DIRECTORY CoordSys, CSG, SVScene, Filein3d, FS, Imager, ImagerColor, IO, Rope, SV2d, SV3d, SVArtwork, SVError, SVModelTypes, SVSceneTypes, SweepGeometry, TFI3d; Filein3dImpl: CEDAR PROGRAM IMPORTS CoordSys, CSG, SVScene, FS, ImagerColor, IO, Rope, SVArtwork, SVError, TFI3d EXPORTS Filein3d = BEGIN ArtworkClass: TYPE = SVModelTypes.ArtworkClass; Assembly: TYPE = SVSceneTypes.Assembly; AssemblyList: TYPE = SVSceneTypes.AssemblyList; Artwork: TYPE = SVModelTypes.Artwork; Color: TYPE = Imager.Color; CoordSystem: TYPE = SVModelTypes.CoordSystem; CoordSysList: TYPE = SVModelTypes.CoordSysList; FileCamera: TYPE = SVSceneTypes.FileCamera; LightSource: TYPE = SVModelTypes.LightSource; LightSourceList: TYPE = LIST OF LightSource; MasterObject: TYPE = SVSceneTypes.MasterObject; MasterObjectList: TYPE = SVSceneTypes.MasterObjectList; MasterObjectClass: TYPE = SVSceneTypes.MasterObjectClass; Material: TYPE = SVModelTypes.Material; Matrix3by3: TYPE = SV2d.Matrix3by3; Matrix4by4: TYPE = SV3d.Matrix4by4; NameList: TYPE = LIST OF Rope.ROPE; OMap: TYPE = SVModelTypes.OMap; Point2d: TYPE = SV2d.Point2d; Point3d: TYPE = SV3d.Point3d; PointSetOp: TYPE = SVSceneTypes.PointSetOp; -- {union, intersection, difference} Scene: TYPE = SVSceneTypes.Scene; SMap: TYPE = SVModelTypes.SMap; SpaceFunction: TYPE = REF SpaceFunctionObj; SpaceFunctionObj: TYPE = SVModelTypes.SpaceFunctionObj; Vector: TYPE = SV3d.Vector; LinearMesh: TYPE = REF LinearMeshRecord; LinearMeshRecord: TYPE = SweepGeometry.LinearMeshRecord; RevoluteMesh: TYPE = REF RevoluteMeshRecord; RevoluteMeshRecord: TYPE = SweepGeometry.RevoluteMeshRecord; LinearMeshArray: TYPE = SweepGeometry.LinearMeshArray; RevoluteMeshArray: TYPE = SweepGeometry.RevoluteMeshArray; FileinScene: PUBLIC PROC [scene: Scene, f: IO.STREAM, wdirForAIS: Rope.ROPE] = { csList: CoordSysList; worldCS: CoordSystem; sceneName: Rope.ROPE; version: REAL; restOfVersionRope: Rope.ROPE; TFI3d.ReadBlankAndRope[f, "File:"]; TFI3d.ReadBlank[f]; [] _ TFI3d.ReadWord[f]; TFI3d.ReadWhiteSpace[f]; TFI3d.ReadRope[f, "3D file for scene:"]; TFI3d.ReadBlank[f]; sceneName _ TFI3d.ReadWord[f]; TFI3d.ReadWhiteSpace[f]; TFI3d.ReadRope[f, "Produced by Solidviews Version"]; TFI3d.ReadBlank[f]; version _ TFI3d.ReadReal[f]; restOfVersionRope _ TFI3d.ReadLine[f]; IF version >= 2.0 THEN ReadOptions[f, scene]; IF scene.lightSources = NIL THEN { ambientLight: LightSource _ SVScene.CreateAmbientLightSource["Ambient", ImagerColor.ColorFromRGB[[0.2,0.2,0.2]]]; scene.lightSources _ CONS[ambientLight, NIL]; }; TFI3d.ReadBlank[f]; csList _ FileinCoordSystems[f, scene]; FileinLightSources[f, scene]; worldCS _ CoordSys.FindCoordSysInList["WORLD", csList]; FileinObjects[f, scene]; scene.assembly _ FileinAssembly[f, scene, csList, version, wdirForAIS]; IF version >= 3.0 THEN FileinCameras[f, scene, csList, version] ELSE scene.cameras _ SVScene.InitialCameraList[]; IF version >= 3.0 THEN FileinCameraOrder[f, scene] ELSE scene.cameraOrder _ LIST["Front"]; TFI3d.ReadBlank[f]; TFI3d.ReadRope[f, "END"]; f.Close[]; }; ReadOptions: PROCEDURE [f: IO.STREAM, scene: Scene] = { keyWord, option: Rope.ROPE; good: BOOL; nextChar: CHAR; twoCRsFound: BOOL _ FALSE; TFI3d.ReadBlank[f]; UNTIL twoCRsFound DO [keyWord, good] _ TFI3d.ReadKeyWord[f]; IF NOT good THEN { nextChar _ IO.PeekChar[f]; IF nextChar = IO.CR THEN { [] _ IO.GetChar[f]; twoCRsFound _ TRUE; }; LOOP}; good _ TFI3d.ReadHorizontalBlank[f]; IF NOT good THEN { nextChar _ IO.PeekChar[f]; IF nextChar = IO.CR THEN { [] _ IO.GetChar[f]; twoCRsFound _ TRUE; }; LOOP}; option _ TFI3d.ReadLine[f]; ProcessOption[keyWord, option, scene]; nextChar _ IO.PeekChar[f]; IF nextChar = IO.CR THEN { [] _ IO.GetChar[f]; twoCRsFound _ TRUE; }; ENDLOOP; }; ProcessOption: PROC [keyWord: Rope.ROPE, option: Rope.ROPE, scene: Scene] = { SELECT TRUE FROM Rope.Equal[keyWord, "background color", FALSE] => { scene.backgroundColor _ TFI3d.ReadColor[IO.RIS[option]]; }; Rope.Equal[keyWord, "shadows", FALSE] => { good, truth: BOOL; [truth, good] _ TFI3d.ReadBool[IO.RIS[option]]; IF NOT good THEN RETURN; scene.shadows _ truth; }; Rope.Equal[keyWord, "ambient", FALSE] => { color: Color; ls: LightSource; color _ TFI3d.ReadColor[IO.RIS[option]]; ls _ SVScene.CreateAmbientLightSource["Ambient", color]; SVScene.AddLightSourceToScene[ls, scene]; }; ENDCASE; }; -- end of ProcessOption FileinCoordSystems: PROC [f: IO.STREAM, scene: Scene] RETURNS [csList: CoordSysList] = { count: NAT; mat: Matrix4by4; newCS: CoordSystem; csName, wrtName: Rope.ROPE; csList _ NIL; TFI3d.ReadRope[f, "CoordSystems"]; TFI3d.ReadWhiteSpace[f]; TFI3d.ReadRope[f, "["]; count _ TFI3d.ReadNAT[f]; TFI3d.ReadRope[f, "]:"]; TFI3d.ReadWhiteSpace[f]; FOR i: NAT IN[1..count] DO TFI3d.ReadRope[f, "CoordSys:"]; csName _ TFI3d.ReadBlankAndWord[f]; TFI3d.ReadWhiteSpace[f]; TFI3d.ReadRope[f, "mat:"]; TFI3d.ReadBlank[f]; mat _ TFI3d.FileinMatrix[f]; TFI3d.ReadBlankAndRope[f, "withRespectTo:"]; wrtName _ TFI3d.ReadBlankAndWord[f]; TFI3d.ReadWhiteSpace[f]; SELECT TRUE FROM Rope.Equal[csName,"WORLD"] => { newCS _ CoordSys.CreateRoot["WORLD"]; scene.coordSysRoot _ newCS; csList _ AppendToCoordSystems[newCS, csList]; }; Rope.Equal[csName,"SCREEN"] => {}; ENDCASE => { wrtCS: CoordSystem _ CoordSys.FindCoordSysInList[wrtName, csList]; newCS _ CoordSys.CreateCoordSysInTree[csName,mat,wrtCS,scene.coordSysRoot]; csList _ AppendToCoordSystems[newCS, csList]; }; ENDLOOP; }; -- end of FileinCoordSystems AppendToCoordSystems: PROC [cs: CoordSystem, list: CoordSysList] RETURNS [CoordSysList] = { z: CoordSysList _ list; IF z = NIL THEN RETURN[CONS[cs,NIL]]; UNTIL z.rest = NIL DO z _ z.rest; ENDLOOP; z.rest _ CONS[cs,NIL]; RETURN[list]; }; FileinLightSources: PROC [f: IO.STREAM, scene: Scene] = { count: NAT; thisLS: LightSource; lsName: Rope.ROPE; point3d: Point3d; color: Color; TFI3d.ReadRope[f, "LightSources"]; TFI3d.ReadBlankAndRope[f, "["]; count _ TFI3d.ReadNAT[f]; TFI3d.ReadRope[f, "]:"]; TFI3d.ReadWhiteSpace[f]; FOR i: NAT IN[1..count] DO TFI3d.ReadRope[f, "LightSource:"]; lsName _ TFI3d.ReadBlankAndWord[f]; TFI3d.ReadBlankAndRope[f, "position:"]; TFI3d.ReadBlank[f]; point3d _ TFI3d.ReadPoint3d[f]; TFI3d.ReadBlankAndRope[f, "color:"]; TFI3d.ReadBlank[f]; color _ TFI3d.ReadColor[f]; TFI3d.ReadWhiteSpace[f]; thisLS _ SVScene.CreateLightSource[lsName, point3d, color]; SVScene.AddLightSourceToScene[thisLS, scene]; ENDLOOP; }; FileinCameras: PROC [f: IO.STREAM, scene: Scene, csList: CoordSysList, version: REAL] = { worldCS: CoordSystem _ CoordSys.FindCoordSysInList["WORLD", csList]; count: NAT; fileCamera: FileCamera; TFI3d.ReadBlankAndRope[f, "Cameras"]; TFI3d.ReadBlankAndRope[f, "["]; count _ TFI3d.ReadNAT[f]; TFI3d.ReadRope[f, "]:"]; TFI3d.ReadWhiteSpace[f]; FOR i: NAT IN[1..count] DO fileCamera _ TFI3d.ReadCamera[f, worldCS, scene, version]; SVScene.AddCameraToScene[fileCamera, scene]; ENDLOOP; }; FileinCameraOrder: PROC [f: IO.STREAM, scene: Scene] = { count: NAT; fileCameraName: Rope.ROPE; TFI3d.ReadBlankAndRope[f, "Initial Camera Order"]; TFI3d.ReadBlankAndRope[f, "["]; count _ TFI3d.ReadNAT[f]; TFI3d.ReadRope[f, "]:"]; IF count > 0 THEN { TFI3d.ReadBlank[f]; fileCameraName _ TFI3d.ReadWord[f]; SVScene.AddCameraOrderNameToScene[fileCameraName, scene]; FOR i: NAT IN[2..count] DO TFI3d.ReadBlankAndRope[f, ","]; TFI3d.ReadBlank[f]; fileCameraName _ TFI3d.ReadWord[f]; SVScene.AddCameraOrderNameToScene[fileCameraName, scene]; ENDLOOP; }; TFI3d.ReadBlank[f]; }; ReadArtwork: PRIVATE PROC [f: IO.STREAM, csList: CoordSysList, defaultCS: CoordSystem, wdir: Rope.ROPE, version: REAL] RETURNS [artwork: Artwork] = { source, isColorRope, nextWord, aisFileName: Rope.ROPE _ NIL; surface: REF ANY; material: Material; mat: Matrix3by3; color: Imager.Color; isColorFile: BOOL; sMap: SMap; oMap: OMap; resolution: REAL; success: BOOL; csName, className: Rope.ROPE; coordSys: CoordSystem; class: ArtworkClass; IF version > 5.2 THEN { TFI3d.ReadBlankAndRope[f, "coordSys: "]; csName _ TFI3d.ReadBlankAndWord[f]; IF Rope.Equal[csName, "NIL"] THEN coordSys _ NIL ELSE coordSys _ CoordSys.FindCoordSysInList[csName, csList]; TFI3d.ReadBlankAndRope[f, "class: "]; className _ TFI3d.ReadBlankAndWord[f]; class _ RopeToArtworkClass[className]; } ELSE { coordSys _ defaultCS; class _ simpleSurface; }; TFI3d.ReadBlankAndRope[f, "material:"]; TFI3d.ReadBlank[f]; material _ TFI3d.ReadMaterial[f]; TFI3d.ReadBlankAndRope[f, "surface:"]; surface _ TFI3d.ReadSurface[f]; IF (surface # NIL) AND class # spaceFunction THEN { nextWord _ TFI3d.ReadBlankAndWord[f]; SELECT TRUE FROM Rope.Equal[nextWord, "source:"] => {-- oMap and sMap are defaulted source _ TFI3d.ReadBlankAndWord[f]; SELECT TRUE FROM ISTYPE[surface, SVModelTypes.Tube] => {oMap _ tubeO; sMap _ tubeS}; ISTYPE[surface, SVModelTypes.Box] => {oMap _ orthogonal; sMap _ unfoldedBox}; ENDCASE => ERROR; }; Rope.Equal[nextWord, "SMap:"] => { TFI3d.ReadBlank[f]; sMap _ TFI3d.ReadSMap[f]; TFI3d.ReadBlankAndRope[f, "OMap:"]; TFI3d.ReadBlank[f]; oMap _ TFI3d.ReadOMap[f]; TFI3d.ReadBlankAndRope[f, "source:"]; source _ TFI3d.ReadBlankAndWord[f]; }; ENDCASE => ERROR; isColorRope _ TFI3d.ReadBlankAndWord[f]; SELECT TRUE FROM Rope.Equal[isColorRope, "colorFile", FALSE] => isColorFile _ TRUE; Rope.Equal[isColorRope, "bwFile", FALSE] => isColorFile _ FALSE; ENDCASE => ERROR; TFI3d.ReadBlankAndRope[f, "resolution:"]; TFI3d.ReadBlank[f]; resolution _ TFI3d.ReadReal[f]; TFI3d.ReadBlankAndRope[f, "mat:"]; TFI3d.ReadBlank[f]; mat _ TFI3d.FileinMatrix3by3[f]; success _ TRUE; [aisFileName,,] _ FS.ExpandName[source, wdir ! FS.Error => { IF error.group = user THEN { success _ FALSE; SVError.Append[error.explanation, oneLiner]; CONTINUE; }; }]; IF NOT success THEN ERROR SVArtwork.FileNotFound; TFI3d.ReadBlankAndRope[f, "color:"]; TFI3d.ReadBlank[f]; color _ TFI3d.ReadColor[f]; artwork _ SVArtwork.CreateFileArtwork[coordSys, material, surface, oMap, sMap, aisFileName, isColorFile, color, resolution, mat]; -- may generate ERROR SVArtwork.FileNotFound } ELSE { IF surface = NIL AND class#spaceFunction THEN { TFI3d.ReadBlankAndRope[f, "color:"]; TFI3d.ReadBlank[f]; color _ TFI3d.ReadColor[f]; artwork _ SVArtwork.CreateColorArtwork[color, material] } ELSE { spaceFunction: SpaceFunction; TFI3d.ReadBlankAndRope[f, "scalars:"]; spaceFunction _ NEW[SpaceFunctionObj]; TFI3d.ReadBlank[f]; spaceFunction.scalars _ TFI3d.ReadPoint3d[f]; TFI3d.ReadBlankAndRope[f, "func: colorcube"]; artwork _ SVArtwork.Create3DArtwork[coordSys, material, spaceFunction]; }; }; }; RopeToArtworkClass: PROC [className: Rope.ROPE] RETURNS [class: ArtworkClass] = { SELECT TRUE FROM Rope.Equal[className, "justColor"] => class _ justColor; Rope.Equal[className, "simpleSurface"] => class _ simpleSurface; Rope.Equal[className, "spaceFunction"] => class _ spaceFunction; ENDCASE => ERROR; }; FileinAssembly: PROC [f: IO.STREAM, scene: Scene, csList: CoordSysList, version: REAL, wdirForAIS: Rope.ROPE] RETURNS [thisA: Assembly] = { thisCS: CoordSystem; artwork: Artwork; scalars: Vector; primOrComp: Rope.ROPE; asName, csName, opRope, chairName: Rope.ROPE; pointSetOp: PointSetOp; subAssemblies: LIST OF Assembly; TFI3d.ReadBlankAndRope[f, "Assembly:"]; asName _ TFI3d.ReadBlankAndWord[f]; TFI3d.ReadBlankAndRope[f, ","]; TFI3d.ReadBlankAndRope[f, "coordSys:"]; csName _ TFI3d.ReadBlankAndWord[f]; thisCS _ CoordSys.FindCoordSysInList[csName, csList]; TFI3d.ReadBlankAndRope[f, ","]; primOrComp _ TFI3d.ReadBlankAndWord[f]; SELECT TRUE FROM Rope.Equal[primOrComp, "Composite", FALSE] => { TFI3d.ReadBlankAndRope[f, "artwork:"]; TFI3d.ReadBlank[f]; artwork _ ReadArtwork[f, csList, thisCS, wdirForAIS, version]; TFI3d.ReadBlankAndRope[f, "subassemblies"]; TFI3d.ReadBlankAndRope[f, "["]; IF version < 5.2 THEN TFI3d.ReadBlankAndRope[f, "point set op:"]; opRope _ TFI3d.ReadBlankAndWord[f]; pointSetOp _ CSG.RopeToPointSetOp[opRope]; TFI3d.ReadBlankAndRope[f, "]"]; TFI3d.ReadWhiteSpace[f]; [] _ FileinSubassemblyNames[f]; thisA _ SVScene.CreateClusterAssemblyAtExistingCoordSys[asName, pointSetOp, scene, thisCS, FALSE, NIL]; thisA.artwork _ artwork; subAssemblies _ FileinAssemblies[f, scene, csList, version, wdirForAIS]; WireUpAssemblyToSubassemblies[thisA, subAssemblies, scene]; }; Rope.Equal[primOrComp, "Primitive", FALSE] => { obName: Rope.ROPE; masterObjectFound: BOOL; TFI3d.ReadBlankAndRope[f, "scalars:"]; TFI3d.ReadBlank[f]; scalars _ TFI3d.ReadPoint3d[f]; TFI3d.ReadBlankAndRope[f, "artwork:"]; TFI3d.ReadBlank[f]; artwork _ ReadArtwork[f, csList, thisCS, wdirForAIS, version]; TFI3d.ReadBlankAndRope[f, "object:"]; obName _ TFI3d.ReadBlankAndWord[f]; [thisA, masterObjectFound] _ SVScene.CreatePrimitiveAtExistingCoordSys[asName, obName, scalars, scene, thisCS, artwork, FALSE, NIL]; IF NOT masterObjectFound THEN ERROR MasterObjectNotFound; IF version >= 5.3 AND Rope.Equal[obName, "jack", FALSE] THEN { TFI3d.ReadBlankAndRope[f, "sittingOn:"]; chairName _ TFI3d.ReadBlankAndWord[f]; IF Rope.Equal[chairName, "NIL", FALSE] THEN thisA.sittingOn _ NIL ELSE thisA.sittingOn _ chairName; }; }; ENDCASE => SIGNAL ErrorInAssemblyFileout; }; -- end of FileinAssembly MasterObjectNotFound: PUBLIC ERROR = CODE; FileinAssemblies: PROC [f: IO.STREAM, scene: Scene, csList: CoordSysList, version: REAL, wdirForAIS: Rope.ROPE] RETURNS [asList: LIST OF Assembly] = { count: NAT; thisA: Assembly; asList _ NIL;-- initially TFI3d.ReadBlankAndRope[f, "Subassemblies"]; TFI3d.ReadBlankAndRope[f, "["]; count _ TFI3d.ReadBlankAndNAT[f]; TFI3d.ReadBlankAndRope[f, "]:"]; TFI3d.ReadWhiteSpace[f]; FOR i: NAT IN[1..count] DO thisA _ FileinAssembly[f, scene, csList, version, wdirForAIS]; asList _ AppendToAssemblyList[thisA, asList]; ENDLOOP; }; ErrorInAssemblyFileout: PUBLIC SIGNAL = CODE; WireUpAssemblyToSubassemblies: PROC [assem: Assembly, subA: LIST OF Assembly, scene: Scene] = { thisSub: Assembly; FOR al: LIST OF Assembly _ subA, al.rest UNTIL al = NIL DO thisSub _ al.first; SVScene.ConnectAssemblyToParent[thisSub, assem]; ENDLOOP; }; AppendToAssemblyList: PROC [as: Assembly, list: LIST OF Assembly] RETURNS [LIST OF Assembly] = { z: LIST OF Assembly _ list; IF z = NIL THEN RETURN[CONS[as,NIL]]; UNTIL z.rest = NIL DO z _ z.rest; ENDLOOP; z.rest _ CONS[as,NIL]; RETURN[list]; }; AppendToNameList: PROC [name: Rope.ROPE, list: NameList] RETURNS [NameList] = { z: NameList _ list; IF z = NIL THEN RETURN[CONS[name,NIL]]; UNTIL z.rest = NIL DO z _ z.rest; ENDLOOP; z.rest _ CONS[name,NIL]; RETURN[list]; }; FileinSubassemblyNames: PROC [f: IO.STREAM] RETURNS [nameList: NameList] = { count: NAT; thisName: Rope.ROPE; nameList _ NIL; TFI3d.ReadBlankAndRope[f, "["]; count _ TFI3d.ReadBlankAndNAT[f]; TFI3d.ReadBlankAndRope[f, "]:"]; TFI3d.ReadBlankAndRope[f, "("]; IF count = 0 THEN {TFI3d.ReadBlankAndRope[f, ")"]; RETURN;}; thisName _ TFI3d.ReadBlankAndWord[f]; nameList _ AppendToNameList[thisName, nameList]; FOR i: NAT IN[2..count] DO TFI3d.ReadRope[f, ", "]; thisName _ TFI3d.ReadBlankAndWord[f]; nameList _ AppendToNameList[thisName, nameList]; ENDLOOP; TFI3d.ReadBlankAndRope[f, ")"]; TFI3d.ReadWhiteSpace[f]; }; FileinObjects: PROC [f: IO.STREAM, scene: Scene] = { count: NAT; obName, obClass: Rope.ROPE; moClass: MasterObjectClass; moClassFound: BOOL; mo: MasterObject; TFI3d.ReadRope[f, "Objects"]; TFI3d.ReadBlankAndRope[f, "["]; count _ TFI3d.ReadNAT[f]; TFI3d.ReadRope[f, "]:"]; TFI3d.ReadWhiteSpace[f]; FOR i: NAT IN[1..count] DO TFI3d.ReadBlankAndRope[f, "Master Object:"]; obName _ TFI3d.ReadBlankAndWord[f]; TFI3d.ReadWhiteSpace[f]; TFI3d.ReadRope[f, "class:"]; obClass _ TFI3d.ReadBlankAndWord[f]; TFI3d.ReadBlank[f]; [moClass, moClassFound] _ SVScene.FindClassFromName[obClass]; IF NOT moClassFound THEN ERROR MasterObjectClassNotFound; mo _ moClass.filein[f, obName]; SVScene.AddMasterObjectToScene[mo, scene]; ENDLOOP;-- next master object TFI3d.ReadBlank[f]; }; -- end of FileinObjects MasterObjectClassNotFound: PUBLIC ERROR = CODE; END. File: Filein3dImpl.mesa Last edited by Bier on January 28, 1987 12:47:04 pm PST Copyright c 1984 by Xerox Corporation. All rights reserved. Contents: Recreates a 3d database from a 3d text file of the sort produced by Fileout3d.mesa. Note: When you change this file, you may wish to update versionRope in SVSceneImplA. Known Options WORLD must be defined with respect to NIL, and must be the identity matrix. SCREEN must be in terms of NIL. The matrix between them must be a translation SCREEN is ignored since it depends on viewer size and shouldn't be in these files anyway. Other coord systems are unrestricted. Create them with the new data. All coordinate systems other than screen and world will be added to the scene's coord sys list (not the same as csList!) when assemblies (see FileinAssemblies) are added. 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