pcbjam/wasm/stubs/3d_scenegraph_stub.cpp

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/*
* 3D Scenegraph stubs for KiCad WASM build
* When KICAD_BUILD_3D_VIEWER_WASM=OFF, these provide stub implementations
* for 3D cache and scenegraph classes.
*/
#include <3d_cache/3d_cache.h>
#include <3d_cache/3d_plugin_manager.h>
#include <wx/log.h>
// S3D_CACHE stub implementations
S3D_CACHE::S3D_CACHE() :
m_FNResolver( nullptr ),
m_Plugins( nullptr ),
m_project( nullptr )
{
}
S3D_CACHE::~S3D_CACHE()
{
}
bool S3D_CACHE::Set3DConfigDir( const wxString& aConfigDir )
{
m_ConfigDir = aConfigDir;
return true;
}
bool S3D_CACHE::SetProject( PROJECT* aProject )
{
m_project = aProject;
return true;
}
void S3D_CACHE::SetProgramBase( PGM_BASE* aBase )
{
(void)aBase;
// No-op: 3D cache not available in WASM
}
SCENEGRAPH* S3D_CACHE::Load( const wxString& aModelFile, const wxString& aBasePath,
std::vector<const EMBEDDED_FILES*> aEmbeddedFilesStack )
{
(void)aModelFile;
(void)aBasePath;
(void)aEmbeddedFilesStack;
// 3D models not supported in WASM
return nullptr;
}
FILENAME_RESOLVER* S3D_CACHE::GetResolver() noexcept
{
return m_FNResolver;
}
std::list<wxString> const* S3D_CACHE::GetFileFilters() const
{
static std::list<wxString> emptyList;
return &emptyList;
}
void S3D_CACHE::FlushCache( bool closePlugins )
{
(void)closePlugins;
// No-op: no cache in WASM
}
void S3D_CACHE::ClosePlugins()
{
// No-op: no plugins in WASM
}
S3DMODEL* S3D_CACHE::GetModel( const wxString& aModelFileName, const wxString& aBasePath,
std::vector<const EMBEDDED_FILES*> aEmbeddedFilesStack )
{
(void)aModelFileName;
(void)aBasePath;
(void)aEmbeddedFilesStack;
// 3D models not supported in WASM
return nullptr;
}
void S3D_CACHE::CleanCacheDir( int aNumDaysOld )
{
(void)aNumDaysOld;
// No-op: no cache in WASM
}
SCENEGRAPH* S3D_CACHE::checkCache( const wxString& aFileName, S3D_CACHE_ENTRY** aCachePtr )
{
(void)aFileName;
if( aCachePtr )
*aCachePtr = nullptr;
return nullptr;
}
bool S3D_CACHE::getHash( const wxString& aFileName, HASH_128& aHash )
{
(void)aFileName;
(void)aHash;
return false;
}
bool S3D_CACHE::loadCacheData( S3D_CACHE_ENTRY* aCacheItem )
{
(void)aCacheItem;
return false;
}
bool S3D_CACHE::saveCacheData( S3D_CACHE_ENTRY* aCacheItem )
{
(void)aCacheItem;
return false;
}
SCENEGRAPH* S3D_CACHE::load( const wxString& aModelFile, const wxString& aBasePath,
S3D_CACHE_ENTRY** aCachePtr,
std::vector<const EMBEDDED_FILES*> aEmbeddedFilesStack )
{
(void)aModelFile;
(void)aBasePath;
(void)aEmbeddedFilesStack;
if( aCachePtr )
*aCachePtr = nullptr;
return nullptr;
}