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https://gitlab.com/kicad/code/kicad.git
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eff75b630f
We are using C++14 where there is no reason for this and is banned in C++20 under P1766R1. MSVC generates a warning under C++14 as a reminder.
100 lines
3.7 KiB
C
100 lines
3.7 KiB
C
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2015 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file c3dmodel.h
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* @brief define an internal structure to be used by the 3D renders
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*/
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#ifndef C3DMODEL_H
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#define C3DMODEL_H
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#include "plugins/3dapi/xv3d_types.h"
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struct SMATERIAL
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{
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SFVEC3F m_Ambient; //
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SFVEC3F m_Diffuse; ///< Default diffuse color if m_Color is NULL
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SFVEC3F m_Emissive; //
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SFVEC3F m_Specular; //
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float m_Shininess; //
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float m_Transparency; ///< 1.0 is completely transparent, 0.0 completely opaque
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// !TODO: to be implemented
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/*struct textures
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{
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wxString m_Ambient; // map_Ka
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wxString m_Diffuse; // map_Kd
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wxString m_Specular; // map_Ks
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wxString m_Specular_highlight; // map_Ns
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wxString m_Bump; // map_bump, bump
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wxString m_Displacement; // disp
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wxString m_Alpha; // map_d
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};*/
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};
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/// Per-vertex normal/color/texcoors structure.
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/// CONDITIONS:
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/// m_Positions size == m_Normals size == m_Texcoords size == m_Color size
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/// m_Texcoords can be NULL, textures will not be applied in that case
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/// m_Color can be NULL, it will use the m_Diffuse color for every triangle
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/// any m_FaceIdx must be an index of a the element lists
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/// m_MaterialIdx must be an existent material index stored in the parent model
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/// SCALES:
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/// m_Positions units are in mm, example:
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/// 0.1 unit == 0.1 mm
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/// 1.0 unit == 1.0 mm
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/// 10.0 unit == 10.0 mm
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///
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/// To convert this units to pcbunits, use the conversion facto UNITS3D_TO_UNITSPCB
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///
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/// m_Normals, m_Color and m_Texcoords are between 0.0f and 1.0f
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struct SMESH
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{
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unsigned int m_VertexSize; ///< Number of vertex in the arrays
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SFVEC3F *m_Positions; ///< Vertex position array
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SFVEC3F *m_Normals; ///< Vertex normals array
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SFVEC2F *m_Texcoords; ///< Vertex texture coordinates array, can be NULL
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SFVEC3F *m_Color; ///< Vertex color array, can be NULL
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unsigned int m_FaceIdxSize; ///< Number of elements of the m_FaceIdx array
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unsigned int *m_FaceIdx; ///< Triangle Face Indexes
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unsigned int m_MaterialIdx; ///< Material Index to be used in this mesh (must be < m_MaterialsSize )
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};
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/// Store the a model based on meshes and materials
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struct S3DMODEL
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{
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unsigned int m_MeshesSize; ///< Number of meshes in the array
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SMESH *m_Meshes; ///< The meshes list of this model
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unsigned int m_MaterialsSize; ///< Number of materials in the material array
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SMATERIAL *m_Materials; ///< The materials list of this model
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};
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#endif // C3DMODEL_H
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