#include "solvespace.h" #include void SolveSpace::ExportSectionTo(char *filename) { Vector gn = (SS.GW.projRight).Cross(SS.GW.projUp); gn = gn.WithMagnitude(1); Group *g = SK.GetGroup(SS.GW.activeGroup); g->GenerateDisplayItems(); if(g->displayMesh.l.n == 0) { Error("No solid model present; draw one with extrudes and revolves, " "or use Export 2d View to export bare lines and curves."); return; } // The plane in which the exported section lies; need this because we'll // reorient from that plane into the xy plane before exporting. Vector origin, u, v, n; double d; SS.GW.GroupSelection(); #define gs (SS.GW.gs) if((gs.n == 0 && g->activeWorkplane.v != Entity::FREE_IN_3D.v)) { Entity *wrkpl = SK.GetEntity(g->activeWorkplane); origin = wrkpl->WorkplaneGetOffset(); n = wrkpl->Normal()->NormalN(); u = wrkpl->Normal()->NormalU(); v = wrkpl->Normal()->NormalV(); } else if(gs.n == 1 && gs.faces == 1) { Entity *face = SK.GetEntity(gs.entity[0]); origin = face->FaceGetPointNum(); n = face->FaceGetNormalNum(); if(n.Dot(gn) < 0) n = n.ScaledBy(-1); u = n.Normal(0); v = n.Normal(1); } else if(gs.n == 3 && gs.vectors == 2 && gs.points == 1) { Vector ut = SK.GetEntity(gs.entity[0])->VectorGetNum(), vt = SK.GetEntity(gs.entity[1])->VectorGetNum(); ut = ut.WithMagnitude(1); vt = vt.WithMagnitude(1); if(fabs(SS.GW.projUp.Dot(vt)) < fabs(SS.GW.projUp.Dot(ut))) { SWAP(Vector, ut, vt); } if(SS.GW.projRight.Dot(ut) < 0) ut = ut.ScaledBy(-1); if(SS.GW.projUp. Dot(vt) < 0) vt = vt.ScaledBy(-1); origin = SK.GetEntity(gs.point[0])->PointGetNum(); n = ut.Cross(vt); u = ut.WithMagnitude(1); v = (n.Cross(u)).WithMagnitude(1); } else { Error("Bad selection for export section. Please select:\r\n\r\n" " * nothing, with an active workplane " "(workplane is section plane)\r\n" " * a face (section plane through face)\r\n" " * a point and two line segments " "(plane through point and parallel to lines)\r\n"); return; } SS.GW.ClearSelection(); n = n.WithMagnitude(1); d = origin.Dot(n); SEdgeList el; ZERO(&el); SBezierList bl; ZERO(&bl); g->runningShell.MakeSectionEdgesInto(n, d, &el, (SS.exportPwlCurves || fabs(SS.exportOffset) > LENGTH_EPS) ? NULL : &bl); el.CullExtraneousEdges(); bl.CullIdenticalBeziers(); // And write the edges. VectorFileWriter *out = VectorFileWriter::ForFile(filename); if(out) { // parallel projection (no perspective), and no mesh ExportLinesAndMesh(&el, &bl, NULL, u, v, n, origin, 0, out); } el.Clear(); bl.Clear(); } void SolveSpace::ExportViewTo(char *filename) { int i; SEdgeList edges; ZERO(&edges); SBezierList beziers; ZERO(&beziers); SMesh *sm = NULL; if(SS.GW.showShaded) { Group *g = SK.GetGroup(SS.GW.activeGroup); g->GenerateDisplayItems(); sm = &(g->displayMesh); } if(sm->l.n == 0) { sm = NULL; } for(i = 0; i < SK.entity.n; i++) { Entity *e = &(SK.entity.elem[i]); if(!e->IsVisible()) continue; if(e->construction) continue; if(SS.exportPwlCurves || (sm && !SS.GW.showHdnLines) || fabs(SS.exportOffset) > LENGTH_EPS) { // We will be doing hidden line removal, which we can't do on // exact curves; so we need things broken down to pwls. Same // problem with cutter radius compensation. e->GenerateEdges(&edges); } else { e->GenerateBezierCurves(&beziers); } } if(SS.GW.showEdges) { Group *g = SK.GetGroup(SS.GW.activeGroup); g->GenerateDisplayItems(); SEdgeList *selr = &(g->displayEdges); SEdge *se; for(se = selr->l.First(); se; se = selr->l.NextAfter(se)) { edges.AddEdge(se->a, se->b); } } Vector u = SS.GW.projRight, v = SS.GW.projUp, n = u.Cross(v), origin = SS.GW.offset.ScaledBy(-1); VectorFileWriter *out = VectorFileWriter::ForFile(filename); if(out) { ExportLinesAndMesh(&edges, &beziers, sm, u, v, n, origin, SS.cameraTangent*SS.GW.scale, out); } edges.Clear(); beziers.Clear(); } void SolveSpace::ExportLinesAndMesh(SEdgeList *sel, SBezierList *sbl, SMesh *sm, Vector u, Vector v, Vector n, Vector origin, double cameraTan, VectorFileWriter *out) { double s = 1.0 / SS.exportScale; // Project into the export plane; so when we're done, z doesn't matter, // and x and y are what goes in the DXF. SEdge *e; for(e = sel->l.First(); e; e = sel->l.NextAfter(e)) { // project into the specified csys, and apply export scale (e->a) = e->a.InPerspective(u, v, n, origin, cameraTan).ScaledBy(s); (e->b) = e->b.InPerspective(u, v, n, origin, cameraTan).ScaledBy(s); } SBezier *b; if(sbl) { for(b = sbl->l.First(); b; b = sbl->l.NextAfter(b)) { *b = b->InPerspective(u, v, n, origin, cameraTan); int i; for(i = 0; i <= b->deg; i++) { b->ctrl[i] = (b->ctrl[i]).ScaledBy(s); } } } // If cutter radius compensation is requested, then perform it now if(fabs(SS.exportOffset) > LENGTH_EPS) { // assemble those edges into a polygon, and clear the edge list SPolygon sp; ZERO(&sp); sel->AssemblePolygon(&sp, NULL); sel->Clear(); SPolygon compd; ZERO(&compd); sp.normal = Vector::From(0, 0, -1); sp.FixContourDirections(); sp.OffsetInto(&compd, SS.exportOffset); sp.Clear(); compd.MakeEdgesInto(sel); compd.Clear(); } // Now the triangle mesh; project, then build a BSP to perform // occlusion testing and generated the shaded surfaces. SMesh smp; ZERO(&smp); if(sm) { Vector l0 = (SS.lightDir[0]).WithMagnitude(1), l1 = (SS.lightDir[1]).WithMagnitude(1); STriangle *tr; for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) { STriangle tt = *tr; tt.a = (tt.a).InPerspective(u, v, n, origin, cameraTan).ScaledBy(s); tt.b = (tt.b).InPerspective(u, v, n, origin, cameraTan).ScaledBy(s); tt.c = (tt.c).InPerspective(u, v, n, origin, cameraTan).ScaledBy(s); // And calculate lighting for the triangle Vector n = tt.Normal().WithMagnitude(1); double lighting = SS.ambientIntensity + max(0, (SS.lightIntensity[0])*(n.Dot(l0))) + max(0, (SS.lightIntensity[1])*(n.Dot(l1))); double r = min(1, REDf (tt.meta.color)*lighting), g = min(1, GREENf(tt.meta.color)*lighting), b = min(1, BLUEf (tt.meta.color)*lighting); tt.meta.color = RGBf(r, g, b); smp.AddTriangle(&tt); } } // Use the BSP routines to generate the split triangles in paint order. SBsp3 *bsp = SBsp3::FromMesh(&smp); SMesh sms; ZERO(&sms); bsp->GenerateInPaintOrder(&sms); // And cull the back-facing triangles STriangle *tr; sms.l.ClearTags(); for(tr = sms.l.First(); tr; tr = sms.l.NextAfter(tr)) { Vector n = tr->Normal(); if(n.z < 0) { tr->tag = 1; } } sms.l.RemoveTagged(); // And now we perform hidden line removal if requested SEdgeList hlrd; ZERO(&hlrd); if(sm && !SS.GW.showHdnLines) { SKdNode *root = SKdNode::From(&smp); // Generate the edges where a curved surface turns from front-facing // to back-facing. if(SS.GW.showEdges) { root->MakeTurningEdgesInto(sel); } root->ClearTags(); int cnt = 1234; SEdge *se; for(se = sel->l.First(); se; se = sel->l.NextAfter(se)) { SEdgeList out; ZERO(&out); // Split the original edge against the mesh out.AddEdge(se->a, se->b); root->OcclusionTestLine(*se, &out, cnt); // the occlusion test splits unnecessarily; so fix those out.MergeCollinearSegments(se->a, se->b); cnt++; // And add the results to our output SEdge *sen; for(sen = out.l.First(); sen; sen = out.l.NextAfter(sen)) { hlrd.AddEdge(sen->a, sen->b); } out.Clear(); } sel = &hlrd; } // Now write the lines and triangles to the output file out->Output(sel, sbl, &sms); smp.Clear(); sms.Clear(); hlrd.Clear(); } double VectorFileWriter::MmToPts(double mm) { // 72 points in an inch return (mm/25.4)*72; } bool VectorFileWriter::StringEndsIn(char *str, char *ending) { int i, ls = strlen(str), le = strlen(ending); if(ls < le) return false; for(i = 0; i < le; i++) { if(tolower(ending[le-i-1]) != tolower(str[ls-i-1])) { return false; } } return true; } VectorFileWriter *VectorFileWriter::ForFile(char *filename) { VectorFileWriter *ret; if(StringEndsIn(filename, ".dxf")) { static DxfFileWriter DxfWriter; ret = &DxfWriter; } else if(StringEndsIn(filename, ".ps") || StringEndsIn(filename, ".eps")) { static EpsFileWriter EpsWriter; ret = &EpsWriter; } else if(StringEndsIn(filename, ".pdf")) { static PdfFileWriter PdfWriter; ret = &PdfWriter; } else if(StringEndsIn(filename, ".svg")) { static SvgFileWriter SvgWriter; ret = &SvgWriter; } else if(StringEndsIn(filename, ".plt")||StringEndsIn(filename, ".hpgl")) { static HpglFileWriter HpglWriter; ret = &HpglWriter; } else { Error("Can't identify output file type from file extension of " "filename '%s'; try .dxf, .svg, .plt, .hpgl, .pdf, .eps, or .ps.", filename); return NULL; } FILE *f = fopen(filename, "wb"); if(!f) { Error("Couldn't write to '%s'", filename); return NULL; } ret->f = f; return ret; } void VectorFileWriter::Output(SEdgeList *sel, SBezierList *sbl, SMesh *sm) { STriangle *tr; SEdge *e; SBezier *b; // First calculate the bounding box. ptMin = Vector::From(VERY_POSITIVE, VERY_POSITIVE, VERY_POSITIVE); ptMax = Vector::From(VERY_NEGATIVE, VERY_NEGATIVE, VERY_NEGATIVE); if(sel) { for(e = sel->l.First(); e; e = sel->l.NextAfter(e)) { (e->a).MakeMaxMin(&ptMax, &ptMin); (e->b).MakeMaxMin(&ptMax, &ptMin); } } if(sm) { for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) { (tr->a).MakeMaxMin(&ptMax, &ptMin); (tr->b).MakeMaxMin(&ptMax, &ptMin); (tr->c).MakeMaxMin(&ptMax, &ptMin); } } if(sbl) { for(b = sbl->l.First(); b; b = sbl->l.NextAfter(b)) { int i; for(i = 0; i <= b->deg; i++) { (b->ctrl[i]).MakeMaxMin(&ptMax, &ptMin); } } } StartFile(); if(sm && SS.exportShadedTriangles) { for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) { Triangle(tr); } } if(sel) { for(e = sel->l.First(); e; e = sel->l.NextAfter(e)) { LineSegment(e->a.x, e->a.y, e->b.x, e->b.y); } } if(sbl) { for(b = sbl->l.First(); b; b = sbl->l.NextAfter(b)) { Bezier(b); } } FinishAndCloseFile(); } void VectorFileWriter::BezierAsPwl(SBezier *sb) { List lv; ZERO(&lv); sb->MakePwlInto(&lv); int i; for(i = 1; i < lv.n; i++) { LineSegment(lv.elem[i-1].x, lv.elem[i-1].y, lv.elem[i ].x, lv.elem[i ].y); } lv.Clear(); } void VectorFileWriter::BezierAsNonrationalCubic(SBezier *sb, int depth) { Vector t0 = sb->TangentAt(0), t1 = sb->TangentAt(1); // The curve is correct, and the first derivatives are correct, at the // endpoints. SBezier bnr = SBezier::From( sb->Start(), sb->Start().Plus(t0.ScaledBy(1.0/3)), sb->Finish().Minus(t1.ScaledBy(1.0/3)), sb->Finish()); double tol = SS.ChordTolMm() / SS.exportScale; // Arbitrary choice, but make it a little finer than pwl tolerance since // it should be easier to achieve that with the smooth curves. tol /= 2; bool closeEnough = true; int i; for(i = 1; i <= 3; i++) { double t = i/4.0; Vector p0 = sb->PointAt(t), pn = bnr.PointAt(t); double d = (p0.Minus(pn)).Magnitude(); if(d > tol) { closeEnough = false; } } if(closeEnough || depth > 3) { Bezier(&bnr); } else { SBezier bef, aft; sb->SplitAt(0.5, &bef, &aft); BezierAsNonrationalCubic(&bef, depth+1); BezierAsNonrationalCubic(&aft, depth+1); } } //----------------------------------------------------------------------------- // Routines for DXF export //----------------------------------------------------------------------------- void DxfFileWriter::StartFile(void) { // Some software, like Adobe Illustrator, insists on a header. fprintf(f, " 999\r\n" "file created by SolveSpace\r\n" " 0\r\n" "SECTION\r\n" " 2\r\n" "HEADER\r\n" " 9\r\n" "$ACADVER\r\n" " 1\r\n" "AC1006\r\n" " 9\r\n" "$ANGDIR\r\n" " 70\r\n" "0\r\n" " 9\r\n" "$AUNITS\r\n" " 70\r\n" "0\r\n" " 9\r\n" "$AUPREC\r\n" " 70\r\n" "0\r\n" " 9\r\n" "$INSBASE\r\n" " 10\r\n" "0.0\r\n" " 20\r\n" "0.0\r\n" " 30\r\n" "0.0\r\n" " 9\r\n" "$EXTMIN\r\n" " 10\r\n" "0.0\r\n" " 20\r\n" "0.0\r\n" " 9\r\n" "$EXTMAX\r\n" " 10\r\n" "10000.0\r\n" " 20\r\n" "10000.0\r\n" " 0\r\n" "ENDSEC\r\n"); // Then start the entities. fprintf(f, " 0\r\n" "SECTION\r\n" " 2\r\n" "ENTITIES\r\n"); } void DxfFileWriter::LineSegment(double x0, double y0, double x1, double y1) { fprintf(f, " 0\r\n" "LINE\r\n" " 8\r\n" // Layer code "%d\r\n" " 10\r\n" // xA "%.6f\r\n" " 20\r\n" // yA "%.6f\r\n" " 30\r\n" // zA "%.6f\r\n" " 11\r\n" // xB "%.6f\r\n" " 21\r\n" // yB "%.6f\r\n" " 31\r\n" // zB "%.6f\r\n", 0, x0, y0, 0.0, x1, y1, 0.0); } void DxfFileWriter::Triangle(STriangle *tr) { } void DxfFileWriter::Bezier(SBezier *sb) { Vector c, n = Vector::From(0, 0, 1); double r; if(sb->IsCircle(n, &c, &r)) { double theta0 = atan2(sb->ctrl[0].y - c.y, sb->ctrl[0].x - c.x), theta1 = atan2(sb->ctrl[2].y - c.y, sb->ctrl[2].x - c.x), dtheta = WRAP_SYMMETRIC(theta1 - theta0, 2*PI); if(dtheta < 0) { SWAP(double, theta0, theta1); } fprintf(f, " 0\r\n" "ARC\r\n" " 8\r\n" // Layer code "%d\r\n" " 10\r\n" // x "%.6f\r\n" " 20\r\n" // y "%.6f\r\n" " 30\r\n" // z "%.6f\r\n" " 40\r\n" // radius "%.6f\r\n" " 50\r\n" // start angle "%.6f\r\n" " 51\r\n" // end angle "%.6f\r\n", 0, c.x, c.y, 0.0, r, theta0*180/PI, theta1*180/PI); } else { BezierAsPwl(sb); } } void DxfFileWriter::FinishAndCloseFile(void) { fprintf(f, " 0\r\n" "ENDSEC\r\n" " 0\r\n" "EOF\r\n" ); fclose(f); } //----------------------------------------------------------------------------- // Routines for EPS output //----------------------------------------------------------------------------- void EpsFileWriter::StartFile(void) { fprintf(f, "%%!PS-Adobe-2.0\r\n" "%%%%Creator: SolveSpace\r\n" "%%%%Title: title\r\n" "%%%%Pages: 0\r\n" "%%%%PageOrder: Ascend\r\n" "%%%%BoundingBox: 0 0 %d %d\r\n" "%%%%HiResBoundingBox: 0 0 %.3f %.3f\r\n" "%%%%EndComments\r\n" "\r\n" "gsave\r\n" "\r\n", (int)ceil(MmToPts(ptMax.x - ptMin.x)), (int)ceil(MmToPts(ptMax.y - ptMin.y)), MmToPts(ptMax.x - ptMin.x), MmToPts(ptMax.y - ptMin.y)); } void EpsFileWriter::LineSegment(double x0, double y0, double x1, double y1) { fprintf(f, "newpath\r\n" " %.3f %.3f moveto\r\n" " %.3f %.3f lineto\r\n" " 1 setlinewidth\r\n" " 0 setgray\r\n" "stroke\r\n", MmToPts(x0 - ptMin.x), MmToPts(y0 - ptMin.y), MmToPts(x1 - ptMin.x), MmToPts(y1 - ptMin.y)); } void EpsFileWriter::Triangle(STriangle *tr) { fprintf(f, "%.3f %.3f %.3f setrgbcolor\r\n" "newpath\r\n" " %.3f %.3f moveto\r\n" " %.3f %.3f lineto\r\n" " %.3f %.3f lineto\r\n" " closepath\r\n" "fill\r\n", REDf(tr->meta.color), GREENf(tr->meta.color), BLUEf(tr->meta.color), MmToPts(tr->a.x - ptMin.x), MmToPts(tr->a.y - ptMin.y), MmToPts(tr->b.x - ptMin.x), MmToPts(tr->b.y - ptMin.y), MmToPts(tr->c.x - ptMin.x), MmToPts(tr->c.y - ptMin.y)); // same issue with cracks, stroke it to avoid them double sw = max(ptMax.x - ptMin.x, ptMax.y - ptMin.y) / 1000; fprintf(f, "%.3f %.3f %.3f setrgbcolor\r\n" "%.3f setlinewidth\r\n" "newpath\r\n" " %.3f %.3f moveto\r\n" " %.3f %.3f lineto\r\n" " %.3f %.3f lineto\r\n" " closepath\r\n" "stroke\r\n", REDf(tr->meta.color), GREENf(tr->meta.color), BLUEf(tr->meta.color), MmToPts(sw), MmToPts(tr->a.x - ptMin.x), MmToPts(tr->a.y - ptMin.y), MmToPts(tr->b.x - ptMin.x), MmToPts(tr->b.y - ptMin.y), MmToPts(tr->c.x - ptMin.x), MmToPts(tr->c.y - ptMin.y)); } void EpsFileWriter::Bezier(SBezier *sb) { Vector c, n = Vector::From(0, 0, 1); double r; if(sb->IsCircle(n, &c, &r)) { Vector p0 = sb->ctrl[0], p1 = sb->ctrl[2]; double theta0 = atan2(p0.y - c.y, p0.x - c.x), theta1 = atan2(p1.y - c.y, p1.x - c.x), dtheta = WRAP_SYMMETRIC(theta1 - theta0, 2*PI); if(dtheta < 0) { SWAP(double, theta0, theta1); SWAP(Vector, p0, p1); } fprintf(f, "newpath\r\n" " %.3f %.3f moveto\r\n" " %.3f %.3f %.3f %.3f %.3f arc\r\n" " 1 setlinewidth\r\n" " 0 setgray\r\n" "stroke\r\n", MmToPts(p0.x - ptMin.x), MmToPts(p0.y - ptMin.y), MmToPts(c.x - ptMin.x), MmToPts(c.y - ptMin.y), MmToPts(r), theta0*180/PI, theta1*180/PI); } else if(sb->deg == 3 && !sb->IsRational()) { fprintf(f, "newpath\r\n" " %.3f %.3f moveto\r\n" " %.3f %.3f %.3f %.3f %.3f %.3f curveto\r\n" " 1 setlinewidth\r\n" " 0 setgray\r\n" "stroke\r\n", MmToPts(sb->ctrl[0].x - ptMin.x), MmToPts(sb->ctrl[0].y - ptMin.y), MmToPts(sb->ctrl[1].x - ptMin.x), MmToPts(sb->ctrl[1].y - ptMin.y), MmToPts(sb->ctrl[2].x - ptMin.x), MmToPts(sb->ctrl[2].y - ptMin.y), MmToPts(sb->ctrl[3].x - ptMin.x), MmToPts(sb->ctrl[3].y - ptMin.y)); } else { BezierAsNonrationalCubic(sb); } } void EpsFileWriter::FinishAndCloseFile(void) { fprintf(f, "\r\n" "grestore\r\n" "\r\n"); fclose(f); } //----------------------------------------------------------------------------- // Routines for PDF output, some extra complexity because we have to generate // a correct xref table. //----------------------------------------------------------------------------- void PdfFileWriter::StartFile(void) { fprintf(f, "%%PDF-1.1\r\n" "%%%c%c%c%c\r\n", 0xe2, 0xe3, 0xcf, 0xd3); xref[1] = ftell(f); fprintf(f, "1 0 obj\r\n" " << /Type /Catalog\r\n" " /Outlines 2 0 R\r\n" " /Pages 3 0 R\r\n" " >>\r\n" "endobj\r\n"); xref[2] = ftell(f); fprintf(f, "2 0 obj\r\n" " << /Type /Outlines\r\n" " /Count 0\r\n" " >>\r\n" "endobj\r\n"); xref[3] = ftell(f); fprintf(f, "3 0 obj\r\n" " << /Type /Pages\r\n" " /Kids [4 0 R]\r\n" " /Count 1\r\n" " >>\r\n" "endobj\r\n"); xref[4] = ftell(f); fprintf(f, "4 0 obj\r\n" " << /Type /Page\r\n" " /Parent 3 0 R\r\n" " /MediaBox [0 0 %.3f %.3f]\r\n" " /Contents 5 0 R\r\n" " /Resources << /ProcSet 7 0 R\r\n" " /Font << /F1 8 0 R >>\r\n" " >>\r\n" " >>\r\n" "endobj\r\n", MmToPts(ptMax.x - ptMin.x), MmToPts(ptMax.y - ptMin.y)); xref[5] = ftell(f); fprintf(f, "5 0 obj\r\n" " << /Length 6 0 R >>\r\n" "stream\r\n"); bodyStart = ftell(f); } void PdfFileWriter::FinishAndCloseFile(void) { DWORD bodyEnd = ftell(f); fprintf(f, "endstream\r\n" "endobj\r\n"); xref[6] = ftell(f); fprintf(f, "6 0 obj\r\n" " %d\r\n" "endobj\r\n", bodyEnd - bodyStart); xref[7] = ftell(f); fprintf(f, "7 0 obj\r\n" " [/PDF /Text]\r\n" "endobj\r\n"); xref[8] = ftell(f); fprintf(f, "8 0 obj\r\n" " << /Type /Font\r\n" " /Subtype /Type1\r\n" " /Name /F1\r\n" " /BaseFont /Helvetica\r\n" " /Encoding /WinAnsiEncoding\r\n" " >>\r\n" "endobj\r\n"); xref[9] = ftell(f); fprintf(f, "9 0 obj\r\n" " << /Creator (SolveSpace)\r\n" " >>\r\n"); DWORD xrefStart = ftell(f); fprintf(f, "xref\r\n" "0 10\r\n" "0000000000 65535 f\r\n"); int i; for(i = 1; i <= 9; i++) { fprintf(f, "%010d %05d n\r\n", xref[i], 0); } fprintf(f, "\r\n" "trailer\r\n" " << /Size 10\r\n" " /Root 1 0 R\r\n" " /Info 9 0 R\r\n" " >>\r\n" "startxref\r\n" "%d\r\n" "%%%%EOF\r\n", xrefStart); fclose(f); } void PdfFileWriter::LineSegment(double x0, double y0, double x1, double y1) { fprintf(f, "1 w 0 0 0 RG\r\n" "%.3f %.3f m\r\n" "%.3f %.3f l\r\n" "S\r\n", MmToPts(x0 - ptMin.x), MmToPts(y0 - ptMin.y), MmToPts(x1 - ptMin.x), MmToPts(y1 - ptMin.y)); } void PdfFileWriter::Triangle(STriangle *tr) { double sw = max(ptMax.x - ptMin.x, ptMax.y - ptMin.y) / 1000; fprintf(f, "%.3f %.3f %.3f RG\r\n" "%.3f %.3f %.3f rg\r\n" "%.3f w\r\n" "%.3f %.3f m\r\n" "%.3f %.3f l\r\n" "%.3f %.3f l\r\n" "b\r\n", REDf(tr->meta.color), GREENf(tr->meta.color), BLUEf(tr->meta.color), REDf(tr->meta.color), GREENf(tr->meta.color), BLUEf(tr->meta.color), MmToPts(sw), MmToPts(tr->a.x - ptMin.x), MmToPts(tr->a.y - ptMin.y), MmToPts(tr->b.x - ptMin.x), MmToPts(tr->b.y - ptMin.y), MmToPts(tr->c.x - ptMin.x), MmToPts(tr->c.y - ptMin.y)); } void PdfFileWriter::Bezier(SBezier *sb) { if(sb->deg == 3 && !sb->IsRational()) { fprintf(f, "1 w 0 0 0 RG\r\n" "%.3f %.3f m\r\n" "%.3f %.3f %.3f %.3f %.3f %.3f c\r\n" "S\r\n", MmToPts(sb->ctrl[0].x - ptMin.x), MmToPts(sb->ctrl[0].y - ptMin.y), MmToPts(sb->ctrl[1].x - ptMin.x), MmToPts(sb->ctrl[1].y - ptMin.y), MmToPts(sb->ctrl[2].x - ptMin.x), MmToPts(sb->ctrl[2].y - ptMin.y), MmToPts(sb->ctrl[3].x - ptMin.x), MmToPts(sb->ctrl[3].y - ptMin.y)); } else { BezierAsNonrationalCubic(sb); } } //----------------------------------------------------------------------------- // Routines for SVG output //----------------------------------------------------------------------------- const char *SvgFileWriter::SVG_STYLE = "stroke-width='1' stroke='black' style='fill: none;'"; void SvgFileWriter::StartFile(void) { fprintf(f, "\r\n" "\r\n" "\r\n" "Exported SVG\r\n" "\r\n", ptMax.x - ptMin.x, ptMax.y - ptMin.y, ptMax.x - ptMin.x, ptMax.y - ptMin.y); } void SvgFileWriter::LineSegment(double x0, double y0, double x1, double y1) { // SVG uses a coordinate system with the origin at top left, +y down fprintf(f, "\r\n", (x0 - ptMin.x), (ptMax.y - y0), (x1 - ptMin.x), (ptMax.y - y1), SVG_STYLE); } void SvgFileWriter::Triangle(STriangle *tr) { // crispEdges turns of anti-aliasing, which tends to cause hairline // cracks between triangles; but there still is some cracking, so // specify a stroke width too, hope for around a pixel double sw = max(ptMax.x - ptMin.x, ptMax.y - ptMin.y) / 1000; fprintf(f, "\r\n", (tr->a.x - ptMin.x), (ptMax.y - tr->a.y), (tr->b.x - ptMin.x), (ptMax.y - tr->b.y), (tr->c.x - ptMin.x), (ptMax.y - tr->c.y), RED(tr->meta.color), GREEN(tr->meta.color), BLUE(tr->meta.color), sw, RED(tr->meta.color), GREEN(tr->meta.color), BLUE(tr->meta.color)); } void SvgFileWriter::Bezier(SBezier *sb) { Vector c, n = Vector::From(0, 0, 1); double r; if(sb->IsCircle(n, &c, &r)) { Vector p0 = sb->ctrl[0], p1 = sb->ctrl[2]; double theta0 = atan2(p0.y - c.y, p0.x - c.x), theta1 = atan2(p1.y - c.y, p1.x - c.x), dtheta = WRAP_SYMMETRIC(theta1 - theta0, 2*PI); // The arc must be less than 180 degrees, or else it couldn't have // been represented as a single rational Bezier. And arrange it // to run counter-clockwise, which corresponds to clockwise in // SVG's mirrored coordinate system. if(dtheta < 0) { SWAP(Vector, p0, p1); } fprintf(f, "\r\n", p0.x - ptMin.x, ptMax.y - p0.y, r, r, p1.x - ptMin.x, ptMax.y - p1.y, SVG_STYLE); } else if(!sb->IsRational()) { if(sb->deg == 1) { LineSegment(sb->ctrl[0].x, sb->ctrl[0].y, sb->ctrl[1].x, sb->ctrl[1].y); } else if(sb->deg == 2) { fprintf(f, "\r\n", sb->ctrl[0].x - ptMin.x, ptMax.y - sb->ctrl[0].y, sb->ctrl[1].x - ptMin.x, ptMax.y - sb->ctrl[1].y, sb->ctrl[2].x - ptMin.x, ptMax.y - sb->ctrl[2].y, SVG_STYLE); } else if(sb->deg == 3) { fprintf(f, "\r\n", sb->ctrl[0].x - ptMin.x, ptMax.y - sb->ctrl[0].y, sb->ctrl[1].x - ptMin.x, ptMax.y - sb->ctrl[1].y, sb->ctrl[2].x - ptMin.x, ptMax.y - sb->ctrl[2].y, sb->ctrl[3].x - ptMin.x, ptMax.y - sb->ctrl[3].y, SVG_STYLE); } } else { BezierAsNonrationalCubic(sb); } } void SvgFileWriter::FinishAndCloseFile(void) { fprintf(f, "\r\n\r\n"); fclose(f); } //----------------------------------------------------------------------------- // Routines for HPGL output //----------------------------------------------------------------------------- double HpglFileWriter::MmToHpglUnits(double mm) { return mm*40; } void HpglFileWriter::StartFile(void) { fprintf(f, "IN;\r\n"); fprintf(f, "SP1;\r\n"); } void HpglFileWriter::LineSegment(double x0, double y0, double x1, double y1) { fprintf(f, "PU%d,%d;\r\n", (int)MmToHpglUnits(x0), (int)MmToHpglUnits(y0)); fprintf(f, "PD%d,%d;\r\n", (int)MmToHpglUnits(x1), (int)MmToHpglUnits(y1)); } void HpglFileWriter::Triangle(STriangle *tr) { } void HpglFileWriter::Bezier(SBezier *sb) { BezierAsPwl(sb); } void HpglFileWriter::FinishAndCloseFile(void) { fclose(f); } //----------------------------------------------------------------------------- // Export the mesh as an STL file; it should always be vertex-to-vertex and // not self-intersecting, so not much to do. //----------------------------------------------------------------------------- void SolveSpace::ExportMeshTo(char *filename) { SMesh *m = &(SK.GetGroup(SS.GW.activeGroup)->displayMesh); if(m->l.n == 0) { Error("Active group mesh is empty; nothing to export."); return; } FILE *f = fopen(filename, "wb"); if(!f) { Error("Couldn't write to '%s'", filename); return; } char str[80]; memset(str, 0, sizeof(str)); strcpy(str, "STL exported mesh"); fwrite(str, 1, 80, f); DWORD n = m->l.n; fwrite(&n, 4, 1, f); double s = SS.exportScale; int i; for(i = 0; i < m->l.n; i++) { STriangle *tr = &(m->l.elem[i]); Vector n = tr->Normal().WithMagnitude(1); float w; w = (float)n.x; fwrite(&w, 4, 1, f); w = (float)n.y; fwrite(&w, 4, 1, f); w = (float)n.z; fwrite(&w, 4, 1, f); w = (float)((tr->a.x)/s); fwrite(&w, 4, 1, f); w = (float)((tr->a.y)/s); fwrite(&w, 4, 1, f); w = (float)((tr->a.z)/s); fwrite(&w, 4, 1, f); w = (float)((tr->b.x)/s); fwrite(&w, 4, 1, f); w = (float)((tr->b.y)/s); fwrite(&w, 4, 1, f); w = (float)((tr->b.z)/s); fwrite(&w, 4, 1, f); w = (float)((tr->c.x)/s); fwrite(&w, 4, 1, f); w = (float)((tr->c.y)/s); fwrite(&w, 4, 1, f); w = (float)((tr->c.z)/s); fwrite(&w, 4, 1, f); fputc(0, f); fputc(0, f); } fclose(f); } //----------------------------------------------------------------------------- // Export a view of the model as an image; we just take a screenshot, by // rendering the view in the usual way and then copying the pixels. //----------------------------------------------------------------------------- void SolveSpace::ExportAsPngTo(char *filename) { int w = (int)SS.GW.width, h = (int)SS.GW.height; // No guarantee that the back buffer contains anything valid right now, // so repaint the scene. And hide the toolbar too. int prevShowToolbar = SS.showToolbar; SS.showToolbar = false; SS.GW.Paint(w, h); SS.showToolbar = prevShowToolbar; FILE *f = fopen(filename, "wb"); if(!f) goto err; png_struct *png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); if(!png_ptr) goto err; png_info *info_ptr = png_create_info_struct(png_ptr); if(!png_ptr) goto err; if(setjmp(png_jmpbuf(png_ptr))) goto err; png_init_io(png_ptr, f); // glReadPixels wants to align things on 4-boundaries, and there's 3 // bytes per pixel. As long as the row width is divisible by 4, all // works out. w &= ~3; h &= ~3; png_set_IHDR(png_ptr, info_ptr, w, h, 8, PNG_COLOR_TYPE_RGB, PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_DEFAULT,PNG_FILTER_TYPE_DEFAULT); png_write_info(png_ptr, info_ptr); // Get the pixel data from the framebuffer BYTE *pixels = (BYTE *)AllocTemporary(3*w*h); BYTE **rowptrs = (BYTE **)AllocTemporary(h*sizeof(BYTE *)); glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixels); int y; for(y = 0; y < h; y++) { // gl puts the origin at lower left, but png puts it top left rowptrs[y] = pixels + ((h - 1) - y)*(3*w); } png_write_image(png_ptr, rowptrs); png_write_end(png_ptr, info_ptr); png_destroy_write_struct(&png_ptr, &info_ptr); fclose(f); return; err: Error("Error writing PNG file '%s'", filename); if(f) fclose(f); return; }