Continues the work of the material subsystem improvements. This merge covers the continued development of the material editor. The primary improvements are in the handling of 2D and 3D array properties. These properties are now fully editable, and can be saved and restored. The cards now separate the author and license. These were previously saved as a single item. Future support will be provided for standard open source licenses. Saving operations validate the cards to ensure UUIDs of materials are considered. Warnings are given when a save could potentially impact the models, such as saving over a material instead of creating a new instance. The editor is still not complete. There are a number of functional elements, such as drag/drop operations, folder creation, and deletion operations that need to be added to the main tree. State needs to be saved and restored to improve the user experience. The appearance preview also needs significant work. This will be handled in a future PR.
402 lines
17 KiB
C++
402 lines
17 KiB
C++
/***************************************************************************
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* Copyright (c) 2023 David Carter <dcarter@david.carter.ca> *
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* *
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* This file is part of FreeCAD. *
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* *
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* FreeCAD is free software: you can redistribute it and/or modify it *
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* under the terms of the GNU Lesser General Public License as *
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* published by the Free Software Foundation, either version 2.1 of the *
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* License, or (at your option) any later version. *
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* *
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* FreeCAD is distributed in the hope that it will be useful, but *
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* WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
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* Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public *
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* License along with FreeCAD. If not, see *
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* <https://www.gnu.org/licenses/>. *
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* *
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**************************************************************************/
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#include "PreCompiled.h"
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#ifndef _PreComp_
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#include <QDirIterator>
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#include <QFileInfo>
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#include <QString>
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#endif
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#include <QUuid>
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#include <App/Application.h>
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#include <Base/Interpreter.h>
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#include <fstream>
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#include "MaterialConfigLoader.h"
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#include "MaterialLoader.h"
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#include "Model.h"
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#include "ModelUuids.h"
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using namespace Materials;
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MaterialConfigLoader::MaterialConfigLoader()
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{}
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bool MaterialConfigLoader::isConfigStyle(const QString& path)
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{
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std::ifstream infile(path.toStdString());
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// Check the first 2 lines for a ";"
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for (int i = 0; i < 2; i++) {
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std::string line;
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if (!std::getline(infile, line)) {
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return false;
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}
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if (line.at(0) != ';') {
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return false;
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}
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}
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return true;
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}
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QString MaterialConfigLoader::getAuthorAndLicense(const QString& path)
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{
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std::ifstream infile(path.toStdString());
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QString noAuthor;
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// Skip the first line
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std::string line;
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if (!std::getline(infile, line)) {
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return noAuthor;
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}
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// The second line has it in a comment
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if (!std::getline(infile, line)) {
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return noAuthor;
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}
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std::size_t found = line.find(";");
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if (found != std::string::npos) {
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return QString::fromStdString(trim_copy(line.substr(found + 1)));
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}
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return noAuthor;
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}
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void MaterialConfigLoader::addVectorRendering(const QSettings& fcmat,
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std::shared_ptr<Material> finalModel)
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{
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QString sectionFillPattern = value(fcmat, "VectorRendering/SectionFillPattern", "");
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QString sectionLinewidth = value(fcmat, "VectorRendering/SectionLinewidth", "");
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QString sectionColor = value(fcmat, "VectorRendering/SectionColor", "");
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QString viewColor = value(fcmat, "VectorRendering/ViewColor", "");
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QString viewFillPattern = value(fcmat, "VectorRendering/ViewFillPattern", "");
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QString viewLinewidth = value(fcmat, "VectorRendering/ViewLinewidth", "");
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if (sectionFillPattern.length() + sectionLinewidth.length() + sectionColor.length()
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+ viewColor.length() + viewFillPattern.length() + viewLinewidth.length()
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> 0) {
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finalModel->addAppearance(ModelUUIDs::ModelUUID_Rendering_Vector);
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}
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// Now add the data
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setAppearanceValue(finalModel, "SectionFillPattern", sectionFillPattern);
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setAppearanceValue(finalModel, "SectionLinewidth", sectionLinewidth);
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setAppearanceValue(finalModel, "SectionColor", sectionColor);
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setAppearanceValue(finalModel, "ViewColor", viewColor);
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setAppearanceValue(finalModel, "ViewFillPattern", viewFillPattern);
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setAppearanceValue(finalModel, "ViewLinewidth", viewLinewidth);
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}
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void MaterialConfigLoader::addRendering(const QSettings& fcmat,
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std::shared_ptr<Material> finalModel)
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{
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QString ambientColor = value(fcmat, "Rendering/AmbientColor", "");
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QString diffuseColor = value(fcmat, "Rendering/DiffuseColor", "");
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QString emissiveColor = value(fcmat, "Rendering/EmissiveColor", "");
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QString shininess = value(fcmat, "Rendering/Shininess", "");
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QString specularColor = value(fcmat, "Rendering/SpecularColor", "");
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QString transparency = value(fcmat, "Rendering/Transparency", "");
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QString texturePath = value(fcmat, "Rendering/TexturePath", "");
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QString textureScaling = value(fcmat, "Rendering/TextureScaling", "");
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QString fragmentShader = value(fcmat, "Rendering/FragmentShader", "");
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QString vertexShader = value(fcmat, "Rendering/VertexShader", "");
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// Check which model we need
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bool useTexture = false;
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bool useAdvanced = false;
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bool useBasic = false;
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if (texturePath.length() + textureScaling.length() > 0) {
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useTexture = true;
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}
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if (fragmentShader.length() + vertexShader.length() > 0) {
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useAdvanced = true;
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}
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if (ambientColor.length() + diffuseColor.length() + emissiveColor.length() + shininess.length()
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+ specularColor.length() + transparency.length()
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> 0) {
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useBasic = true;
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}
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if (useAdvanced) {
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finalModel->addAppearance(ModelUUIDs::ModelUUID_Rendering_Advanced);
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}
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else if (useTexture) {
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finalModel->addAppearance(ModelUUIDs::ModelUUID_Rendering_Texture);
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}
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else if (useBasic) {
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finalModel->addAppearance(ModelUUIDs::ModelUUID_Rendering_Basic);
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}
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// Now add the data
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setAppearanceValue(finalModel, "AmbientColor", ambientColor);
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setAppearanceValue(finalModel, "DiffuseColor", diffuseColor);
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setAppearanceValue(finalModel, "EmissiveColor", emissiveColor);
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setAppearanceValue(finalModel, "Shininess", shininess);
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setAppearanceValue(finalModel, "SpecularColor", specularColor);
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setAppearanceValue(finalModel, "Transparency", transparency);
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setAppearanceValue(finalModel, "TexturePath", texturePath);
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setAppearanceValue(finalModel, "TextureScaling", textureScaling);
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setAppearanceValue(finalModel, "FragmentShader", fragmentShader);
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setAppearanceValue(finalModel, "VertexShader", vertexShader);
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}
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void MaterialConfigLoader::addCosts(const QSettings& fcmat, std::shared_ptr<Material> finalModel)
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{
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QString productURL = value(fcmat, "Cost/ProductURL", "");
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QString specificPrice = value(fcmat, "Cost/SpecificPrice", "");
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QString vendor = value(fcmat, "Cost/Vendor", "");
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if (productURL.length() + specificPrice.length() + vendor.length() > 0) {
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finalModel->addPhysical(ModelUUIDs::ModelUUID_Costs_Default);
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}
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// Now add the data
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setPhysicalValue(finalModel, "ProductURL", productURL);
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setPhysicalValue(finalModel, "SpecificPrice", specificPrice);
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setPhysicalValue(finalModel, "Vendor", vendor);
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}
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void MaterialConfigLoader::addArchitectural(const QSettings& fcmat,
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std::shared_ptr<Material> finalModel)
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{
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QString color = value(fcmat, "Architectural/Color", "");
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QString environmentalEfficiencyClass =
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value(fcmat, "Architectural/EnvironmentalEfficiencyClass", "");
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QString executionInstructions = value(fcmat, "Architectural/ExecutionInstructions", "");
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QString finish = value(fcmat, "Architectural/Finish", "");
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QString fireResistanceClass = value(fcmat, "Architectural/FireResistanceClass", "");
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QString model = value(fcmat, "Architectural/Model", "");
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QString soundTransmissionClass = value(fcmat, "Architectural/SoundTransmissionClass", "");
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QString unitsPerQuantity = value(fcmat, "Architectural/UnitsPerQuantity", "");
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if (color.length() + environmentalEfficiencyClass.length() + executionInstructions.length()
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+ finish.length() + fireResistanceClass.length() + model.length()
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+ soundTransmissionClass.length() + unitsPerQuantity.length()
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> 0) {
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finalModel->addPhysical(ModelUUIDs::ModelUUID_Architectural_Default);
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}
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// Now add the data
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setPhysicalValue(finalModel, "Color", color);
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setPhysicalValue(finalModel, "EnvironmentalEfficiencyClass", environmentalEfficiencyClass);
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setPhysicalValue(finalModel, "ExecutionInstructions", executionInstructions);
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setPhysicalValue(finalModel, "Finish", finish);
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setPhysicalValue(finalModel, "FireResistanceClass", fireResistanceClass);
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setPhysicalValue(finalModel, "Model", model);
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setPhysicalValue(finalModel, "SoundTransmissionClass", soundTransmissionClass);
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setPhysicalValue(finalModel, "UnitsPerQuantity", unitsPerQuantity);
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}
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void MaterialConfigLoader::addElectromagnetic(const QSettings& fcmat,
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std::shared_ptr<Material> finalModel)
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{
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QString relativePermittivity = value(fcmat, "Electromagnetic/RelativePermittivity", "");
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QString electricalConductivity = value(fcmat, "Electromagnetic/ElectricalConductivity", "");
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QString relativePermeability = value(fcmat, "Electromagnetic/RelativePermeability", "");
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if (relativePermittivity.length() + electricalConductivity.length()
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+ relativePermeability.length()
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> 0) {
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finalModel->addPhysical(ModelUUIDs::ModelUUID_Electromagnetic_Default);
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}
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// Now add the data
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setPhysicalValue(finalModel, "RelativePermittivity", relativePermittivity);
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setPhysicalValue(finalModel, "ElectricalConductivity", electricalConductivity);
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setPhysicalValue(finalModel, "RelativePermeability", relativePermeability);
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}
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void MaterialConfigLoader::addThermal(const QSettings& fcmat, std::shared_ptr<Material> finalModel)
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{
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QString specificHeat = value(fcmat, "Thermal/SpecificHeat", "");
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QString thermalConductivity = value(fcmat, "Thermal/ThermalConductivity", "");
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QString thermalExpansionCoefficient = value(fcmat, "Thermal/ThermalExpansionCoefficient", "");
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if (specificHeat.length() + thermalConductivity.length() + thermalExpansionCoefficient.length()
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> 0) {
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finalModel->addPhysical(ModelUUIDs::ModelUUID_Thermal_Default);
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}
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// Now add the data
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setPhysicalValue(finalModel, "SpecificHeat", specificHeat);
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setPhysicalValue(finalModel, "ThermalConductivity", thermalConductivity);
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setPhysicalValue(finalModel, "ThermalExpansionCoefficient", thermalExpansionCoefficient);
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}
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void MaterialConfigLoader::addFluid(const QSettings& fcmat, std::shared_ptr<Material> finalModel)
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{
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QString density = value(fcmat, "Fluidic/Density", "");
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QString dynamicViscosity = value(fcmat, "Fluidic/DynamicViscosity", "");
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QString kinematicViscosity = value(fcmat, "Fluidic/KinematicViscosity", "");
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QString prandtlNumber = value(fcmat, "Fluidic/PrandtlNumber", "");
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// Check which model we need
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bool useDensity = false;
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bool useFluid = false;
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if (density.length() > 0) {
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useDensity = true;
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}
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if (dynamicViscosity.length() + kinematicViscosity.length() + prandtlNumber.length() > 0) {
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useFluid = true;
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}
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if (useFluid) {
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finalModel->addPhysical(ModelUUIDs::ModelUUID_Fluid_Default);
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}
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else if (useDensity) {
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finalModel->addPhysical(ModelUUIDs::ModelUUID_Mechanical_Density);
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}
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// Now add the data
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setPhysicalValue(finalModel, "Density", density);
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setPhysicalValue(finalModel, "DynamicViscosity", dynamicViscosity);
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setPhysicalValue(finalModel, "KinematicViscosity", kinematicViscosity);
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setPhysicalValue(finalModel, "PrandtlNumber", prandtlNumber);
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}
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void MaterialConfigLoader::addMechanical(const QSettings& fcmat,
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std::shared_ptr<Material> finalModel)
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{
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QString density = value(fcmat, "Mechanical/Density", "");
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QString bulkModulus = value(fcmat, "Mechanical/BulkModulus", "");
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QString poissonRatio = value(fcmat, "Mechanical/PoissonRatio", "");
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QString shearModulus = value(fcmat, "Mechanical/ShearModulus", "");
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QString youngsModulus = value(fcmat, "Mechanical/YoungsModulus", "");
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QString angleOfFriction = value(fcmat, "Mechanical/AngleOfFriction", "");
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QString compressiveStrength = value(fcmat, "Mechanical/CompressiveStrength", "");
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QString fractureToughness = value(fcmat, "Mechanical/FractureToughness", "");
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QString ultimateStrain = value(fcmat, "Mechanical/UltimateStrain", "");
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QString ultimateTensileStrength = value(fcmat, "Mechanical/UltimateTensileStrength", "");
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QString yieldStrength = value(fcmat, "Mechanical/YieldStrength", "");
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QString stiffness = value(fcmat, "Mechanical/Stiffness", "");
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// Check which model we need
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bool useDensity = false;
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bool useIso = false;
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bool useLinearElastic = false;
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if (density.length() > 0) {
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useDensity = true;
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}
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if (bulkModulus.length() + poissonRatio.length() + shearModulus.length()
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+ youngsModulus.length()
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> 0) {
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useIso = true;
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}
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if (angleOfFriction.length() + compressiveStrength.length() + fractureToughness.length()
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+ ultimateStrain.length() + ultimateTensileStrength.length() + yieldStrength.length()
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+ stiffness.length()
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> 0) {
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useLinearElastic = true;
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}
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if (useLinearElastic) {
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finalModel->addPhysical(ModelUUIDs::ModelUUID_Mechanical_LinearElastic);
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}
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else {
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if (useIso) {
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finalModel->addPhysical(ModelUUIDs::ModelUUID_Mechanical_IsotropicLinearElastic);
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}
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if (useDensity) {
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finalModel->addPhysical(ModelUUIDs::ModelUUID_Mechanical_Density);
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}
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}
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// Now add the data
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setPhysicalValue(finalModel, "Density", density);
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setPhysicalValue(finalModel, "BulkModulus", bulkModulus);
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setPhysicalValue(finalModel, "PoissonRatio", poissonRatio);
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setPhysicalValue(finalModel, "ShearModulus", shearModulus);
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setPhysicalValue(finalModel, "YoungsModulus", youngsModulus);
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setPhysicalValue(finalModel, "AngleOfFriction", angleOfFriction);
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setPhysicalValue(finalModel, "CompressiveStrength", compressiveStrength);
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setPhysicalValue(finalModel, "FractureToughness", fractureToughness);
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setPhysicalValue(finalModel, "UltimateStrain", ultimateStrain);
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setPhysicalValue(finalModel, "UltimateTensileStrength", ultimateTensileStrength);
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setPhysicalValue(finalModel, "YieldStrength", yieldStrength);
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setPhysicalValue(finalModel, "Stiffness", stiffness);
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}
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std::shared_ptr<Material>
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MaterialConfigLoader::getMaterialFromPath(std::shared_ptr<MaterialLibrary> library,
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const QString& path)
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{
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QString author = getAuthorAndLicense(path); // Place them both in the author field
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QSettings fcmat(path, QSettings::IniFormat);
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// General section
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// QString name = value(fcmat, "Name", ""); - always get the name from the filename
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QFileInfo filepath(path);
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QString name =
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filepath.fileName().remove(QString::fromStdString(".FCMat"), Qt::CaseInsensitive);
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QString uuid = QUuid::createUuid().toString(QUuid::WithoutBraces);
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QString description = value(fcmat, "Description", "");
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QString sourceReference = value(fcmat, "ReferenceSource", "");
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QString sourceURL = value(fcmat, "SourceURL", "");
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std::shared_ptr<Material> finalModel = std::make_shared<Material>(library, path, uuid, name);
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finalModel->setAuthor(author);
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finalModel->setDescription(description);
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finalModel->setReference(sourceReference);
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finalModel->setURL(sourceURL);
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QString father = value(fcmat, "Father", "");
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if (father.length() > 0) {
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finalModel->addPhysical(ModelUUIDs::ModelUUID_Legacy_Father);
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// Now add the data
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setPhysicalValue(finalModel, "Father", father);
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}
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QString kindOfMaterial = value(fcmat, "KindOfMaterial", "");
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QString materialNumber = value(fcmat, "MaterialNumber", "");
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QString norm = value(fcmat, "Norm", "");
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QString standardCode = value(fcmat, "StandardCode", "");
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if (kindOfMaterial.length() + materialNumber.length() + norm.length() + standardCode.length()
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> 0) {
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finalModel->addPhysical(ModelUUIDs::ModelUUID_Legacy_MaterialStandard);
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// Now add the data
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setPhysicalValue(finalModel, "KindOfMaterial", kindOfMaterial);
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setPhysicalValue(finalModel, "MaterialNumber", materialNumber);
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setPhysicalValue(finalModel, "StandardCode", norm); // Norm is the same as StandardCode
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setPhysicalValue(finalModel, "StandardCode", standardCode);
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}
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// Add the remaining sections
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addMechanical(fcmat, finalModel);
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addFluid(fcmat, finalModel);
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addThermal(fcmat, finalModel);
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addElectromagnetic(fcmat, finalModel);
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addArchitectural(fcmat, finalModel);
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addCosts(fcmat, finalModel);
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addRendering(fcmat, finalModel);
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addVectorRendering(fcmat, finalModel);
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return finalModel;
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}
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