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occt/src/DataExchange/TKDEVRML/VrmlData/VrmlData_Node.cxx
Pasukhin Dmitry 0947067ed5
Coding - Function guard update (#610)
- Removed verbose function header comments (name, purpose) across multiple C++ source files.
- Introduced a single-line separator comment before each function for consistent formatting.
- Applied the change in visualization, modeling, algorithms, foundation, and application framework modules.
2025-07-13 13:16:51 +01:00

595 lines
19 KiB
C++

// Created on: 2006-05-25
// Created by: Alexander GRIGORIEV
// Copyright (c) 2006-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <Precision.hxx>
#include <VrmlData_Appearance.hxx>
#include <VrmlData_ImageTexture.hxx>
#include <VrmlData_Material.hxx>
#include <VrmlData_ShapeNode.hxx>
#include <VrmlData_UnknownNode.hxx>
#include <VrmlData_Scene.hxx>
#include <VrmlData_InBuffer.hxx>
#include <VrmlData_Geometry.hxx>
#include <VrmlData_TextureTransform.hxx>
#include <VrmlData_Texture.hxx>
IMPLEMENT_STANDARD_RTTIEXT(VrmlData_Node, Standard_Transient)
#ifdef _MSC_VER
#define _CRT_SECURE_NO_DEPRECATE
#pragma warning(disable : 4996)
#endif
static VrmlData_Scene MyDefaultScene;
//=================================================================================================
Standard_Boolean IsEqual(const Handle(VrmlData_Node)& theOne, const Handle(VrmlData_Node)& theTwo)
{
Standard_Boolean aResult(Standard_False);
if (theOne->Name() != 0L && theTwo->Name() != 0L)
aResult = (strcmp(theOne->Name(), theTwo->Name()) == 0);
return aResult;
}
//=================================================================================================
VrmlData_Node::VrmlData_Node()
: myScene(&MyDefaultScene),
myName(0L)
{
}
//=================================================================================================
VrmlData_Node::VrmlData_Node(const VrmlData_Scene& theScene, const char* theName)
: myScene(&theScene)
{
if (theName == 0L)
theName = "";
setName(theName);
}
//=======================================================================
// function : Clone
// purpose : Create a copy of this node.
//=======================================================================
Handle(VrmlData_Node) VrmlData_Node::Clone(const Handle(VrmlData_Node)& theOther) const
{
if (theOther.IsNull() == Standard_False)
{
if (theOther->IsKind(DynamicType()) == Standard_False)
return NULL;
if (&theOther->Scene() == myScene)
theOther->myName = myName;
else
theOther->setName(myName);
}
return theOther;
}
//=================================================================================================
void VrmlData_Node::setName(const char* theName, const char* theSuffix)
{
size_t len[2] = {strlen(theName) + 1, 0};
if (theSuffix)
len[1] = strlen(theSuffix);
char* aName = (char*)Scene().Allocator()->Allocate(len[0] + len[1]);
myName = aName;
memcpy(aName, theName, len[0]);
if (len[1])
memcpy(&aName[len[0] - 1], theSuffix, len[1] + 1);
}
//=================================================================================================
Standard_Boolean VrmlData_Node::IsDefault() const
{
return Standard_False;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_Node::Write(const char*) const
{
return VrmlData_NotImplemented;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_Node::WriteClosing() const
{
VrmlData_ErrorStatus aResult = Scene().Status();
if (aResult == VrmlData_StatusOK || aResult == VrmlData_NotImplemented)
aResult = Scene().WriteLine("}", 0L, -GlobalIndent());
return aResult;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_Node::readBrace(VrmlData_InBuffer& theBuffer)
{
VrmlData_ErrorStatus aStatus;
if (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
if (theBuffer.LinePtr[0] == '}')
theBuffer.LinePtr++;
else
aStatus = VrmlData_VrmlFormatError;
}
return aStatus;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_Node::ReadBoolean(VrmlData_InBuffer& theBuffer,
Standard_Boolean& theResult)
{
VrmlData_ErrorStatus aStatus;
if (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "TRUE"))
theResult = Standard_True;
else if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "FALSE"))
theResult = Standard_False;
else
aStatus = VrmlData_BooleanInputError;
}
return aStatus;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_Node::ReadInteger(VrmlData_InBuffer& theBuffer, long& theResult)
{
VrmlData_ErrorStatus aStatus;
if (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
char* endptr;
long aResult;
aResult = strtol(theBuffer.LinePtr, &endptr, 10);
if (endptr == theBuffer.LinePtr)
aStatus = VrmlData_NumericInputError;
else
{
theResult = aResult;
theBuffer.LinePtr = endptr;
}
}
return aStatus;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_Node::ReadString(VrmlData_InBuffer& theBuffer,
TCollection_AsciiString& theResult)
{
VrmlData_ErrorStatus aStatus;
if (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
if (theBuffer.LinePtr[0] != '\"')
aStatus = VrmlData_StringInputError;
else
{
char* ptr = &theBuffer.LinePtr[1];
while (*ptr != '\0' && *ptr != '\"')
ptr++;
if (*ptr == '\0')
aStatus = VrmlData_StringInputError;
else
{
*ptr = '\0';
theResult = (Standard_CString)&theBuffer.LinePtr[1];
theBuffer.LinePtr = ptr + 1;
}
}
}
return aStatus;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_Node::ReadMultiString(
VrmlData_InBuffer& theBuffer,
NCollection_List<TCollection_AsciiString>& theResult)
{
VrmlData_ErrorStatus aStatus;
Standard_Boolean isBracketed(Standard_False);
// Read the list of URL
if (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
if (theBuffer.LinePtr[0] == '[')
{
theBuffer.LinePtr++;
isBracketed = Standard_True;
}
while (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
if (isBracketed && theBuffer.LinePtr[0] == ']')
{ // closing bracket
theBuffer.LinePtr++;
break;
}
TCollection_AsciiString aString;
if (!OK(aStatus, ReadString(theBuffer, aString)))
break;
theResult.Append(aString);
if (isBracketed == Standard_False || !OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
break;
if (theBuffer.LinePtr[0] == ',')
{
theBuffer.LinePtr++;
continue;
}
else if (theBuffer.LinePtr[0] == ']') // closing bracket
theBuffer.LinePtr++;
else
aStatus = VrmlData_VrmlFormatError;
break;
}
}
return aStatus;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_Node::ReadNode(VrmlData_InBuffer& theBuffer,
Handle(VrmlData_Node)& theNode,
const Handle(Standard_Type)& theType)
{
Handle(VrmlData_Node) aNode;
VrmlData_ErrorStatus aStatus;
// First line of a new node should identify this node type
if (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "USE"))
{
TCollection_AsciiString aName;
aStatus = VrmlData_Scene::ReadWord(theBuffer, aName);
if (aStatus == VrmlData_StatusOK)
{
aNode = myScene->FindNode(aName.ToCString(), theType);
if (aNode.IsNull())
aStatus = VrmlData_NodeNameUnknown;
// else
// aNode = aNode->Clone(0L);
}
}
// We create a relevant node using the line with the type ID
else if (OK(aStatus,
const_cast<VrmlData_Scene*>(myScene)->createNode(theBuffer, aNode, theType)))
if (aNode.IsNull() == Standard_False)
// The node data are read here, including the final closing brace
aStatus = aNode->Read(theBuffer);
if (aStatus == VrmlData_StatusOK)
theNode = aNode;
}
return aStatus;
}
//=================================================================================================
Handle(VrmlData_Node) VrmlData_ShapeNode::Clone(const Handle(VrmlData_Node)& theOther) const
{
Handle(VrmlData_ShapeNode) aResult =
Handle(VrmlData_ShapeNode)::DownCast(VrmlData_Node::Clone(theOther));
if (aResult.IsNull())
aResult = new VrmlData_ShapeNode(theOther.IsNull() ? Scene() : theOther->Scene(), Name());
if (&aResult->Scene() == &Scene())
{
aResult->SetAppearance(myAppearance);
aResult->SetGeometry(myGeometry);
}
else
{
// Create a dummy node to pass the different Scene instance to methods Clone
const Handle(VrmlData_UnknownNode) aDummyNode = new VrmlData_UnknownNode(aResult->Scene());
if (myAppearance.IsNull() == Standard_False)
aResult->SetAppearance(
Handle(VrmlData_Appearance)::DownCast(myAppearance->Clone(aDummyNode)));
if (myGeometry.IsNull() == Standard_False)
aResult->SetGeometry(Handle(VrmlData_Geometry)::DownCast(myGeometry->Clone(aDummyNode)));
}
return aResult;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_ShapeNode::Read(VrmlData_InBuffer& theBuffer)
{
VrmlData_ErrorStatus aStatus;
while (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "appearance"))
{
Handle(VrmlData_Node) aNode;
aStatus = ReadNode(theBuffer, aNode, STANDARD_TYPE(VrmlData_Appearance));
myAppearance = Handle(VrmlData_Appearance)::DownCast(aNode);
}
else if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "geometry"))
{
Handle(VrmlData_Node) aNode;
aStatus = ReadNode(theBuffer, aNode);
myGeometry = Handle(VrmlData_Geometry)::DownCast(aNode);
// here we do not check for the Geometry type because unknown node types can
// occur (IndexedLineSet, etc.)
// STANDARD_TYPE(VrmlData_Geometry));
}
else
break;
if (!OK(aStatus))
break;
}
// Read the terminating (closing) brace
if (OK(aStatus))
aStatus = readBrace(theBuffer);
return aStatus;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_ShapeNode::Write(const char* thePrefix) const
{
VrmlData_ErrorStatus aStatus(VrmlData_StatusOK);
const VrmlData_Scene& aScene = Scene();
static char header[] = "Shape {";
if (OK(aStatus, aScene.WriteLine(thePrefix, header, GlobalIndent())))
{
if (myAppearance.IsNull() == Standard_False)
aStatus = aScene.WriteNode("appearance", myAppearance);
if (myGeometry.IsNull() == Standard_False && OK(aStatus))
aStatus = aScene.WriteNode("geometry", myGeometry);
aStatus = WriteClosing();
}
return aStatus;
}
//=================================================================================================
Standard_Boolean VrmlData_ShapeNode::IsDefault() const
{
Standard_Boolean aResult(Standard_True);
if (myGeometry.IsNull() == Standard_False)
aResult = myGeometry->IsDefault();
return aResult;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_UnknownNode::Read(VrmlData_InBuffer& theBuffer)
{
VrmlData_ErrorStatus aStatus = VrmlData_StatusOK;
Standard_Integer aLevelCounter(0);
// This loop searches for any opening brace.
// Such brace increments the level counter. A closing brace decrements
// the counter. The loop terminates when the counter becomes negative.
while (aLevelCounter >= 0 && OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
int aChar;
while ((aChar = theBuffer.LinePtr[0]) != '\0')
{
theBuffer.LinePtr++;
if (aChar == '{')
{
aLevelCounter++;
break;
}
else if (aChar == '}')
{
aLevelCounter--;
break;
}
}
}
return aStatus;
}
//=================================================================================================
Standard_Boolean VrmlData_UnknownNode::IsDefault() const
{
return Standard_True;
}
//=================================================================================================
Handle(VrmlData_Node) VrmlData_Appearance::Clone(const Handle(VrmlData_Node)& theOther) const
{
Handle(VrmlData_Appearance) aResult =
Handle(VrmlData_Appearance)::DownCast(VrmlData_Node::Clone(theOther));
if (aResult.IsNull())
aResult = new VrmlData_Appearance(theOther.IsNull() ? Scene() : theOther->Scene(), Name());
if (&aResult->Scene() == &Scene())
{
aResult->SetMaterial(myMaterial);
aResult->SetTexture(myTexture);
aResult->SetTextureTransform(myTTransform);
}
else
{
// Create a dummy node to pass the different Scene instance to methods Clone
const Handle(VrmlData_UnknownNode) aDummyNode = new VrmlData_UnknownNode(aResult->Scene());
if (myMaterial.IsNull() == Standard_False)
aResult->SetMaterial(Handle(VrmlData_Material)::DownCast(myMaterial->Clone(aDummyNode)));
if (myTexture.IsNull() == Standard_False)
aResult->SetTexture(Handle(VrmlData_Texture)::DownCast(myTexture->Clone(aDummyNode)));
if (myTTransform.IsNull() == Standard_False)
aResult->SetTextureTransform(
Handle(VrmlData_TextureTransform)::DownCast(myTTransform->Clone(aDummyNode)));
}
return aResult;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_Appearance::Read(VrmlData_InBuffer& theBuffer)
{
VrmlData_ErrorStatus aStatus;
while (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "material"))
{
Handle(VrmlData_Node) aNode;
aStatus = ReadNode(theBuffer, aNode, STANDARD_TYPE(VrmlData_Material));
myMaterial = Handle(VrmlData_Material)::DownCast(aNode);
}
else if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "textureTransform"))
{
Handle(VrmlData_Node) aNode;
aStatus = ReadNode(theBuffer, aNode
/*,STANDARD_TYPE(VrmlData_TextureTransform)*/);
myTTransform = Handle(VrmlData_TextureTransform)::DownCast(aNode);
}
else if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "texture"))
{
Handle(VrmlData_Node) aNode;
aStatus = ReadNode(theBuffer, aNode, STANDARD_TYPE(VrmlData_Texture));
myTexture = Handle(VrmlData_Texture)::DownCast(aNode);
}
else
break;
if (!OK(aStatus))
break;
}
// Read the terminating (closing) brace
if (OK(aStatus))
aStatus = readBrace(theBuffer);
return aStatus;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_Appearance::Write(const char* thePrefix) const
{
static char header[] = "Appearance {";
VrmlData_ErrorStatus aStatus;
const VrmlData_Scene& aScene = Scene();
if (OK(aStatus, aScene.WriteLine(thePrefix, header, GlobalIndent())))
{
if (myMaterial.IsNull() == Standard_False)
aStatus = aScene.WriteNode("material", myMaterial);
if (myTexture.IsNull() == Standard_False && OK(aStatus))
aStatus = aScene.WriteNode("texture", myTexture);
if (myTTransform.IsNull() == Standard_False && OK(aStatus))
aStatus = aScene.WriteNode("textureTransform", myTTransform);
aStatus = WriteClosing();
}
return aStatus;
}
//=================================================================================================
Standard_Boolean VrmlData_Appearance::IsDefault() const
{
Standard_Boolean aResult(Standard_True);
if (myMaterial.IsNull() == Standard_False)
aResult = myMaterial->IsDefault();
if (aResult && myTexture.IsNull() == Standard_False)
aResult = myTexture->IsDefault();
if (aResult && myTTransform.IsNull() == Standard_False)
aResult = myTTransform->IsDefault();
return aResult;
}
//=================================================================================================
VrmlData_ImageTexture::VrmlData_ImageTexture(const VrmlData_Scene& theScene,
const char* theName,
const char* theURL,
const Standard_Boolean theRepS,
const Standard_Boolean theRepT)
: VrmlData_Texture(theScene, theName, theRepS, theRepT),
myURL(theScene.Allocator())
{
myURL.Append(theURL ? (Standard_CString)theURL : "");
}
//=================================================================================================
Handle(VrmlData_Node) VrmlData_ImageTexture::Clone(const Handle(VrmlData_Node)& theOther) const
{
Handle(VrmlData_ImageTexture) aResult =
Handle(VrmlData_ImageTexture)::DownCast(VrmlData_Node::Clone(theOther));
if (aResult.IsNull())
aResult = new VrmlData_ImageTexture(theOther.IsNull() ? Scene() : theOther->Scene(), Name());
aResult->myURL = myURL;
return aResult;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_ImageTexture::Read(VrmlData_InBuffer& theBuffer)
{
VrmlData_ErrorStatus aStatus;
Standard_Boolean aRepeatS(Standard_True), aRepeatT(Standard_True);
myURL.Clear();
while (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer)))
{
if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "url"))
aStatus = ReadMultiString(theBuffer, myURL);
else if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "repeatS"))
aStatus = ReadBoolean(theBuffer, aRepeatS);
else if (VRMLDATA_LCOMPARE(theBuffer.LinePtr, "repeatT"))
aStatus = ReadBoolean(theBuffer, aRepeatT);
else
break;
if (!OK(aStatus))
break;
}
if (OK(aStatus) && OK(aStatus, readBrace(theBuffer)))
{
SetRepeatS(aRepeatS);
SetRepeatT(aRepeatT);
}
return aStatus;
}
//=================================================================================================
VrmlData_ErrorStatus VrmlData_ImageTexture::Write(const char* thePrefix) const
{
VrmlData_ErrorStatus aStatus = VrmlData_StatusOK;
const VrmlData_Scene& aScene = Scene();
static char header[] = "ImageTexture {";
if (aScene.IsDummyWrite() == Standard_False
&& OK(aStatus, aScene.WriteLine(thePrefix, header, GlobalIndent())))
{
TCollection_AsciiString url = "\"";
url += URL().First();
url += "\"";
try
{
aStatus = aScene.WriteLine("url ", url.ToCString());
}
catch (...)
{
}
aStatus = WriteClosing();
}
return aStatus;
}