osg::Matrixd& m, const osg::Vec3d& v)
{
double d = 1.0f/(m(3,0)*v.x()+m(3,1)*v.y()+m(3,2)*v.z()+m(3,3)) ;
return osg::Vec3d( (m(0,0)*v.x() + m(0,1)*v.y() + m(0,2)*v.z() + m(0,3))*d,
(m(1,0)*v.x() + m(1,1)*v.y() + m(1,2)*v.z() + m(1,3))*d,
(m(2,0)*v.x() + m(2,1)*v.y() + m(2,2)*v.z() + m(2,3))*d) ;
}
typedef std::vector<osg::Vec3d> VList;
typedef std::map<unsigned short, VList> MapVList;
typedef std::vector<VList> VListList;
typedef std::map<unsigned short, VListList> MapVListList;
class sceneLayer : public osg::Referenced {
public:
sceneLayer(std::string name) : _name(name) {}
virtual ~sceneLayer() {}
void layer2osg(osg::Group* root, bounds &b)
{
osgPoints(root, b);
osgLines(root, b);
osgTriangles(root, b);
osgQuads(root, b);
osgText(root, b);
}
MapVListList _linestrips;
MapVList _points;
MapVList _lines;
MapVList _triangles;
MapVList _trinorms;
MapVList _quads;
MapVList _quadnorms;
struct textInfo
{
textInfo(short int color, osg::Vec3 point, osgText::Text *text) :
_color(color), _point(point), _text(text) {};
short int _color;
osg::Vec3d _point;
osg::ref_ptr<osgText::Text> _text;
};
typedef std::vector<textInfo> TextList;
TextList _textList;
protected:
std::string _name;
osg::Vec4 getColor(unsigned short color);
void osgPoints(osg::Group* root, bounds &b)
{
for (MapVList::iterator mitr = _points.begin();
mitr != _points.end(); ++mitr) {
osg::Vec3Array *coords = new osg::Vec3Array;
for (VList::iterator itr = mitr->second.begin();
itr != mitr->second.end(); ++itr) {
osg::Vec3 v(itr->x() - b._min.x(), itr->y() - b._min.y(), itr->z() - b._min.z());
coords->push_back(v);
}
root->addChild(createModel(_name, createPtGeometry(osg::PrimitiveSet::POINTS, coords, getColor(mitr->first))));
}
}
void osgLines(osg::Group* root, bounds &b)
{
for(MapVListList::iterator mlitr = _linestrips.begin();
mlitr != _linestrips.end();
++mlitr)
{
for(VListList::iterator itr = mlitr->second.begin();
itr != mlitr->second.end();
++itr)
{
if (itr->size()) {
osg::Vec3Array *coords = new osg::Vec3Array;
for (VList::iterator vitr = itr->begin();
vitr != itr->end(); ++vitr) {
osg::Vec3 v(vitr->x() - b._min.x(), vitr->y() - b._min.y(), vitr->z() - b._min.z());
coords->push_back(v);
}
root->addChild(createModel(_name, createLnGeometry(osg::PrimitiveSet::LINE_STRIP, coords, getColor(mlitr->first))));
}
}
}
for (MapVList::iterator mitr = _lines.begin();
mitr != _lines.end(); ++mitr) {
osg::Vec3Array *coords = new osg::Vec3Array;
for (VList::iterator itr = mitr->second.begin();
itr != mitr->second.end(); ++itr) {
osg::Vec3 v(itr->x() - b._min.x(), itr->y() - b._min.y(), itr->z() - b._min.z());
coords->push_back(v);
}
root->addChild(createModel(_name, createLnGeometry(osg::PrimitiveSet::LINES, coords, getColor(mitr->first))));
}
}
void osgTriangles(osg::Group* root, bounds &b)
{
if (_triangles.size()) {
for (MapVList::iterator mitr = _triangles.begin();
mitr != _triangles.end(); ++mitr) {
osg::Vec3Array *coords = new osg::Vec3Array;
VList::iterator itr;
for (itr = mitr->second.begin();
itr != mitr->second.end(); ++itr)
{
osg::Vec3 v(itr->x() - b._min.x(), itr->y() - b._min.y(), itr->z() - b._min.z());
coords->push_back(v);
}
osg::Vec3Array *norms = new osg::Vec3Array;
VList& normlist = _trinorms[mitr->first];
for (itr = normlist.begin();
itr != normlist.end(); ++itr)
{
osg::Vec3 norm(itr->x(), itr->y(), itr->z());
for (int i = 0; i < 3; ++i)
norms->push_back(norm);
}
root->addChild(createModel(_name, createTriGeometry(coords, norms, getColor(mitr->first))));
}
}
}
void osgQuads(osg::Group* root, bounds &b)
{
if (_quads.size()) {
for (MapVList::iterator mitr = _quads.begin();
mitr != _quads.end(); ++mitr) {
osg::Vec3Array *coords = new osg::Vec3Array;
VList::iterator itr;
for (itr = mitr->second.begin();
itr != mitr->second.end(); ++itr) {
osg::Vec3 v(itr->x() - b._min.x(), itr->y() - b._min.y(), itr->z() - b._min.z());
coords->push_back(v);
}
osg::Vec3Array *norms = new osg::Vec3Array;
VList& normlist = _quadnorms[mitr->first];
for (itr = normlist.begin();
itr != normlist.end(); ++itr) {
osg::Vec3 norm(itr->x(), itr->y(), itr->z());
for (int i = 0; i < 4; ++i)
norms->push_back(norm);
}
root->addChild(createModel(_name, createQuadGeometry(coords, norms, getColor(mitr->first))));
}
}
}
void osgText(osg::Group* root, bounds &b)
{
if (_textList.size()) {
for (TextList::iterator titr = _textList.begin();
titr != _textList.end(); ++titr) {
titr->_text->setColor(getColor(titr->_color));
osg::Vec3d v1=titr->_point;
osg::Vec3 v2(v1.x() - b._min.x(), v1.y() - b._min.y(), v1.z() - b._min.z());
titr->_text->setPosition(v2);
root->addChild(createModel(_name, titr->_text.get()));
}
}
}
};
class scene : public osg::Referenced {
public:
scene(dxfLayerTable* lt = NULL);
virtual ~scene() {}
void setLayerTable(dxfLayerTable* lt);
void pushMatrix(const osg::Matrixd& m, bool protect = false)
{
_mStack.push_back(_m);
if (protect) // equivalent to setMatrix
_m = m;
else
_m = _m * m;
}
void popMatrix()
{
_mStack.pop_back();
if (_mStack.size())
_m = _mStack.back();
else
_m.makeIdentity();
}
void ocs(const osg::Matrixd& r)
{
_r = r;
}
void blockOffset(const osg::Vec3d& t)
{
_t = t;
}
void ocs_clear()
{
_r.makeIdentity();
}
osg::Matrixd& backMatrix() { if (_mStack.size()) return _mStack.back(); else return _m; }
osg::Vec3d addVertex(osg::Vec3d v);
osg::Vec3d addNormal(osg::Vec3d v);
sceneLayer* findOrCreateSceneLayer(const std::string & l)
{
sceneLayer* ly = _layers[l].get();
if (!ly) {
ly = new sceneLayer(l);
_layers[l] = ly;
}
return ly;
}
unsigned short correctedColorIndex(const std::string & l, unsigned short color);
void addPoint(const std::string & l, unsigned short color, osg::Vec3d & s);
void addLine(const std::string & l, unsigned short color, osg::Vec3d & s, osg::Vec3d & e);
void addLineStrip(const std::string & l, unsigned short color, std::vector<osg::Vec3d> & vertices);
void addLineLoop(const std::string & l, unsigned short color, std::vector<osg::Vec3d> & vertices);
void addTriangles(const std::string & l, unsigned short color, std::vector<osg::Vec3d> & vertices, bool inverted=false);
void addQuads(const std::string & l, unsigned short color, std::vector<osg::Vec3d> & vertices, bool inverted=false);
void addText(const std::string & l, unsigned short color, osg::Vec3d & point, osgText::Text *text);
osg::Group* scene2osg()
{
osg::Group* root = NULL;
osg::Group* child = NULL;
_b.makeMinValid();
osg::Vec3 v = osg::Vec3(_b._min.x(), _b._min.y(), _b._min.z());
double x = _b._min.x() - (double)v.x();
double y = _b._min.y() - (double)v.y();
double z = _b._min.z() - (double)v.z();
osg::Matrixd m = osg::Matrixd::translate(v);
root = new osg::MatrixTransform(m);
if (x || y || z) {
m = osg::Matrixd::translate(x,y,z);
child = new osg::MatrixTransform(m);
root->addChild(child);
} else {
child = root;
}
// root = mt;
for (std::map<std::string, osg::ref_ptr<sceneLayer> >::iterator litr = _layers.begin();
litr != _layers.end(); ++litr) {
sceneLayer* ly = (*litr).second.get();
if (!ly) continue;
osg::Group* lg = new osg::Group;
lg->setName((*litr).first);
child->addChild(lg);
ly->layer2osg(lg, _b);
}
return root;
}
protected:
osg::Matrixd _m;
osg::Matrixd _r;
osg::Vec3d _t;
bounds _b;
std::map<std::string, osg::ref_ptr<sceneLayer> > _layers;
std::vector<osg::Matrixd> _mStack;
dxfLayerTable* _layerTable;
};
#endif