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//////////////////////////////////////
// Name: 3d_draw.cpp
//////////////////////////////////////
#include "fctsys.h"
#include "common.h"
#include "trigo.h"
#include "pcbstruct.h"
#include "macros.h"
#include "drawtxt.h"
#include "confirm.h"
#include "class_board_design_settings.h"
#include "colors_selection.h"
#include "3d_viewer.h"
#include "trackball.h"
#if !wxUSE_GLCANVAS
#error Please set wxUSE_GLCANVAS to 1 in setup.h.
#endif
static void Draw3D_FilledCircle( double posx, double posy, double rayon, double hole_rayon, double zpos );static void Draw3D_FilledSegment( double startx, double starty, double endx, double endy, double width, double zpos );static void Draw3D_FilledCylinder( double posx, double posy, double rayon, double height, double zpos );static void Draw3D_FilledSegmentWithHole( double startx, double starty, double endx, double endy, double width, double holex, double holey, double holeradius, double zpos );static void Draw3D_ArcSegment( double startx, double starty, double centrex, double centrey, double arc_angle, double width, double zpos );static void Draw3D_CircleSegment( double startx, double starty, double endx, double endy, double width, double zpos );static int Get3DLayerEnable( int act_layer );static GLfloat Get3DLayerSide( int act_layer );
#ifndef CALLBACK
#define CALLBACK
#endif
// CALLBACK functions for GLU_TESS
static void CALLBACK tessBeginCB( GLenum which );static void CALLBACK tessEndCB();static void CALLBACK tessErrorCB( GLenum errorCode );static void CALLBACK tessCPolyPt2Vertex( const GLvoid* data );static void CALLBACK tesswxPoint2Vertex( const GLvoid* data );
void Pcb3D_GLCanvas::Redraw( bool finish ){#if wxCHECK_VERSION( 2, 9, 0 )
SetCurrent( *m_glRC );#else
SetCurrent();#endif
// Set the OpenGL viewport according to the client size of this canvas.
// This is done here rather than in a wxSizeEvent handler because our
// OpenGL rendering context (and thus viewport setting) is used with
// multiple canvases: If we updated the viewport in the wxSizeEvent
// handler, changing the size of one canvas causes a viewport setting that
// is wrong when next another canvas is repainted.
const wxSize ClientSize = GetClientSize();
// *MUST* be called *after* SetCurrent( ):
glViewport( 0, 0, ClientSize.x, ClientSize.y );
InitGL();
glMatrixMode( GL_MODELVIEW ); /* position viewer */ /* transformations */ GLfloat mat[4][4];
// Translate motion first, so rotations don't mess up the orientation...
glTranslatef( g_Draw3d_dx, g_Draw3d_dy, 0.0F );
build_rotmatrix( mat, g_Parm_3D_Visu.m_Quat ); glMultMatrixf( &mat[0][0] );
glRotatef( g_Parm_3D_Visu.m_Rot[0], 1.0, 0.0, 0.0 ); glRotatef( g_Parm_3D_Visu.m_Rot[1], 0.0, 1.0, 0.0 ); glRotatef( g_Parm_3D_Visu.m_Rot[2], 0.0, 0.0, 1.0 );
if( m_gllist ) glCallList( m_gllist ); else { CreateDrawGL_List(); }
glFlush(); if( finish ) glFinish(); SwapBuffers();}
/* Create the draw list items
*/GLuint Pcb3D_GLCanvas::CreateDrawGL_List(){ WinEDA_BasePcbFrame* pcbframe = m_Parent->m_Parent; BOARD* pcb = pcbframe->GetBoard(); TRACK* track; SEGZONE* segzone; int ii;
wxBusyCursor dummy;
m_gllist = glGenLists( 1 );
pcb->ComputeBoundaryBox(); g_Parm_3D_Visu.m_BoardSettings = pcb->GetBoardDesignSettings(); g_Parm_3D_Visu.m_BoardSize = pcb->m_BoundaryBox.GetSize(); g_Parm_3D_Visu.m_BoardPos = pcb->m_BoundaryBox.Centre(); g_Parm_3D_Visu.m_BoardPos.y = -g_Parm_3D_Visu.m_BoardPos.y; g_Parm_3D_Visu.m_Layers = pcb->GetCopperLayerCount();
// Ensure the board has 2 sides for 3D views, because it is hard to find
// a *really* single side board in the true life...
if( g_Parm_3D_Visu.m_Layers < 2 ) g_Parm_3D_Visu.m_Layers = 2;
g_Parm_3D_Visu.m_BoardScale = 2.0 / MAX( g_Parm_3D_Visu.m_BoardSize.x, g_Parm_3D_Visu.m_BoardSize.y );
// @TODO: epoxy_width (board thickness) must be set by user,
// because all boards thickness no not match with this setup:
// double epoxy_width = 1.6; // epoxy width in mm
g_Parm_3D_Visu.m_Epoxy_Width = pcb->GetBoardDesignSettings()->m_BoardThickness * g_Parm_3D_Visu.m_BoardScale;
/* calculate z position for each layer */ for( ii = 0; ii < 32; ii++ ) { if( ii < g_Parm_3D_Visu.m_Layers ) g_Parm_3D_Visu.m_LayerZcoord[ii] = g_Parm_3D_Visu.m_Epoxy_Width * ii / (g_Parm_3D_Visu.m_Layers - 1); else g_Parm_3D_Visu.m_LayerZcoord[ii] = g_Parm_3D_Visu.m_Epoxy_Width; }
GLfloat zpos_cu = 10 * g_Parm_3D_Visu.m_BoardScale; GLfloat zpos_cmp = g_Parm_3D_Visu.m_Epoxy_Width + zpos_cu; g_Parm_3D_Visu.m_LayerZcoord[ADHESIVE_N_BACK] = -zpos_cu * 2; g_Parm_3D_Visu.m_LayerZcoord[ADHESIVE_N_FRONT] = zpos_cmp + zpos_cu; g_Parm_3D_Visu.m_LayerZcoord[SILKSCREEN_N_BACK] = -zpos_cu; g_Parm_3D_Visu.m_LayerZcoord[SILKSCREEN_N_FRONT] = zpos_cmp; g_Parm_3D_Visu.m_LayerZcoord[DRAW_N] = zpos_cmp + zpos_cu; g_Parm_3D_Visu.m_LayerZcoord[COMMENT_N] = zpos_cmp + zpos_cu; g_Parm_3D_Visu.m_LayerZcoord[ECO1_N] = zpos_cmp + zpos_cu; g_Parm_3D_Visu.m_LayerZcoord[ECO2_N] = zpos_cmp + zpos_cu;
glNewList( m_gllist, GL_COMPILE_AND_EXECUTE );
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
/* draw axis */ if( g_Parm_3D_Visu.m_Draw3DAxis ) { glEnable( GL_COLOR_MATERIAL ); SetGLColor( WHITE ); glBegin( GL_LINES ); glNormal3f( 0.0f, 0.0f, 1.0f ); // Normal is Z axis
glVertex3f( 0.0f, 0.0f, 0.0f ); glVertex3f( 1.0f, 0.0f, 0.0f ); // X axis
glVertex3f( 0.0f, 0.0f, 0.0f ); glVertex3f( 0.0f, -1.0f, 0.0f ); // Y axis
glNormal3f( 1.0f, 0.0f, 0.0f ); // Normal is Y axis
glVertex3f( 0.0f, 0.0f, 0.0f ); glVertex3f( 0.0f, 0.0f, 0.3f ); // Z axis
glEnd(); }
/* Draw epoxy limits (do not use, works and test in progress) */#if 0
glEnable( GL_FOG ); GLfloat param;
// param = GL_LINEAR;
// glFogfv(GL_FOG_MODE, & param);
param = 0.2; glFogfv( GL_FOG_DENSITY, ¶m ); param = g_Parm_3D_Visu.m_LayerZcoord[15]; glFogfv( GL_FOG_END, ¶m ); glBegin( GL_QUADS ); SetGLColor( g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[LAYER_N_FRONT] ); double sx = DataScale3D * g_Parm_3D_Visu.m_BoardSize.x / 2; double sy = DataScale3D * g_Parm_3D_Visu.m_BoardSize.y / 2; double zpos = g_Parm_3D_Visu.m_LayerZcoord[15]; glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
sx = sy = 0.5; glVertex3f( -sx, -sy, zpos ); glVertex3f( -sx, sy, zpos ); glVertex3f( sx, sy, zpos ); glVertex3f( sx, -sy, zpos ); glEnd(); glBegin( GL_QUADS ); SetGLColor( g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[LAYER_N_BACK] ); glNormal3f( 0.0, 0.0, -1.0 ); // Normal is -Z axis
glVertex3f( -sx, -sy, 0 ); glVertex3f( -sx, sy, 0 ); glVertex3f( sx, sy, 0 ); glVertex3f( sx, -sy, 0 ); glEnd();#endif
/* move the board in order to draw it with its center at 0,0 3D
* coordinates */ glTranslatef( -g_Parm_3D_Visu.m_BoardPos.x * g_Parm_3D_Visu.m_BoardScale, -g_Parm_3D_Visu.m_BoardPos.y * g_Parm_3D_Visu.m_BoardScale, 0.0F );
glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
/* draw tracks and vias : */ for( track = pcb->m_Track; track != NULL; track = track->Next() ) { if( track->Type() == TYPE_VIA ) Draw3D_Via( (SEGVIA*) track ); else Draw3D_Track( track ); }
if( g_Parm_3D_Visu.m_Draw3DZone ) { // Draw segments used to fill copper areas. outdated!
for( segzone = pcb->m_Zone; segzone != NULL; segzone = segzone->Next() ) { if( segzone->Type() == TYPE_ZONE ) Draw3D_Track( segzone ); }
// Draw new segments
for( ii = 0; ii < pcb->GetAreaCount(); ii++ ) { ZONE_CONTAINER* curr_zone = pcb->GetArea( ii ); if( curr_zone->m_FillMode == 0 ) { // solid polygons only are used to fill areas
if( curr_zone->m_FilledPolysList.size() > 3 ) { Draw3D_SolidPolygonsInZones( curr_zone ); } } else { // segments are used to fill areas
for( unsigned iseg = 0; iseg < curr_zone->m_FillSegmList.size(); iseg++ ) { SEGZONE dummysegment( pcb ); dummysegment.SetLayer( curr_zone->GetLayer() ); dummysegment.m_Width = curr_zone->m_ZoneMinThickness;
dummysegment.m_Start.x = curr_zone->m_FillSegmList[iseg].m_Start.x; dummysegment.m_Start.y = curr_zone->m_FillSegmList[iseg].m_Start.y; dummysegment.m_End.x = curr_zone->m_FillSegmList[iseg].m_End.x; dummysegment.m_End.y = curr_zone->m_FillSegmList[iseg].m_End.y; Draw3D_Track( &dummysegment ); } } }
// Draw copper areas outlines
for( ii = 0; ii < pcb->GetAreaCount(); ii++ ) { ZONE_CONTAINER* zone = pcb->GetArea( ii ); if( zone->m_FilledPolysList.size() == 0 ) continue; if( zone->m_ZoneMinThickness <= 1 ) continue; int imax = zone->m_FilledPolysList.size() - 1; CPolyPt* firstcorner = &zone->m_FilledPolysList[0]; CPolyPt* begincorner = firstcorner; SEGZONE dummysegment( pcb ); dummysegment.SetLayer( zone->GetLayer() ); dummysegment.m_Width = zone->m_ZoneMinThickness; for( int ic = 1; ic <= imax; ic++ ) { CPolyPt* endcorner = &zone->m_FilledPolysList[ic]; if( begincorner->utility == 0 ) { // Draw only basic outlines, not extra segments
dummysegment.m_Start.x = begincorner->x; dummysegment.m_Start.y = begincorner->y; dummysegment.m_End.x = endcorner->x; dummysegment.m_End.y = endcorner->y; Draw3D_Track( &dummysegment ); } if( (endcorner->end_contour) || (ic == imax) ) { // the last corner of a filled area is found: draw it
if( endcorner->utility == 0 ) { // Draw only basic outlines, not extra segments
dummysegment.m_Start.x = endcorner->x; dummysegment.m_Start.y = endcorner->y; dummysegment.m_End.x = firstcorner->x; dummysegment.m_End.y = firstcorner->y;
Draw3D_Track( &dummysegment ); } ic++; if( ic < imax - 1 ) begincorner = firstcorner = &zone->m_FilledPolysList[ic]; } else begincorner = endcorner; } } }
/* draw graphic items */ EDA_BaseStruct* PtStruct; for( PtStruct = pcb->m_Drawings; PtStruct != NULL; PtStruct = PtStruct->Next() ) { switch( PtStruct->Type() ) { case TYPE_DRAWSEGMENT: Draw3D_DrawSegment( (DRAWSEGMENT*) PtStruct ); break;
case TYPE_TEXTE: Draw3D_DrawText( (TEXTE_PCB*) PtStruct ); break;
default: break; } }
/* draw footprints */ MODULE* Module = pcb->m_Modules; for( ; Module != NULL; Module = Module->Next() ) { Module->Draw3D( this ); }
glEndList();
/* Test for errors */ GLenum err = glGetError(); if( err != GL_NO_ERROR ) DisplayError( this, wxT( "Error in GL commands" ) ); return m_gllist;}
void Pcb3D_GLCanvas::Draw3D_Track( TRACK* track ){ double zpos; int layer = track->GetLayer(); double ox, oy, fx, fy; double w;
if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( layer ) == false ) return;
int color = g_ColorsSettings.GetLayerColor( layer );
if( layer == LAST_COPPER_LAYER ) layer = g_Parm_3D_Visu.m_Layers - 1; zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
SetGLColor( color ); glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 );
w = track->m_Width * g_Parm_3D_Visu.m_BoardScale; ox = track->m_Start.x * g_Parm_3D_Visu.m_BoardScale; oy = track->m_Start.y * g_Parm_3D_Visu.m_BoardScale; fx = track->m_End.x * g_Parm_3D_Visu.m_BoardScale; fy = track->m_End.y * g_Parm_3D_Visu.m_BoardScale; Draw3D_FilledSegment( ox, -oy, fx, -fy, w, zpos );}
/** Function Draw3D_SolidPolygonsInZones
* draw all solid polygons used as filles areas in a zone * @param aZone_c = the zone to draw */void Pcb3D_GLCanvas::Draw3D_SolidPolygonsInZones( ZONE_CONTAINER* zone_c ){ double zpos; int layer = zone_c->GetLayer();
if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( layer ) == false ) return;
int color = g_ColorsSettings.GetLayerColor( layer );
if( layer == LAST_COPPER_LAYER ) layer = g_Parm_3D_Visu.m_Layers - 1; zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; g_Parm_3D_Visu.m_ActZpos = zpos;
SetGLColor( color ); glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 );
GLUtesselator* tess = gluNewTess(); gluTessCallback( tess, GLU_TESS_BEGIN, ( void (CALLBACK*)() )tessBeginCB ); gluTessCallback( tess, GLU_TESS_END, ( void (CALLBACK*)() )tessEndCB ); gluTessCallback( tess, GLU_TESS_ERROR, ( void (CALLBACK*)() )tessErrorCB ); gluTessCallback( tess, GLU_TESS_VERTEX, ( void (CALLBACK*)() )tessCPolyPt2Vertex );
GLdouble v_data[3]; v_data[2] = zpos;
//gluTessProperty(tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_NONZERO);
// Draw solid areas contained in this zone
int StartContour = 1; for( unsigned ii = 0; ii < zone_c->m_FilledPolysList.size(); ii++ ) { if( StartContour == 1 ) { gluTessBeginPolygon( tess, NULL ); gluTessBeginContour( tess ); StartContour = 0; } v_data[0] = zone_c->m_FilledPolysList[ii].x * g_Parm_3D_Visu.m_BoardScale; v_data[1] = -zone_c->m_FilledPolysList[ii].y * g_Parm_3D_Visu.m_BoardScale; gluTessVertex( tess, v_data, &zone_c->m_FilledPolysList[ii] );
if( zone_c->m_FilledPolysList[ii].end_contour == 1 ) { gluTessEndContour( tess ); gluTessEndPolygon( tess ); StartContour = 1; } }
gluDeleteTess( tess );}
/* 3D drawing for a VIA (cylinder + filled circles)
*/void Pcb3D_GLCanvas::Draw3D_Via( SEGVIA* via ){ double x, y, r, hole; int layer, top_layer, bottom_layer; double zpos, height; int color;
r = via->m_Width * g_Parm_3D_Visu.m_BoardScale / 2; hole = via->GetDrillValue(); hole *= g_Parm_3D_Visu.m_BoardScale / 2; x = via->m_Start.x * g_Parm_3D_Visu.m_BoardScale; y = via->m_Start.y * g_Parm_3D_Visu.m_BoardScale;
via->ReturnLayerPair( &top_layer, &bottom_layer );
// Drawing filled circles:
for( layer = bottom_layer; layer < g_Parm_3D_Visu.m_Layers; layer++ ) { zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; if( layer < g_Parm_3D_Visu.m_Layers - 1 ) { if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( layer ) == false ) continue; color = g_ColorsSettings.GetLayerColor( layer ); } else { if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( LAYER_N_FRONT ) == false ) continue; color = g_ColorsSettings.GetLayerColor( LAYER_N_FRONT ); }
SetGLColor( color );
// SetGLColor( LIGHTGRAY );
glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 ); if( layer == LAYER_N_BACK ) zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale; else zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale; Draw3D_FilledCircle( x, -y, r, hole, zpos ); if( layer >= top_layer ) break; }
// Drawing hole:
color = g_ColorsSettings.GetItemColor( VIAS_VISIBLE + via->m_Shape ); SetGLColor( color ); height = g_Parm_3D_Visu.m_LayerZcoord[top_layer] - g_Parm_3D_Visu.m_LayerZcoord[bottom_layer]; Draw3D_FilledCylinder( x, -y, hole, height, g_Parm_3D_Visu.m_LayerZcoord[bottom_layer] );}
void Pcb3D_GLCanvas::Draw3D_DrawSegment( DRAWSEGMENT* segment ){ double x, y, xf, yf; double zpos, w;
int layer = segment->GetLayer();
if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( layer ) == false ) return;
int color = g_ColorsSettings.GetLayerColor( layer );
SetGLColor( color ); w = segment->m_Width * g_Parm_3D_Visu.m_BoardScale; x = segment->m_Start.x * g_Parm_3D_Visu.m_BoardScale; y = segment->m_Start.y * g_Parm_3D_Visu.m_BoardScale; xf = segment->m_End.x * g_Parm_3D_Visu.m_BoardScale; yf = segment->m_End.y * g_Parm_3D_Visu.m_BoardScale;
if( layer == EDGE_N ) { for( layer = 0; layer < g_Parm_3D_Visu.m_Layers; layer++ ) { glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 ); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
switch( segment->m_Shape ) { case S_ARC: Draw3D_ArcSegment( x, -y, xf, -yf, (double) segment->m_Angle, w, zpos ); break;
case S_CIRCLE: Draw3D_CircleSegment( x, -y, xf, -yf, w, zpos ); break;
default: Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos ); break; } } } else { glNormal3f( 0.0, 0.0, Get3DLayerSide( layer ) ); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; if( Get3DLayerEnable( layer ) ) { switch( segment->m_Shape ) { case S_ARC: Draw3D_ArcSegment( x, -y, xf, -yf, (double) segment->m_Angle, w, zpos ); break;
case S_CIRCLE: Draw3D_CircleSegment( x, -y, xf, -yf, w, zpos ); break;
default: Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos ); break; } } }}
/* function to draw 3D segments, called by DrawGraphicText
* When DrawGraphicText is called to draw a text to an OpenGL DC * it calls Draw3dTextSegm to each segment to draw. * 2 parameters used by Draw3D_FilledSegment are not handled by DrawGraphicText * but are used in Draw3D_FilledSegment(). * they are 2 local variables. This is an ugly, but trivial code. * Using DrawGraphicText to draw all texts ensure texts have the same shape * in all contexts */static double s_Text3DWidth, s_Text3DZPos;static void Draw3dTextSegm( int x0, int y0, int xf, int yf ){ double startx = x0 * g_Parm_3D_Visu.m_BoardScale; double starty = y0 * g_Parm_3D_Visu.m_BoardScale; double endx = xf * g_Parm_3D_Visu.m_BoardScale; double endy = yf * g_Parm_3D_Visu.m_BoardScale;
Draw3D_FilledSegment( startx, -starty, endx, -endy, s_Text3DWidth, s_Text3DZPos );}
void Pcb3D_GLCanvas::Draw3D_DrawText( TEXTE_PCB* text ){ int layer = text->GetLayer();
if( !Get3DLayerEnable( layer ) ) return;
int color = g_ColorsSettings.GetLayerColor( layer );
SetGLColor( color ); s_Text3DZPos = g_Parm_3D_Visu.m_LayerZcoord[layer]; s_Text3DWidth = text->m_Width * g_Parm_3D_Visu.m_BoardScale; glNormal3f( 0.0, 0.0, Get3DLayerSide( layer ) ); wxSize size = text->m_Size; if( text->m_Mirror ) NEGATE( size.x ); if( text->m_MultilineAllowed ) { wxPoint pos = text->m_Pos; wxArrayString* list = wxStringSplit( text->m_Text, '\n' ); wxPoint offset;
offset.y = text->GetInterline();
RotatePoint( &offset, text->m_Orient ); for( unsigned i = 0; i<list->Count(); i++ ) { wxString txt = list->Item( i ); DrawGraphicText( NULL, NULL, pos, (EDA_Colors) color, txt, text->m_Orient, size, text->m_HJustify, text->m_VJustify, text->m_Width, text->m_Italic, true, Draw3dTextSegm ); pos += offset; }
delete (list); } else DrawGraphicText( NULL, NULL, text->m_Pos, (EDA_Colors) color, text->m_Text, text->m_Orient, size, text->m_HJustify, text->m_VJustify, text->m_Width, text->m_Italic, true, Draw3dTextSegm );}
void MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas ){ D_PAD* pad = m_Pads;
/* Draw pads */ glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
for( ; pad != NULL; pad = pad->Next() ) { pad->Draw3D( glcanvas ); }
/* Draw module shape: 3D shape if exists (or module edge if not exists) */ S3D_MASTER* Struct3D = m_3D_Drawings; bool As3dShape = FALSE; if( g_Parm_3D_Visu.m_Draw3DModule ) { glPushMatrix();
glTranslatef( m_Pos.x * g_Parm_3D_Visu.m_BoardScale, -m_Pos.y * g_Parm_3D_Visu.m_BoardScale, g_Parm_3D_Visu.m_LayerZcoord[m_Layer] );
if( m_Orient ) { glRotatef( (double) m_Orient / 10, 0.0, 0.0, 1.0 ); } if( m_Layer == LAYER_N_BACK ) { glRotatef( 180.0, 0.0, 1.0, 0.0 ); glRotatef( 180.0, 0.0, 0.0, 1.0 ); } DataScale3D = g_Parm_3D_Visu.m_BoardScale * UNITS3D_TO_UNITSPCB;
for( ; Struct3D != NULL; Struct3D = Struct3D->Next() ) { if( !Struct3D->m_Shape3DName.IsEmpty() ) { As3dShape = TRUE; Struct3D->ReadData(); } }
glPopMatrix(); }
if( !As3dShape ) { // The footprint does not have a 3D shape, draw its 2D shape instead
EDA_BaseStruct* Struct = m_Drawings; glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
for( ; Struct != NULL; Struct = Struct->Next() ) { switch( Struct->Type() ) { case TYPE_TEXTE_MODULE: break;
case TYPE_EDGE_MODULE: ( (EDGE_MODULE*) Struct )->Draw3D( glcanvas ); break;
default: break; } } }}
void EDGE_MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas ){ wxString s; int dx, dy; double x, y, fx, fy, w, zpos;
if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( m_Layer ) == false ) return;
int color = g_ColorsSettings.GetLayerColor( m_Layer );
SetGLColor( color ); glNormal3f( 0.0, 0.0, (m_Layer == LAYER_N_BACK) ? -1.0 : 1.0 );
dx = m_End.x; dy = m_End.y; zpos = g_Parm_3D_Visu.m_LayerZcoord[m_Layer]; w = m_Width * g_Parm_3D_Visu.m_BoardScale; x = m_Start.x * g_Parm_3D_Visu.m_BoardScale; y = m_Start.y * g_Parm_3D_Visu.m_BoardScale; fx = dx * g_Parm_3D_Visu.m_BoardScale; fy = dy * g_Parm_3D_Visu.m_BoardScale;
switch( m_Shape ) { case S_SEGMENT: Draw3D_FilledSegment( x, -y, fx, -fy, w, zpos ); break;
case S_CIRCLE: Draw3D_CircleSegment( x, -y, fx, -fy, w, zpos ); break;
case S_ARC: Draw3D_ArcSegment( x, -y, fx, -fy, (double) m_Angle, w, zpos ); break;
case S_POLYGON: { // We must compute true coordinates from m_PolyPoints
// which are relative to module position and module orientation = 0
std::vector<wxPoint> points = m_PolyPoints; MODULE* module = (MODULE*) m_Parent; if( module == NULL ) break; for( unsigned ii = 0; ii < points.size(); ii++ ) { wxPoint& pt = points[ii];
RotatePoint( &pt.x, &pt.y, module->m_Orient ); pt += module->m_Pos; }
glcanvas->Draw3D_Polygon( points, zpos ); } break;
default: s.Printf( wxT( "Error: Shape nr %d not implemented!\n" ), m_Shape ); D( printf( "%s", CONV_TO_UTF8( s ) ); ) break; }}
/* Draw 3D pads. */void D_PAD::Draw3D( Pcb3D_GLCanvas* glcanvas ){ int ii, ll, layer, nlmax; int ux0, uy0, dx, dx0, dy, dy0, delta_cx, delta_cy, xc, yc; int angle, delta_angle; int coord[4][2]; double fcoord[8][2], f_hole_coord[8][2]; double scale; double zpos; wxPoint shape_pos; double x, y, r, w, hole, holeX, holeY; double drillx, drilly; bool Oncu, Oncmp, Both; int color;
scale = g_Parm_3D_Visu.m_BoardScale; holeX = (double) m_Drill.x * scale / 2; holeY = (double) m_Drill.y * scale / 2; hole = MIN( holeX, holeY );
/* Calculate the center of the pad. */ shape_pos = ReturnShapePos(); ux0 = shape_pos.x; uy0 = shape_pos.y; xc = ux0; yc = uy0;
dx = dx0 = m_Size.x >> 1; dy = dy0 = m_Size.y >> 1;
angle = m_Orient; drillx = m_Pos.x * scale; drilly = m_Pos.y * scale;
/* Draw the pad hole (TODO: draw OBLONG hole) */ if( holeX && holeY ) { SetGLColor( DARKGRAY ); Draw3D_FilledCylinder( drillx, -drilly, hole, g_Parm_3D_Visu.m_LayerZcoord[LAYER_N_FRONT], 0.0 ); }
glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
nlmax = g_Parm_3D_Visu.m_Layers - 1; Oncu = (m_Masque_Layer & LAYER_BACK) ? TRUE : FALSE; Oncmp = (m_Masque_Layer & LAYER_FRONT) ? TRUE : FALSE; Both = Oncu && Oncmp;
switch( m_PadShape & 0x7F ) { case PAD_CIRCLE: x = xc * scale; y = yc * scale; r = (double) dx * scale; for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ ) { if( layer && (layer == nlmax) ) layer = LAYER_N_FRONT; if( (layer == LAYER_N_FRONT) && !Oncmp ) continue; if( (layer == LAYER_N_BACK) && !Oncu ) continue; if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both ) continue; color = g_ColorsSettings.GetLayerColor( layer ); if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( layer ) == false ) continue;
SetGLColor( color ); glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 ); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; if( layer == LAYER_N_BACK ) zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale; else zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale; Draw3D_FilledCircle( x, -y, r, hole, zpos ); }
break;
case PAD_OVAL: if( dx > dy ) /* Horizontal ellipse */ { delta_cx = dx - dy; delta_cy = 0; w = m_Size.y * scale; delta_angle = angle + 900; } else /* Vertical ellipse */ { delta_cx = 0; delta_cy = dy - dx; w = m_Size.x * scale; delta_angle = angle; } RotatePoint( &delta_cx, &delta_cy, angle ); { double ox, oy, fx, fy; ox = (double) ( ux0 + delta_cx ) * scale; oy = (double) ( uy0 + delta_cy ) * scale; fx = (double) ( ux0 - delta_cx ) * scale; fy = (double) ( uy0 - delta_cy ) * scale; for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ ) { if( layer && (layer == nlmax) ) layer = LAYER_N_FRONT; if( (layer == LAYER_N_FRONT) && !Oncmp ) continue; if( (layer == LAYER_N_BACK) && !Oncu ) continue; if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both ) continue; color = g_ColorsSettings.GetLayerColor( layer ); glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 ); if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( layer ) == false ) continue;
SetGLColor( color ); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; if( layer == LAYER_N_BACK ) zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale; else zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale; Draw3D_FilledSegmentWithHole( ox, -oy, fx, -fy, w, drillx, -drilly, hole, zpos ); } } break;
case PAD_RECT:
case PAD_TRAPEZOID: { int ddx, ddy; ddx = m_DeltaSize.x >> 1; ddy = m_DeltaSize.y >> 1;
coord[0][0] = -dx - ddy; coord[0][1] = +dy + ddx;
coord[1][0] = -dx + ddy; coord[1][1] = -dy - ddx;
coord[2][0] = +dx - ddy; coord[2][1] = -dy + ddx;
coord[3][0] = +dx + ddy; coord[3][1] = +dy - ddx;
for( ii = 0; ii < 4; ii++ ) { RotatePoint( &coord[ii][0], &coord[ii][1], angle ); coord[ii][0] += ux0; coord[ii][1] += uy0; ll = ii * 2; fcoord[ll][0] = coord[ii][0] *scale; fcoord[ll][1] = coord[ii][1] *scale; }
for( ii = 0; ii < 7; ii += 2 ) { ll = ii + 2; if( ll > 7 ) ll -= 8; fcoord[ii + 1][0] = (fcoord[ii][0] + fcoord[ll][0]) / 2; fcoord[ii + 1][1] = (fcoord[ii][1] + fcoord[ll][1]) / 2; }
for( ii = 0; ii < 8; ii++ ) { f_hole_coord[ii][0] = -hole * 0.707; f_hole_coord[ii][1] = hole * 0.707; RotatePoint( &f_hole_coord[ii][0], &f_hole_coord[ii][1], angle - (ii * 450) ); f_hole_coord[ii][0] += drillx; f_hole_coord[ii][1] += drilly; }
for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ ) { if( layer && (layer == nlmax) ) layer = LAYER_N_FRONT; if( (layer == LAYER_N_FRONT) && !Oncmp ) continue; if( (layer == LAYER_N_BACK) && !Oncu ) continue; if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both ) continue; color = g_ColorsSettings.GetLayerColor( layer ); glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 ); if( g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( layer ) == false ) continue;
SetGLColor( color ); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; if( layer == LAYER_N_BACK ) zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale; else zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale; glBegin( GL_QUAD_STRIP ); for( ii = 0; ii < 8; ii++ ) { glVertex3f( f_hole_coord[ii][0], -f_hole_coord[ii][1], zpos ); glVertex3f( fcoord[ii][0], -fcoord[ii][1], zpos ); }
glVertex3f( f_hole_coord[0][0], -f_hole_coord[0][1], zpos ); glVertex3f( fcoord[0][0], -fcoord[0][1], zpos ); glEnd(); } } break;
default: break; }}
void SetGLColor( int color ){ double red, green, blue; StructColors colordata = ColorRefs[color & MASKCOLOR];
red = colordata.m_Red / 255.0; blue = colordata.m_Blue / 255.0; green = colordata.m_Green / 255.0; glColor3f( red, green, blue );}
static void Draw3D_FilledCircle( double posx, double posy, double rayon, double hole, double zpos ){ int ii, slice = 16; double x, y;
glBegin( GL_QUAD_STRIP ); for( ii = 0; ii <= slice; ii++ ) { x = hole; y = 0.0; RotatePoint( &x, &y, ii * 225 ); glVertex3f( x + posx, y + posy, zpos ); x = rayon; y = 0.0; RotatePoint( &x, &y, ii * 225 ); glVertex3f( x + posx, y + posy, zpos ); }
glEnd();}
static void Draw3D_FilledCylinder( double posx, double posy, double rayon, double height, double zpos ){ int ii; double x, y;
#define NB_SEGM 12
S3D_Vertex coords[4]; double tmp = DataScale3D;
DataScale3D = 1.0; // Coordinate is already in range for Set_Object_Data();
coords[0].x = coords[1].x = posx + rayon; coords[0].y = coords[1].y = posy; coords[0].z = coords[3].z = zpos; coords[1].z = coords[2].z = zpos + height;
for( ii = 0; ii <= NB_SEGM; ii++ ) { x = rayon; y = 0.0; RotatePoint( &x, &y, ii * (3600 / NB_SEGM) ); coords[2].x = coords[3].x = posx + x; coords[2].y = coords[3].y = posy + y; Set_Object_Data( coords, 4 ); coords[0].x = coords[2].x; coords[0].y = coords[2].y; coords[1].x = coords[3].x; coords[1].y = coords[3].y; }
glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
DataScale3D = tmp;}
/* Draw a polygon similar to a segment has rounded tips */static void Draw3D_FilledSegment( double startx, double starty, double endx, double endy, double width, double zpos ){ double dx, dy, x, y, firstx = 0, firsty = 0; int ii, angle;
// Calculate the coordinates of the segment assumed horizontal.
// Then turn the strips of the desired angle.
dx = endx - startx; dy = endy - starty; angle = (int) ( ( atan2( dy, dx ) * 1800 / M_PI ) + 0.5 );
RotatePoint( &dx, &dy, angle ); width /= 2;
glBegin( GL_POLYGON );
// Trace the flare to right (1st half polygon at the end of the segment)
for( ii = 0; ii <= 8; ii++ ) { x = 0.0; y = -width; RotatePoint( &x, &y, -ii * 225 ); x += dx; RotatePoint( &x, &y, -angle ); glVertex3f( startx + x, starty + y, zpos ); if( ii == 0 ) { firstx = startx + x; firsty = starty + y; } }
// Rounding the left (2nd half polygon is the origin of the segment)
for( ii = 0; ii <= 8; ii++ ) { int jj = ii * 225; x = 0.0; y = width; RotatePoint( &x, &y, -angle - jj ); glVertex3f( startx + x, starty + y, zpos ); }
glVertex3f( firstx, firsty, zpos ); glEnd();}
/* Draw a polygon similar to a segment ends with round hole
*/static void Draw3D_FilledSegmentWithHole( double startx, double starty, double endx, double endy, double width, double holex, double holey, double holeradius, double zpos ){ double x, y, xin, yin; double firstx = 0, firsty = 0, firstxin = 0, firstyin = 0; int ii, angle, theta;
// Calculate the coordinates of the segment assumed horizontal
// Then turn the strips of the desired angle
// All calculations are done with startx, starty as the origin of the route
endx -= startx; endy -= starty; holex -= startx; holey -= starty; angle = (int) ( ( atan2( endy, endx ) * 1800 / M_PI ) + 0.5 );
RotatePoint( &endx, &endy, angle ); RotatePoint( &holex, &holey, angle ); width /= 2;
glBegin( GL_QUAD_STRIP );
// Path of the flare to right (1st half polygon at the end of the segment)
// around the half-hole drilling
for( ii = 0; ii <= 8; ii++ ) { x = 0.0; y = -width; xin = 0.0; yin = -holeradius; theta = -ii * 225; RotatePoint( &x, &y, theta ); RotatePoint( &xin, &yin, theta ); x += endx; RotatePoint( &x, &y, -angle ); xin += holex; RotatePoint( &xin, &yin, -angle ); glVertex3f( startx + xin, starty + yin, zpos ); glVertex3f( startx + x, starty + y, zpos ); if( ii == 0 ) { firstx = startx + x; firsty = starty + y; firstxin = startx + xin; firstyin = starty + yin; } }
// Layout of the rounded left (2nd half polygon is the origin of the
// segment)
for( ii = 0; ii <= 8; ii++ ) { theta = -ii * 225; x = 0.0; y = width; RotatePoint( &x, &y, -angle + theta ); xin = 0.0; yin = holeradius; RotatePoint( &xin, &yin, theta ); xin += holex; RotatePoint( &xin, &yin, -angle ); glVertex3f( startx + xin, starty + yin, zpos ); glVertex3f( startx + x, starty + y, zpos ); }
glVertex3f( firstxin, firstyin, zpos ); glVertex3f( firstx, firsty, zpos ); glEnd();}
static void Draw3D_ArcSegment( double startx, double starty, double centrex, double centrey, double arc_angle, double width, double zpos ){ int ii; int slice = 36; // Number of segments to approximate a circle by segments
double hole, rayon; double arcStart_Angle;
arcStart_Angle = (atan2( startx - centrex, starty - centrey ) * 1800 / M_PI ); rayon = hypot( startx - centrex, starty - centrey ) + ( width / 2); hole = rayon - width;
// Calculate the number of segments to approximate this arc
int imax = (int) ( (double) arc_angle * slice / 3600.0 ); if( imax < 0 ) imax = -imax; if( imax == 0 ) imax = 1;
// Adjust delta_angle to have exactly imax segments in arc_angle
// i.e. arc_angle = imax delta_agnle.
double delta_angle = (double) arc_angle / imax;
glBegin( GL_QUAD_STRIP ); for( ii = 0; ii <= imax; ii++ ) { double angle = (double) ii * delta_angle; angle += arcStart_Angle + 900; double dx = hole; double dy = 0.0; RotatePoint( &dx, &dy, (int) angle ); glVertex3f( dx + startx, dy + starty, zpos ); dx = rayon; dy = 0.0; RotatePoint( &dx, &dy, (int) angle ); glVertex3f( dx + startx, dy + starty, zpos ); }
glEnd();}
static void Draw3D_CircleSegment( double startx, double starty, double endx, double endy, double width, double zpos ){ int ii, slice = 36; double x, y, hole, rayon;
rayon = hypot( startx - endx, starty - endy ) + ( width / 2); hole = rayon - width;
glBegin( GL_QUAD_STRIP ); for( ii = 0; ii <= slice; ii++ ) { x = hole; y = 0.0; RotatePoint( &x, &y, ii * 3600 / slice ); glVertex3f( x + startx, y + starty, zpos ); x = rayon; y = 0.0; RotatePoint( &x, &y, ii * 3600 / slice ); glVertex3f( x + startx, y + starty, zpos ); }
glEnd();}
/** Function Pcb3D_GLCanvas::Draw3D_Polygon
* draw one solid polygon * @param aCornersList = a std::vector<wxPoint> liste of corners, in physical coordinates * @param aZpos = the z position in 3D units */void Pcb3D_GLCanvas::Draw3D_Polygon( std::vector<wxPoint>& aCornersList, double aZpos ){ g_Parm_3D_Visu.m_ActZpos = aZpos;
GLUtesselator* tess = gluNewTess(); gluTessCallback( tess, GLU_TESS_BEGIN, ( void (CALLBACK*)() )tessBeginCB ); gluTessCallback( tess, GLU_TESS_END, ( void (CALLBACK*)() )tessEndCB ); gluTessCallback( tess, GLU_TESS_ERROR, ( void (CALLBACK*)() )tessErrorCB ); gluTessCallback( tess, GLU_TESS_VERTEX, ( void (CALLBACK*)() )tesswxPoint2Vertex );
GLdouble v_data[3]; v_data[2] = aZpos;
//gluTessProperty(tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_NONZERO);
// Draw solid polygon
gluTessBeginPolygon( tess, NULL ); gluTessBeginContour( tess ); for( unsigned ii = 0; ii < aCornersList.size(); ii++ ) { v_data[0] = aCornersList[ii].x * g_Parm_3D_Visu.m_BoardScale; v_data[1] = -aCornersList[ii].y * g_Parm_3D_Visu.m_BoardScale; // gluTessVertex store pointers on data, not data, so do not store
// different corners values in a temporary variable
// but send pointer on each corner value in aCornersList
gluTessVertex( tess, v_data, &aCornersList[ii] ); }
gluTessEndContour( tess ); gluTessEndPolygon( tess );
gluDeleteTess( tess );}
static int Get3DLayerEnable( int act_layer ){ bool enablelayer;
enablelayer = TRUE; if( act_layer == DRAW_N && !g_Parm_3D_Visu.m_Draw3DDrawings ) enablelayer = FALSE; if( act_layer == COMMENT_N && !g_Parm_3D_Visu.m_Draw3DComments ) enablelayer = FALSE; if( act_layer == ECO1_N && !g_Parm_3D_Visu.m_Draw3DEco1 ) enablelayer = FALSE; if( act_layer == ECO2_N && !g_Parm_3D_Visu.m_Draw3DEco2 ) enablelayer = FALSE;
return enablelayer;}
static GLfloat Get3DLayerSide( int act_layer ){ GLfloat nZ;
nZ = 1.0; if( ( act_layer <= LAST_COPPER_LAYER - 1 ) || ( act_layer == ADHESIVE_N_BACK ) || ( act_layer == SOLDERPASTE_N_BACK ) || ( act_layer == SILKSCREEN_N_BACK ) || ( act_layer == SOLDERMASK_N_BACK ) ) nZ = -1.0; return nZ;}
///////////////////////////////////////////////////////////////////////////////
// GLU_TESS CALLBACKS
///////////////////////////////////////////////////////////////////////////////
void CALLBACK tessBeginCB( GLenum which ){ glBegin( which );}
void CALLBACK tessEndCB(){ glEnd();}
void CALLBACK tessCPolyPt2Vertex( const GLvoid* data ){ // cast back to double type
const CPolyPt* ptr = (const CPolyPt*) data;
glVertex3f( ptr->x * g_Parm_3D_Visu.m_BoardScale, -ptr->y * g_Parm_3D_Visu.m_BoardScale, g_Parm_3D_Visu.m_ActZpos );}
void CALLBACK tesswxPoint2Vertex( const GLvoid* data ){ const wxPoint* ptr = (const wxPoint*) data;
glVertex3f( ptr->x * g_Parm_3D_Visu.m_BoardScale, -ptr->y * g_Parm_3D_Visu.m_BoardScale, g_Parm_3D_Visu.m_ActZpos );}
void CALLBACK tessErrorCB( GLenum errorCode ){ const GLubyte* errorStr;
errorStr = gluErrorString( errorCode );
// DEBUG //
D( printf( "Tess ERROR: %s\n", errorStr ); )}
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