kicad/pcbnew/exporters/export_vrml.cpp

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2009-2013 Lorenzo Mercantonio
* Copyright (C) 2014-2017 Cirilo Bernardo
* Copyright (C) 2018 Jean-Pierre Charras jp.charras at wanadoo.fr
* Copyright (C) 2004-2021 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
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#include <exception>
#include <fstream>
#include <iomanip>
#include <vector>
#include <wx/dir.h>
#include "3d_cache/3d_cache.h"
#include "3d_cache/3d_info.h"
#include "board.h"
#include "fp_shape.h"
#include "footprint.h"
#include "pcb_text.h"
#include "track.h"
#include "zone.h"
#include "convert_to_biu.h"
#include <core/arraydim.h>
#include <filename_resolver.h>
#include "plugins/3dapi/ifsg_all.h"
#include "streamwrapper.h"
#include "vrml_layer.h"
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#include "pcb_edit_frame.h"
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#include <bezier_curves.h>
#include <convert_basic_shapes_to_polygon.h>
#include <geometry/geometry_utils.h>
#include <zone_filler.h>
#include <exporter_vrml.h>
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MODEL_VRML::MODEL_VRML() :
m_OutputPCB( (SGNODE*) NULL )
{
m_ReuseDef = true;
m_precision = 6;
m_WorldScale = 1.0;
for( int ii = 0; ii < VRML_COLOR_LAST; ++ii )
m_sgmaterial[ii] = nullptr;
for( unsigned i = 0; i < arrayDim( m_layer_z ); ++i )
m_layer_z[i] = 0;
m_holes.GetArcParams( m_iMaxSeg, m_arcMinLen, m_arcMaxLen );
// this default only makes sense if the output is in mm
m_brd_thickness = 1.6;
// pcb green
vrml_colors_list[VRML_COLOR_PCB] = VRML_COLOR(
0.07f, 0.3f, 0.12f, 0.01f, 0.03f, 0.01f, 0.0f, 0.0f, 0.0f, 0.8f, 0.0f, 0.02f );
// copper color
vrml_colors_list[VRML_COLOR_COPPER] = VRML_COLOR(
0.72f, 0.45f, 0.2f, 0.01f, 0.05f, 0.01f, 0.0f, 0.0f, 0.0f, 0.8f, 0.0f, 0.02f );
// silkscreen white
vrml_colors_list[VRML_COLOR_SILK] = VRML_COLOR(
0.9f, 0.9f, 0.9f, 0.1f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f, 0.9f, 0.0f, 0.02f );
// solder paste silver
vrml_colors_list[VRML_COLOR_TIN] = VRML_COLOR( 0.749f, 0.756f, 0.761f, 0.749f, 0.756f, 0.761f, 0.0f,
0.0f, 0.0f, 0.8f, 0.0f, 0.8f );
m_plainPCB = false;
SetOffset( 0.0, 0.0 );
m_text_layer = F_Cu;
m_text_width = 1;
m_minLineWidth = MIN_VRML_LINEWIDTH;
}
MODEL_VRML::~MODEL_VRML()
{
// destroy any unassociated material appearances
for( int j = 0; j < VRML_COLOR_LAST; ++j )
{
if( m_sgmaterial[j] && NULL == S3D::GetSGNodeParent( m_sgmaterial[j] ) )
S3D::DestroyNode( m_sgmaterial[j] );
m_sgmaterial[j] = NULL;
}
if( !m_components.empty() )
{
IFSG_TRANSFORM tmp( false );
for( auto i : m_components )
{
tmp.Attach( i );
tmp.SetParent( NULL );
}
m_components.clear();
m_OutputPCB.Destroy();
}
}
bool MODEL_VRML::SetScale( double aWorldScale )
{
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// set the scaling of the VRML world
if( aWorldScale < 0.001 || aWorldScale > 10.0 )
throw( std::runtime_error( "WorldScale out of range (valid range is 0.001 to 10.0)" ) );
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m_OutputPCB.SetScale( aWorldScale * 2.54 );
m_WorldScale = aWorldScale * 2.54;
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return true;
}
void MODEL_VRML::SetOffset( double aXoff, double aYoff )
{
m_tx = aXoff;
m_ty = -aYoff;
m_holes.SetVertexOffsets( aXoff, aYoff );
m_3D_board.SetVertexOffsets( aXoff, aYoff );
m_top_copper.SetVertexOffsets( aXoff, aYoff );
m_bot_copper.SetVertexOffsets( aXoff, aYoff );
m_top_silk.SetVertexOffsets( aXoff, aYoff );
m_bot_silk.SetVertexOffsets( aXoff, aYoff );
m_top_tin.SetVertexOffsets( aXoff, aYoff );
m_bot_tin.SetVertexOffsets( aXoff, aYoff );
m_plated_holes.SetVertexOffsets( aXoff, aYoff );
}
bool MODEL_VRML::GetLayer3D( LAYER_NUM layer, VRML_LAYER** vlayer )
{
// select the VRML layer object to draw on; return true if
// a layer has been selected.
switch( layer )
{
case B_Cu: *vlayer = &m_bot_copper; return true;
case F_Cu: *vlayer = &m_top_copper; return true;
case B_SilkS: *vlayer = &m_bot_silk; return true;
case F_SilkS: *vlayer = &m_top_silk; return true;
default: return false;
}
}
void MODEL_VRML::ExportVrmlSolderMask( BOARD* aPcb )
{
//TODO
}
// static var. for dealing with text
static MODEL_VRML* model_vrml;
void MODEL_VRML::write_triangle_bag( std::ostream& aOut_file, const VRML_COLOR& aColor,
VRML_LAYER* aLayer, bool aPlane, bool aTop,
double aTop_z, double aBottom_z )
{
/* A lot of nodes are not required, but blender sometimes chokes
* without them */
static const char* shape_boiler[] =
{
"Transform {\n",
" children [\n",
" Group {\n",
" children [\n",
" Shape {\n",
" appearance Appearance {\n",
" material Material {\n",
0, // Material marker
" }\n",
" }\n",
" geometry IndexedFaceSet {\n",
" solid TRUE\n",
" coord Coordinate {\n",
" point [\n",
0, // Coordinates marker
" ]\n",
" }\n",
" coordIndex [\n",
0, // Index marker
" ]\n",
" }\n",
" }\n",
" ]\n",
" }\n",
" ]\n",
"}\n",
0 // End marker
};
int marker_found = 0, lineno = 0;
while( marker_found < 4 )
{
if( shape_boiler[lineno] )
aOut_file << shape_boiler[lineno];
else
{
marker_found++;
switch( marker_found )
{
case 1: // Material marker
{
std::streamsize lastPrecision = aOut_file.precision();
aOut_file << " diffuseColor " << std::setprecision(3);
aOut_file << aColor.diffuse_red << " ";
aOut_file << aColor.diffuse_grn << " ";
aOut_file << aColor.diffuse_blu << "\n";
aOut_file << " specularColor ";
aOut_file << aColor.spec_red << " ";
aOut_file << aColor.spec_grn << " ";
aOut_file << aColor.spec_blu << "\n";
aOut_file << " emissiveColor ";
aOut_file << aColor.emit_red << " ";
aOut_file << aColor.emit_grn << " ";
aOut_file << aColor.emit_blu << "\n";
aOut_file << " ambientIntensity " << aColor.ambient << "\n";
aOut_file << " transparency " << aColor.transp << "\n";
aOut_file << " shininess " << aColor.shiny << "\n";
aOut_file.precision( lastPrecision );
}
break;
case 2:
if( aPlane )
aLayer->WriteVertices( aTop_z, aOut_file, m_precision );
else
aLayer->Write3DVertices( aTop_z, aBottom_z, aOut_file, m_precision );
aOut_file << "\n";
break;
case 3:
if( aPlane )
aLayer->WriteIndices( aTop, aOut_file );
else
aLayer->Write3DIndices( aOut_file );
aOut_file << "\n";
break;
default:
break;
}
}
lineno++;
}
}
void MODEL_VRML::writeLayers( BOARD* aPcb, const char* aFileName,
OSTREAM* aOutputFile )
{
// VRML_LAYER board;
m_3D_board.Tesselate( &m_holes );
double brdz = m_brd_thickness / 2.0
- ( Millimeter2iu( ART_OFFSET / 2.0 ) ) * m_BoardToVrmlScale;
if( m_UseInlineModelsInBrdfile )
{
write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_PCB ),
&m_3D_board, false, false, brdz, -brdz );
}
else
{
create_vrml_shell( m_OutputPCB, VRML_COLOR_PCB, &m_3D_board, brdz, -brdz );
}
if( m_plainPCB )
{
if( !m_UseInlineModelsInBrdfile )
S3D::WriteVRML( aFileName, true, m_OutputPCB.GetRawPtr(), m_ReuseDef, true );
return;
}
// VRML_LAYER m_top_copper;
m_top_copper.Tesselate( &m_holes );
if( m_UseInlineModelsInBrdfile )
{
write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_COPPER ),
&m_top_copper, true, true, GetLayerZ( F_Cu ), 0 );
}
else
{
create_vrml_plane( m_OutputPCB, VRML_COLOR_COPPER, &m_top_copper,
GetLayerZ( F_Cu ), true );
}
// VRML_LAYER m_top_tin;
m_top_tin.Tesselate( &m_holes );
if( m_UseInlineModelsInBrdfile )
{
write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_TIN ),
&m_top_tin, true, true,
GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale,
0 );
}
else
{
create_vrml_plane( m_OutputPCB, VRML_COLOR_TIN, &m_top_tin,
GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale,
true );
}
// VRML_LAYER m_bot_copper;
m_bot_copper.Tesselate( &m_holes );
if( m_UseInlineModelsInBrdfile )
{
write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_COPPER ),
&m_bot_copper, true, false, GetLayerZ( B_Cu ), 0 );
}
else
{
create_vrml_plane( m_OutputPCB, VRML_COLOR_COPPER, &m_bot_copper,
GetLayerZ( B_Cu ), false );
}
// VRML_LAYER m_bot_tin;
m_bot_tin.Tesselate( &m_holes );
if( m_UseInlineModelsInBrdfile )
{
write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_TIN ),
&m_bot_tin, true, false,
GetLayerZ( B_Cu )
- Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale,
0 );
}
else
{
create_vrml_plane( m_OutputPCB, VRML_COLOR_TIN, &m_bot_tin,
GetLayerZ( B_Cu ) - Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale,
false );
}
// VRML_LAYER PTH;
m_plated_holes.Tesselate( NULL, true );
if( m_UseInlineModelsInBrdfile )
{
write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_TIN ),
&m_plated_holes, false, false,
GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale,
GetLayerZ( B_Cu ) - Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale );
}
else
{
create_vrml_shell( m_OutputPCB, VRML_COLOR_TIN, &m_plated_holes,
GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale,
GetLayerZ( B_Cu ) - Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale );
}
// VRML_LAYER m_top_silk;
m_top_silk.Tesselate( &m_holes );
if( m_UseInlineModelsInBrdfile )
{
write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_SILK ), &m_top_silk,
true, true, GetLayerZ( F_SilkS ), 0 );
}
else
{
create_vrml_plane( m_OutputPCB, VRML_COLOR_SILK, &m_top_silk,
GetLayerZ( F_SilkS ), true );
}
// VRML_LAYER m_bot_silk;
m_bot_silk.Tesselate( &m_holes );
if( m_UseInlineModelsInBrdfile )
{
write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_SILK ), &m_bot_silk,
true, false, GetLayerZ( B_SilkS ), 0 );
}
else
{
create_vrml_plane( m_OutputPCB, VRML_COLOR_SILK, &m_bot_silk,
GetLayerZ( B_SilkS ), false );
}
if( !m_UseInlineModelsInBrdfile )
S3D::WriteVRML( aFileName, true, m_OutputPCB.GetRawPtr(), true, true );
}
void MODEL_VRML::ComputeLayer3D_Zpos( BOARD* pcb )
{
int copper_layers = pcb->GetCopperLayerCount();
// We call it 'layer' thickness, but it's the whole board thickness!
m_brd_thickness = pcb->GetDesignSettings().GetBoardThickness() * m_BoardToVrmlScale;
double half_thickness = m_brd_thickness / 2;
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// Compute each layer's Z value, more or less like the 3d view
for( LSEQ seq = LSET::AllCuMask().Seq(); seq; ++seq )
{
PCB_LAYER_ID i = *seq;
if( i < copper_layers )
SetLayerZ( i, half_thickness - m_brd_thickness * i / (copper_layers - 1) );
else
SetLayerZ( i, - half_thickness ); // bottom layer
}
// To avoid rounding interference, we apply an epsilon to each successive layer
double epsilon_z = Millimeter2iu( ART_OFFSET ) * m_BoardToVrmlScale;
SetLayerZ( B_Paste, -half_thickness - epsilon_z * 4 );
SetLayerZ( B_Adhes, -half_thickness - epsilon_z * 3 );
SetLayerZ( B_SilkS, -half_thickness - epsilon_z * 2 );
SetLayerZ( B_Mask, -half_thickness - epsilon_z );
SetLayerZ( F_Mask, half_thickness + epsilon_z );
SetLayerZ( F_SilkS, half_thickness + epsilon_z * 2 );
SetLayerZ( F_Adhes, half_thickness + epsilon_z * 3 );
SetLayerZ( F_Paste, half_thickness + epsilon_z * 4 );
SetLayerZ( Dwgs_User, half_thickness + epsilon_z * 5 );
SetLayerZ( Cmts_User, half_thickness + epsilon_z * 6 );
SetLayerZ( Eco1_User, half_thickness + epsilon_z * 7 );
SetLayerZ( Eco2_User, half_thickness + epsilon_z * 8 );
SetLayerZ( Edge_Cuts, 0 );
}
void MODEL_VRML::ExportVrmlLine( LAYER_NUM layer,
double startx, double starty,
double endx, double endy, double width )
{
VRML_LAYER* vlayer;
if( !GetLayer3D( layer, &vlayer ) )
return;
if( width < m_minLineWidth)
width = m_minLineWidth;
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starty = -starty;
endy = -endy;
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double angle = atan2( endy - starty, endx - startx ) * 180.0 / M_PI;
double length = Distance( startx, starty, endx, endy ) + width;
double cx = ( startx + endx ) / 2.0;
double cy = ( starty + endy ) / 2.0;
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if( !vlayer->AddSlot( cx, cy, length, width, angle, false ) )
throw( std::runtime_error( vlayer->GetError() ) );
}
void MODEL_VRML::ExportVrmlCircle( LAYER_NUM layer,
double startx, double starty,
double endx, double endy, double width )
{
VRML_LAYER* vlayer;
if( !GetLayer3D( layer, &vlayer ) )
return;
if( width < m_minLineWidth )
width = m_minLineWidth;
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starty = -starty;
endy = -endy;
double hole, radius;
radius = Distance( startx, starty, endx, endy ) + ( width / 2);
hole = radius - width;
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if( !vlayer->AddCircle( startx, starty, radius, false ) )
throw( std::runtime_error( vlayer->GetError() ) );
if( hole > 0.0001 )
{
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if( !vlayer->AddCircle( startx, starty, hole, true ) )
throw( std::runtime_error( vlayer->GetError() ) );
}
}
void MODEL_VRML::ExportVrmlArc( LAYER_NUM layer,
double centerx, double centery,
double arc_startx, double arc_starty,
double width, double arc_angle )
{
VRML_LAYER* vlayer;
if( !GetLayer3D( layer, &vlayer ) )
return;
if( width < m_minLineWidth )
width = m_minLineWidth;
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centery = -centery;
arc_starty = -arc_starty;
if( !vlayer->AddArc( centerx, centery, arc_startx, arc_starty, width, -arc_angle, false ) )
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throw( std::runtime_error( vlayer->GetError() ) );
}
void MODEL_VRML::ExportVrmlPolygon( LAYER_NUM layer, PCB_SHAPE *aOutline,
double aOrientation, wxPoint aPos )
{
if( aOutline->IsPolyShapeValid() )
{
SHAPE_POLY_SET shape = aOutline->GetPolyShape();
VRML_LAYER* vlayer;
if( !GetLayer3D( layer, &vlayer ) )
return;
if( aOutline->GetWidth() )
{
Clean up arc/circle polygonization. 1) For a while now we've been using a calculated seg count from a given maxError, and a correction factor to push the radius out so that all the error is outside the arc/circle. However, the second calculation (which pre-dates the first) is pretty much just the inverse of the first (and yields nothing more than maxError back). This is particularly sub-optimal given the cost of trig functions. 2) There are a lot of old optimizations to reduce segcounts in certain situations, someting that our error-based calculation compensates for anyway. (Smaller radii need fewer segments to meet the maxError condition.) But perhaps more importantly we now surface maxError in the UI and we don't really want to call it "Max deviation except when it's not". 3) We were also clamping the segCount twice: once in the calculation routine and once in most of it's callers. Furthermore, the caller clamping was inconsistent (both in being done and in the clamping value). We now clamp only in the calculation routine. 4) There's no reason to use the correction factors in the 3Dviewer; it's just a visualization and whether the polygonization error is inside or outside the shape isn't really material. 5) The arc-correction-disabling stuff (used for solder mask layer) was somewhat fragile in that it depended on the caller to turn it back on afterwards. It's now only exposed as a RAII object which automatically cleans up when it goes out of scope. 6) There were also bugs in a couple of the polygonization routines where we'd accumulate round-off error in adding up the segments and end up with an overly long last segment (which of course would voilate the error max). This was the cause of the linked bug and also some issues with vias that we had fudged in the past with extra clearance. Fixes https://gitlab.com/kicad/code/kicad/issues/5567
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int numSegs = GetArcToSegmentCount( aOutline->GetWidth() / 2, ARC_HIGH_DEF, 360.0 );
shape.Inflate( aOutline->GetWidth() / 2, numSegs );
shape.Fracture( SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
}
shape.Rotate( -aOrientation, VECTOR2I( 0, 0 ) );
shape.Move( aPos );
const SHAPE_LINE_CHAIN& outline = shape.COutline( 0 );
int seg = vlayer->NewContour();
for( int j = 0; j < outline.PointCount(); j++ )
{
if( !vlayer->AddVertex( seg, outline.CPoint( j ).x * m_BoardToVrmlScale,
-outline.CPoint( j ).y * m_BoardToVrmlScale ) )
throw( std::runtime_error( vlayer->GetError() ) );
}
vlayer->EnsureWinding( seg, false );
}
}
void MODEL_VRML::ExportVrmlDrawsegment( PCB_SHAPE* drawseg )
{
LAYER_NUM layer = drawseg->GetLayer();
double w = drawseg->GetWidth() * m_BoardToVrmlScale;
double x = drawseg->GetStart().x * m_BoardToVrmlScale;
double y = drawseg->GetStart().y * m_BoardToVrmlScale;
double xf = drawseg->GetEnd().x * m_BoardToVrmlScale;
double yf = drawseg->GetEnd().y * m_BoardToVrmlScale;
double r = sqrt( pow( x - xf, 2 ) + pow( y - yf, 2 ) );
// Items on the edge layer are handled elsewhere; just return
if( layer == Edge_Cuts )
return;
switch( drawseg->GetShape() )
{
case S_ARC:
ExportVrmlArc( layer,
(double) drawseg->GetCenter().x * m_BoardToVrmlScale,
(double) drawseg->GetCenter().y * m_BoardToVrmlScale,
(double) drawseg->GetArcStart().x * m_BoardToVrmlScale,
(double) drawseg->GetArcStart().y * m_BoardToVrmlScale,
w, drawseg->GetAngle() / 10 );
break;
case S_CIRCLE:
// Break circles into two 180 arcs to prevent the vrml hole from obscuring objects
// within the hole area of the circle.
ExportVrmlArc( layer, x, y, x, y-r, w, 180.0 );
ExportVrmlArc( layer, x, y, x, y+r, w, 180.0 );
break;
case S_POLYGON:
ExportVrmlPolygon( layer, drawseg, 0.0, wxPoint( 0, 0 ) );
break;
case S_SEGMENT:
ExportVrmlLine( layer, x, y, xf, yf, w );
break;
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case S_CURVE:
{
std::vector<VECTOR2D> output;
std::vector<VECTOR2D> pointCtrl;
pointCtrl.emplace_back( x, y );
pointCtrl.emplace_back( drawseg->GetBezControl1().x * m_BoardToVrmlScale,
drawseg->GetBezControl1().y * m_BoardToVrmlScale );
pointCtrl.emplace_back( drawseg->GetBezControl2().x * m_BoardToVrmlScale,
drawseg->GetBezControl2().y * m_BoardToVrmlScale );
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pointCtrl.emplace_back( xf, yf );
BEZIER_POLY converter( pointCtrl );
converter.GetPoly( output, w );
for( size_t i = 1; i < output.size(); ++i )
{
ExportVrmlLine( layer, output[i - 1].x, output[i - 1].y,
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output[i].x, output[i].y, w );
}
break;
}
case S_RECT:
ExportVrmlLine( layer, x, y, xf, y, w );
ExportVrmlLine( layer, xf, y, xf, yf, w );
ExportVrmlLine( layer, xf, yf, x, yf, w );
ExportVrmlLine( layer, x, yf, x, y, w );
break;
default:
break;
}
}
/* GRText needs a callback function to return the shape of the text to plot...
* this is for coupling the vrml_text_callback with the vrml exporter parameters
*/
static void vrml_text_callback( int x0, int y0, int xf, int yf, void* aData )
{
LAYER_NUM m_text_layer = model_vrml->m_text_layer;
int m_text_width = model_vrml->m_text_width;
model_vrml->ExportVrmlLine( m_text_layer,
x0 * model_vrml->m_BoardToVrmlScale,
y0 * model_vrml->m_BoardToVrmlScale,
xf * model_vrml->m_BoardToVrmlScale,
yf * model_vrml->m_BoardToVrmlScale,
m_text_width * model_vrml->m_BoardToVrmlScale );
}
void MODEL_VRML::ExportVrmlPcbtext( PCB_TEXT* text )
{
wxSize size = text->GetTextSize();
if( text->IsMirrored() )
size.x = -size.x;
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bool forceBold = true;
int penWidth = text->GetEffectiveTextPenWidth();
COLOR4D color = COLOR4D::BLACK; // not actually used, but needed by GRText
model_vrml->m_text_layer = text->GetLayer();
model_vrml->m_text_width = penWidth;
if( text->IsMultilineAllowed() )
{
wxArrayString strings_list;
wxStringSplit( text->GetShownText(), strings_list, '\n' );
std::vector<wxPoint> positions;
positions.reserve( strings_list.Count() );
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text->GetLinePositions( positions, strings_list.Count() );
for( unsigned ii = 0; ii < strings_list.Count(); ii++ )
{
GRText( nullptr, positions[ii], color, strings_list[ii], text->GetTextAngle(), size,
text->GetHorizJustify(), text->GetVertJustify(), penWidth, text->IsItalic(),
forceBold, vrml_text_callback );
}
}
else
{
GRText( nullptr, text->GetTextPos(), color, text->GetShownText(), text->GetTextAngle(),
size, text->GetHorizJustify(), text->GetVertJustify(), penWidth, text->IsItalic(),
forceBold, vrml_text_callback );
}
}
void MODEL_VRML::ExportVrmlDrawings( BOARD* pcb )
{
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// draw graphic items
for( auto drawing : pcb->Drawings() )
{
PCB_LAYER_ID layer = drawing->GetLayer();
if( layer != F_Cu && layer != B_Cu && layer != B_SilkS && layer != F_SilkS )
continue;
switch( drawing->Type() )
{
case PCB_SHAPE_T:
ExportVrmlDrawsegment( (PCB_SHAPE*) drawing );
break;
case PCB_TEXT_T:
ExportVrmlPcbtext( (PCB_TEXT*) drawing );
break;
default:
break;
}
}
}
// board edges and cutouts
void MODEL_VRML::ExportVrmlBoard( BOARD* aPcb )
{
if( !aPcb->GetBoardPolygonOutlines( m_pcbOutlines ) )
{
wxLogWarning( _( "Board outline is malformed. Run DRC for a full analysis." ) );
}
int seg;
for( int cnt = 0; cnt < m_pcbOutlines.OutlineCount(); cnt++ )
{
const SHAPE_LINE_CHAIN& outline = m_pcbOutlines.COutline( cnt );
seg = m_3D_board.NewContour();
for( int j = 0; j < outline.PointCount(); j++ )
{
m_3D_board.AddVertex( seg, (double)outline.CPoint(j).x * m_BoardToVrmlScale,
-((double)outline.CPoint(j).y * m_BoardToVrmlScale ) );
}
m_3D_board.EnsureWinding( seg, false );
// Generate board holes from outlines:
for( int ii = 0; ii < m_pcbOutlines.HoleCount( cnt ); ii++ )
{
const SHAPE_LINE_CHAIN& hole = m_pcbOutlines.Hole( cnt, ii );
seg = m_holes.NewContour();
if( seg < 0 )
{
wxLogError( _( "VRML Export Failed: Could not add holes to contours." ) );
return;
}
for( int j = 0; j < hole.PointCount(); j++ )
{
m_holes.AddVertex( seg, (double) hole.CPoint(j).x * m_BoardToVrmlScale,
-( (double) hole.CPoint(j).y * m_BoardToVrmlScale ) );
}
m_holes.EnsureWinding( seg, true );
}
}
}
void MODEL_VRML::ExportRoundPadstack( BOARD* pcb,
double x, double y, double r,
LAYER_NUM bottom_layer, LAYER_NUM top_layer,
double hole )
{
LAYER_NUM layer = top_layer;
bool thru = true;
// if not a thru hole do not put a hole in the board
if( top_layer != F_Cu || bottom_layer != B_Cu )
thru = false;
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if( thru && hole > 0 )
m_holes.AddCircle( x, -y, hole, true );
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if( m_plainPCB )
return;
while( true )
{
if( layer == B_Cu )
{
m_bot_copper.AddCircle( x, -y, r );
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if( hole > 0 && !thru )
m_bot_copper.AddCircle( x, -y, hole, true );
}
else if( layer == F_Cu )
{
m_top_copper.AddCircle( x, -y, r );
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if( hole > 0 && !thru )
m_top_copper.AddCircle( x, -y, hole, true );
}
if( layer == bottom_layer )
break;
layer = bottom_layer;
}
}
void MODEL_VRML::ExportVrmlVia( BOARD* aPcb, const VIA* aVia )
{
double x, y, r, hole;
PCB_LAYER_ID top_layer, bottom_layer;
hole = aVia->GetDrillValue() * m_BoardToVrmlScale / 2.0;
r = aVia->GetWidth() * m_BoardToVrmlScale / 2.0;
x = aVia->GetStart().x * m_BoardToVrmlScale;
y = aVia->GetStart().y * m_BoardToVrmlScale;
aVia->LayerPair( &top_layer, &bottom_layer );
// do not render a buried via
if( top_layer != F_Cu && bottom_layer != B_Cu )
return;
// Export the via padstack
ExportRoundPadstack( aPcb, x, y, r, bottom_layer, top_layer, hole );
}
void MODEL_VRML::ExportVrmlTracks( BOARD* pcb )
{
for( TRACK* track : pcb->Tracks() )
{
if( track->Type() == PCB_VIA_T )
{
ExportVrmlVia( pcb, (const VIA*) track );
}
else if( ( track->GetLayer() == B_Cu || track->GetLayer() == F_Cu ) && !m_plainPCB )
{
if( track->Type() == PCB_ARC_T )
{
ARC* arc = static_cast<ARC*>( track );
VECTOR2D center( arc->GetCenter() );
double arc_angle_degree = arc->GetAngle()/10;
// Vrml exporter does not export arcs with angle < 1.0 degree
// ( to avoid issues with vrml viewers).
// The best way is to convert them to a small straight line
if( arc_angle_degree < -1.0 || arc_angle_degree > 1.0 )
{
ExportVrmlArc( track->GetLayer(),
center.x * m_BoardToVrmlScale, center.y * m_BoardToVrmlScale,
arc->GetStart().x * m_BoardToVrmlScale,
arc->GetStart().y * m_BoardToVrmlScale,
arc->GetWidth() * m_BoardToVrmlScale, arc_angle_degree );
}
else
{
ExportVrmlLine( arc->GetLayer(),
arc->GetStart().x * m_BoardToVrmlScale,
arc->GetStart().y * m_BoardToVrmlScale,
arc->GetEnd().x * m_BoardToVrmlScale,
arc->GetEnd().y * m_BoardToVrmlScale,
arc->GetWidth() * m_BoardToVrmlScale );
}
}
else
{
ExportVrmlLine( track->GetLayer(),
track->GetStart().x * m_BoardToVrmlScale,
track->GetStart().y * m_BoardToVrmlScale,
track->GetEnd().x * m_BoardToVrmlScale,
track->GetEnd().y * m_BoardToVrmlScale,
track->GetWidth() * m_BoardToVrmlScale );
}
}
}
}
void MODEL_VRML::ExportVrmlZones( BOARD* aPcb )
{
for( ZONE* zone : aPcb->Zones() )
{
for( PCB_LAYER_ID layer : zone->GetLayerSet().Seq() )
{
VRML_LAYER* vl;
if( !GetLayer3D( layer, &vl ) )
continue;
if( !zone->IsFilled() )
continue;
const SHAPE_POLY_SET& poly = zone->GetFilledPolysList( layer );
for( int i = 0; i < poly.OutlineCount(); i++ )
{
const SHAPE_LINE_CHAIN& outline = poly.COutline( i );
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int seg = vl->NewContour();
for( int j = 0; j < outline.PointCount(); j++ )
{
if( !vl->AddVertex( seg, (double) outline.CPoint( j ).x * m_BoardToVrmlScale,
-( (double) outline.CPoint( j ).y * m_BoardToVrmlScale ) ) )
{
throw( std::runtime_error( vl->GetError() ) );
}
}
vl->EnsureWinding( seg, false );
}
}
}
}
void MODEL_VRML::ExportVrmlFpText( FP_TEXT* item )
{
if( item->IsVisible() )
{
wxSize size = item->GetTextSize();
if( item->IsMirrored() )
size.x = -size.x; // Text is mirrored
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bool forceBold = true;
int penWidth = item->GetEffectiveTextPenWidth();
model_vrml->m_text_layer = item->GetLayer();
model_vrml->m_text_width = penWidth;
GRText( NULL, item->GetTextPos(), BLACK, item->GetShownText(), item->GetDrawRotation(),
size, item->GetHorizJustify(), item->GetVertJustify(), penWidth, item->IsItalic(),
forceBold, vrml_text_callback );
}
}
void MODEL_VRML::ExportVrmlFpShape( FP_SHAPE* aOutline, FOOTPRINT* aFootprint )
{
LAYER_NUM layer = aOutline->GetLayer();
double x = aOutline->GetStart().x * m_BoardToVrmlScale;
double y = aOutline->GetStart().y * m_BoardToVrmlScale;
double xf = aOutline->GetEnd().x * m_BoardToVrmlScale;
double yf = aOutline->GetEnd().y * m_BoardToVrmlScale;
double w = aOutline->GetWidth() * m_BoardToVrmlScale;
switch( aOutline->GetShape() )
{
case S_SEGMENT:
ExportVrmlLine( layer, x, y, xf, yf, w );
break;
case S_ARC:
ExportVrmlArc( layer, x, y, xf, yf, w, aOutline->GetAngle() / 10 );
break;
case S_CIRCLE:
ExportVrmlCircle( layer, x, y, xf, yf, w );
break;
case S_POLYGON:
ExportVrmlPolygon( layer, aOutline, aFootprint->GetOrientationRadians(),
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aFootprint->GetPosition() );
break;
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case S_CURVE:
{
std::vector<VECTOR2D> output;
std::vector<VECTOR2D> pointCtrl;
pointCtrl.emplace_back( x, y );
pointCtrl.emplace_back( aOutline->GetBezControl1().x * m_BoardToVrmlScale,
aOutline->GetBezControl1().y * m_BoardToVrmlScale );
pointCtrl.emplace_back( aOutline->GetBezControl2().x * m_BoardToVrmlScale,
aOutline->GetBezControl2().y * m_BoardToVrmlScale );
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pointCtrl.emplace_back( xf, yf );
BEZIER_POLY converter( pointCtrl );
converter.GetPoly( output, w );
for( size_t i = 1; i < output.size(); ++i )
{
ExportVrmlLine( layer, output[i - 1].x, output[i - 1].y,
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output[i].x, output[i].y, w );
}
break;
}
case S_RECT:
ExportVrmlLine( layer, x, y, xf, y, w );
ExportVrmlLine( layer, xf, y, xf, yf, w );
ExportVrmlLine( layer, xf, yf, x, yf, w );
ExportVrmlLine( layer, x, yf, x, y, w );
break;
default:
break;
}
}
void MODEL_VRML::ExportVrmlPadshape( VRML_LAYER* aTinLayer, PAD* aPad )
{
// The (maybe offset) pad position
* KIWAY Milestone A): Make major modules into DLL/DSOs. ! The initial testing of this commit should be done using a Debug build so that all the wxASSERT()s are enabled. Also, be sure and keep enabled the USE_KIWAY_DLLs option. The tree won't likely build without it. Turning it off is senseless anyways. If you want stable code, go back to a prior version, the one tagged with "stable". * Relocate all functionality out of the wxApp derivative into more finely targeted purposes: a) DLL/DSO specific b) PROJECT specific c) EXE or process specific d) configuration file specific data e) configuration file manipulations functions. All of this functionality was blended into an extremely large wxApp derivative and that was incompatible with the desire to support multiple concurrently loaded DLL/DSO's ("KIFACE")s and multiple concurrently open projects. An amazing amount of organization come from simply sorting each bit of functionality into the proper box. * Switch to wxConfigBase from wxConfig everywhere except instantiation. * Add classes KIWAY, KIFACE, KIFACE_I, SEARCH_STACK, PGM_BASE, PGM_KICAD, PGM_SINGLE_TOP, * Remove "Return" prefix on many function names. * Remove obvious comments from CMakeLists.txt files, and from else() and endif()s. * Fix building boost for use in a DSO on linux. * Remove some of the assumptions in the CMakeLists.txt files that windows had to be the host platform when building windows binaries. * Reduce the number of wxStrings being constructed at program load time via static construction. * Pass wxConfigBase* to all SaveSettings() and LoadSettings() functions so that these functions are useful even when the wxConfigBase comes from another source, as is the case in the KICAD_MANAGER_FRAME. * Move the setting of the KIPRJMOD environment variable into class PROJECT, so that it can be moved into a project variable soon, and out of FP_LIB_TABLE. * Add the KIWAY_PLAYER which is associated with a particular PROJECT, and all its child wxFrames and wxDialogs now have a Kiway() member function which returns a KIWAY& that that window tree branch is in support of. This is like wxWindows DNA in that child windows get this member with proper value at time of construction. * Anticipate some of the needs for milestones B) and C) and make code adjustments now in an effort to reduce work in those milestones. * No testing has been done for python scripting, since milestone C) has that being largely reworked and re-thought-out.
2014-03-20 00:42:08 +00:00
wxPoint pad_pos = aPad->ShapePos();
double pad_x = pad_pos.x * m_BoardToVrmlScale;
double pad_y = pad_pos.y * m_BoardToVrmlScale;
wxSize pad_delta = aPad->GetDelta();
double pad_dx = pad_delta.x * m_BoardToVrmlScale / 2.0;
double pad_dy = pad_delta.y * m_BoardToVrmlScale / 2.0;
double pad_w = aPad->GetSize().x * m_BoardToVrmlScale / 2.0;
double pad_h = aPad->GetSize().y * m_BoardToVrmlScale / 2.0;
switch( aPad->GetShape() )
{
case PAD_SHAPE_CIRCLE:
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if( !aTinLayer->AddCircle( pad_x, -pad_y, pad_w, false ) )
throw( std::runtime_error( aTinLayer->GetError() ) );
break;
case PAD_SHAPE_OVAL:
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if( !aTinLayer->AddSlot( pad_x, -pad_y, pad_w * 2.0, pad_h * 2.0,
aPad->GetOrientation()/10.0, false ) )
throw( std::runtime_error( aTinLayer->GetError() ) );
break;
case PAD_SHAPE_ROUNDRECT:
case PAD_SHAPE_CHAMFERED_RECT:
{
SHAPE_POLY_SET polySet;
const int corner_radius = aPad->GetRoundRectCornerRadius();
bool doChamfer = aPad->GetShape() == PAD_SHAPE_CHAMFERED_RECT;
double chamferRatio = doChamfer ? aPad->GetChamferRectRatio() : 0.0;
TransformRoundChamferedRectToPolygon( polySet, wxPoint( 0, 0 ), aPad->GetSize(), 0.0,
corner_radius, chamferRatio,
doChamfer ? aPad->GetChamferPositions() : 0,
ARC_HIGH_DEF, ERROR_INSIDE );
std::vector< wxRealPoint > cornerList;
// TransformRoundChamferedRectToPolygon creates only one convex polygon
SHAPE_LINE_CHAIN& poly = polySet.Outline( 0 );
cornerList.reserve( poly.PointCount() );
for( int ii = 0; ii < poly.PointCount(); ++ii )
cornerList.emplace_back(
poly.CPoint( ii ).x * m_BoardToVrmlScale,
-poly.CPoint( ii ).y * m_BoardToVrmlScale );
// Close polygon
cornerList.push_back( cornerList[0] );
if( !aTinLayer->AddPolygon( cornerList, pad_x, -pad_y, aPad->GetOrientation() ) )
throw( std::runtime_error( aTinLayer->GetError() ) );
break;
}
case PAD_SHAPE_CUSTOM:
{
SHAPE_POLY_SET polySet;
std::vector< wxRealPoint > cornerList;
aPad->MergePrimitivesAsPolygon( &polySet, UNDEFINED_LAYER );
for( int cnt = 0; cnt < polySet.OutlineCount(); ++cnt )
{
SHAPE_LINE_CHAIN& poly = polySet.Outline( cnt );
cornerList.clear();
for( int ii = 0; ii < poly.PointCount(); ++ii )
cornerList.emplace_back(
poly.CPoint( ii ).x * m_BoardToVrmlScale, -poly.CPoint( ii ).y * m_BoardToVrmlScale );
// Close polygon
cornerList.push_back( cornerList[0] );
if( !aTinLayer->AddPolygon( cornerList, pad_x, -pad_y, aPad->GetOrientation() ) )
throw( std::runtime_error( aTinLayer->GetError() ) );
}
break;
}
case PAD_SHAPE_RECT:
// Just to be sure :D
pad_dx = 0;
pad_dy = 0;
// Intentionally fall through and treat a rectangle as a trapezoid with no sloped sides
KI_FALLTHROUGH;
case PAD_SHAPE_TRAPEZOID:
{
double coord[8] =
{
-pad_w + pad_dy, -pad_h - pad_dx,
-pad_w - pad_dy, pad_h + pad_dx,
+pad_w - pad_dy, -pad_h + pad_dx,
+pad_w + pad_dy, pad_h - pad_dx
};
for( int i = 0; i < 4; i++ )
{
RotatePoint( &coord[i * 2], &coord[i * 2 + 1], aPad->GetOrientation() );
coord[i * 2] += pad_x;
coord[i * 2 + 1] += pad_y;
}
int lines;
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lines = aTinLayer->NewContour();
if( lines < 0 )
throw( std::runtime_error( aTinLayer->GetError() ) );
if( !aTinLayer->AddVertex( lines, coord[0], -coord[1] ) )
throw( std::runtime_error( aTinLayer->GetError() ) );
if( !aTinLayer->AddVertex( lines, coord[4], -coord[5] ) )
throw( std::runtime_error( aTinLayer->GetError() ) );
if( !aTinLayer->AddVertex( lines, coord[6], -coord[7] ) )
throw( std::runtime_error( aTinLayer->GetError() ) );
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if( !aTinLayer->AddVertex( lines, coord[2], -coord[3] ) )
throw( std::runtime_error( aTinLayer->GetError() ) );
if( !aTinLayer->EnsureWinding( lines, false ) )
throw( std::runtime_error( aTinLayer->GetError() ) );
break;
}
}
}
void MODEL_VRML::ExportVrmlPad( BOARD* aPcb, PAD* aPad )
{
double hole_drill_w = (double) aPad->GetDrillSize().x * m_BoardToVrmlScale / 2.0;
double hole_drill_h = (double) aPad->GetDrillSize().y * m_BoardToVrmlScale / 2.0;
double hole_drill = std::min( hole_drill_w, hole_drill_h );
double hole_x = aPad->GetPosition().x * m_BoardToVrmlScale;
double hole_y = aPad->GetPosition().y * m_BoardToVrmlScale;
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// Export the hole on the edge layer
if( hole_drill > 0 )
{
bool pth = false;
if( ( aPad->GetAttribute() != PAD_ATTRIB_NPTH ) && !m_plainPCB )
pth = true;
if( aPad->GetDrillShape() == PAD_DRILL_SHAPE_OBLONG )
{
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// Oblong hole (slot)
if( pth )
{
m_holes.AddSlot( hole_x, -hole_y, hole_drill_w * 2.0 + PLATE_OFFSET,
hole_drill_h * 2.0 + PLATE_OFFSET,
aPad->GetOrientation()/10.0, true, true );
m_plated_holes.AddSlot( hole_x, -hole_y,
hole_drill_w * 2.0, hole_drill_h * 2.0,
aPad->GetOrientation()/10.0, true, false );
}
else
{
m_holes.AddSlot( hole_x, -hole_y, hole_drill_w * 2.0, hole_drill_h * 2.0,
aPad->GetOrientation()/10.0, true, false );
}
}
else
{
// Drill a round hole
if( pth )
{
m_holes.AddCircle( hole_x, -hole_y, hole_drill + PLATE_OFFSET, true, true );
m_plated_holes.AddCircle( hole_x, -hole_y, hole_drill, true, false );
}
else
{
m_holes.AddCircle( hole_x, -hole_y, hole_drill, true, false );
}
}
}
if( m_plainPCB )
return;
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// The pad proper, on the selected layers
LSET layer_mask = aPad->GetLayerSet();
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if( layer_mask[B_Cu] )
{
if( layer_mask[B_Paste] )
ExportVrmlPadshape( &m_bot_tin, aPad );
else
ExportVrmlPadshape( &m_bot_copper, aPad );
}
if( layer_mask[F_Cu] )
{
if( layer_mask[F_Paste] )
ExportVrmlPadshape( &m_top_tin, aPad );
else
ExportVrmlPadshape( &m_top_copper, aPad );
}
}
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// From axis/rot to quaternion
static void build_quat( double x, double y, double z, double a, double q[4] )
{
double sina = sin( a / 2 );
q[0] = x * sina;
q[1] = y * sina;
q[2] = z * sina;
q[3] = cos( a / 2 );
}
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// From quaternion to axis/rot
static void from_quat( double q[4], double rot[4] )
{
rot[3] = acos( q[3] ) * 2;
for( int i = 0; i < 3; i++ )
rot[i] = q[i] / sin( rot[3] / 2 );
}
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// Quaternion composition
static void compose_quat( double q1[4], double q2[4], double qr[4] )
{
double tmp[4];
tmp[0] = q2[3] * q1[0] + q2[0] * q1[3] + q2[1] * q1[2] - q2[2] * q1[1];
tmp[1] = q2[3] * q1[1] + q2[1] * q1[3] + q2[2] * q1[0] - q2[0] * q1[2];
tmp[2] = q2[3] * q1[2] + q2[2] * q1[3] + q2[0] * q1[1] - q2[1] * q1[0];
tmp[3] = q2[3] * q1[3] - q2[0] * q1[0] - q2[1] * q1[1] - q2[2] * q1[2];
qr[0] = tmp[0];
qr[1] = tmp[1];
qr[2] = tmp[2];
qr[3] = tmp[3];
}
void MODEL_VRML::ExportVrmlFootprint( BOARD* aPcb, FOOTPRINT* aFootprint,
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std::ostream* aOutputFile )
{
if( !m_plainPCB )
{
// Reference and value
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if( aFootprint->Reference().IsVisible() )
ExportVrmlFpText( &aFootprint->Reference() );
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if( aFootprint->Value().IsVisible() )
ExportVrmlFpText( &aFootprint->Value() );
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// Export footprint graphics
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for( BOARD_ITEM* item : aFootprint->GraphicalItems() )
{
switch( item->Type() )
{
case PCB_FP_TEXT_T:
ExportVrmlFpText( static_cast<FP_TEXT*>( item ) );
break;
case PCB_FP_SHAPE_T:
ExportVrmlFpShape( static_cast<FP_SHAPE*>( item ), aFootprint );
break;
default:
break;
}
}
}
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// Export pads
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for( PAD* pad : aFootprint->Pads() )
ExportVrmlPad( aPcb, pad );
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bool isFlipped = aFootprint->GetLayer() == B_Cu;
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// Export the object VRML model(s)
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auto sM = aFootprint->Models().begin();
auto eM = aFootprint->Models().end();
wxFileName subdir( m_Subdir3DFpModels, "" );
while( sM != eM )
{
SGNODE* mod3d = (SGNODE*) m_Cache3Dmodels->Load( sM->m_Filename );
if( NULL == mod3d )
{
++sM;
continue;
}
/* Calculate 3D shape rotation:
* this is the rotation parameters, with an additional 180 deg rotation
* for footprints that are flipped
* When flipped, axis rotation is the horizontal axis (X axis)
*/
double rotx = -sM->m_Rotation.x;
double roty = -sM->m_Rotation.y;
double rotz = -sM->m_Rotation.z;
if( isFlipped )
{
rotx += 180.0;
roty = -roty;
rotz = -rotz;
}
// Do some quaternion munching
double q1[4], q2[4], rot[4];
build_quat( 1, 0, 0, DEG2RAD( rotx ), q1 );
build_quat( 0, 1, 0, DEG2RAD( roty ), q2 );
compose_quat( q1, q2, q1 );
build_quat( 0, 0, 1, DEG2RAD( rotz ), q2 );
compose_quat( q1, q2, q1 );
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// Note here aFootprint->GetOrientation() is in 0.1 degrees, so footprint rotation
// has to be converted to radians
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build_quat( 0, 0, 1, DECIDEG2RAD( aFootprint->GetOrientation() ), q2 );
compose_quat( q1, q2, q1 );
from_quat( q1, rot );
double offsetFactor = 1000.0f * IU_PER_MILS / 25.4f;
// adjust 3D shape local offset position
// they are given in mm, so they are converted in board IU.
double offsetx = sM->m_Offset.x * offsetFactor;
double offsety = sM->m_Offset.y * offsetFactor;
double offsetz = sM->m_Offset.z * offsetFactor;
if( isFlipped )
offsetz = -offsetz;
else // In normal mode, Y axis is reversed in Pcbnew.
offsety = -offsety;
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RotatePoint( &offsetx, &offsety, aFootprint->GetOrientation() );
SGPOINT trans;
trans.x = ( offsetx + aFootprint->GetPosition().x ) * m_BoardToVrmlScale + m_tx;
trans.y = -( offsety + aFootprint->GetPosition().y) * m_BoardToVrmlScale - m_ty;
trans.z = (offsetz * m_BoardToVrmlScale ) + GetLayerZ( aFootprint->GetLayer() );
if( m_UseInlineModelsInBrdfile )
{
wxFileName srcFile = m_Cache3Dmodels->GetResolver()->ResolvePath( sM->m_Filename );
wxFileName dstFile;
dstFile.SetPath( m_Subdir3DFpModels );
dstFile.SetName( srcFile.GetName() );
dstFile.SetExt( "wrl" );
// copy the file if necessary
wxDateTime srcModTime = srcFile.GetModificationTime();
wxDateTime destModTime = srcModTime;
destModTime.SetToCurrent();
if( dstFile.FileExists() )
destModTime = dstFile.GetModificationTime();
if( srcModTime != destModTime )
{
wxString fileExt = srcFile.GetExt();
fileExt.LowerCase();
// copy VRML models and use the scenegraph library to
// translate other model types
if( fileExt == "wrl" )
{
if( !wxCopyFile( srcFile.GetFullPath(), dstFile.GetFullPath() ) )
continue;
}
else
{
if( !S3D::WriteVRML( dstFile.GetFullPath().ToUTF8(), true, mod3d, m_ReuseDef, true ) )
continue;
}
}
(*aOutputFile) << "Transform {\n";
// only write a rotation if it is >= 0.1 deg
if( std::abs( rot[3] ) > 0.0001745 )
{
(*aOutputFile) << " rotation " << std::setprecision( 5 );
(*aOutputFile) << rot[0] << " " << rot[1] << " " << rot[2] << " " << rot[3] << "\n";
}
(*aOutputFile) << " translation " << std::setprecision( m_precision );
(*aOutputFile) << trans.x << " ";
(*aOutputFile) << trans.y << " ";
(*aOutputFile) << trans.z << "\n";
(*aOutputFile) << " scale ";
(*aOutputFile) << sM->m_Scale.x << " ";
(*aOutputFile) << sM->m_Scale.y << " ";
(*aOutputFile) << sM->m_Scale.z << "\n";
(*aOutputFile) << " children [\n Inline {\n url \"";
if( m_UseRelPathIn3DModelFilename )
{
wxFileName tmp = dstFile;
tmp.SetExt( "" );
tmp.SetName( "" );
tmp.RemoveLastDir();
dstFile.MakeRelativeTo( tmp.GetPath() );
}
wxString fn = dstFile.GetFullPath();
fn.Replace( "\\", "/" );
(*aOutputFile) << TO_UTF8( fn ) << "\"\n } ]\n";
(*aOutputFile) << " }\n";
}
else
{
IFSG_TRANSFORM* modelShape = new IFSG_TRANSFORM( m_OutputPCB.GetRawPtr() );
// only write a rotation if it is >= 0.1 deg
if( std::abs( rot[3] ) > 0.0001745 )
modelShape->SetRotation( SGVECTOR( rot[0], rot[1], rot[2] ), rot[3] );
modelShape->SetTranslation( trans );
modelShape->SetScale( SGPOINT( sM->m_Scale.x, sM->m_Scale.y, sM->m_Scale.z ) );
if( NULL == S3D::GetSGNodeParent( mod3d ) )
{
m_components.push_back( mod3d );
modelShape->AddChildNode( mod3d );
}
else
{
modelShape->AddRefNode( mod3d );
}
}
++sM;
}
}
bool PCB_EDIT_FRAME::ExportVRML_File( const wxString& aFullFileName, double aMMtoWRMLunit,
bool aExport3DFiles, bool aUseRelativePaths,
bool aUsePlainPCB, const wxString& a3D_Subdir,
double aXRef, double aYRef )
{
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BOARD* pcb = GetBoard();
bool success = true;
MODEL_VRML model3d;
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model_vrml = &model3d;
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model3d.SetScale( aMMtoWRMLunit );
model3d.m_UseInlineModelsInBrdfile = aExport3DFiles;
model3d.m_Subdir3DFpModels = a3D_Subdir;
model3d.m_UseRelPathIn3DModelFilename = aUseRelativePaths;
model3d.m_Cache3Dmodels = Prj().Get3DCacheManager();
if( model3d.m_UseInlineModelsInBrdfile )
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{
model3d.m_BoardToVrmlScale = MM_PER_IU / 2.54;
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model3d.SetOffset( -aXRef / 2.54, aYRef / 2.54 );
}
else
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{
model3d.m_BoardToVrmlScale = MM_PER_IU;
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model3d.SetOffset( -aXRef, aYRef );
}
// plain PCB or else PCB with copper and silkscreen
model3d.m_plainPCB = aUsePlainPCB;
try
{
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// Preliminary computation: the z value for each layer
model3d.ComputeLayer3D_Zpos( pcb );
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// board edges and cutouts
model3d.ExportVrmlBoard( pcb );
// Drawing and text on the board
if( !aUsePlainPCB )
model3d.ExportVrmlSolderMask( pcb );
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// Drawing and text on the board
if( !aUsePlainPCB )
model3d.ExportVrmlDrawings( pcb );
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// Export vias and trackage
model3d.ExportVrmlTracks( pcb );
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// Export zone fills
if( !aUsePlainPCB )
model3d.ExportVrmlZones( pcb );
if( model3d.m_UseInlineModelsInBrdfile )
{
// Copy fp 3D models in a folder, and link these files in
// the board .vrml file
model3d.ExportFp3DModelsAsLinkedFile( pcb, aFullFileName );
}
else
{
// merge footprints in the .vrml board file
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for( FOOTPRINT* footprint : pcb->Footprints() )
model3d.ExportVrmlFootprint( pcb, footprint, NULL );
// write out the board and all layers
model3d.writeLayers( pcb, TO_UTF8( aFullFileName ), NULL );
}
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}
catch( const std::exception& e )
{
wxString msg;
msg << _( "IDF Export Failed:\n" ) << FROM_UTF8( e.what() );
wxMessageBox( msg );
success = false;
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}
return success;
}
void MODEL_VRML::ExportFp3DModelsAsLinkedFile( BOARD* aPcb, const wxString& aFullFileName )
{
// check if the 3D Subdir exists - create if not
wxFileName subdir( m_Subdir3DFpModels, "" );
if( ! subdir.DirExists() )
{
if( !wxDir::Make( subdir.GetFullPath() ) )
throw( std::runtime_error( "Could not create 3D model subdirectory" ) );
}
OPEN_OSTREAM( output_file, TO_UTF8( aFullFileName ) );
if( output_file.fail() )
{
std::ostringstream ostr;
ostr << "Could not open file '" << TO_UTF8( aFullFileName ) << "'";
throw( std::runtime_error( ostr.str().c_str() ) );
}
output_file.imbue( std::locale::classic() );
// Begin with the usual VRML boilerplate
wxString fn = aFullFileName;
fn.Replace( "\\" , "/" );
output_file << "#VRML V2.0 utf8\n";
output_file << "WorldInfo {\n";
output_file << " title \"" << TO_UTF8( fn ) << " - Generated by Pcbnew\"\n";
output_file << "}\n";
output_file << "Transform {\n";
output_file << " scale " << std::setprecision( m_precision );
output_file << m_WorldScale << " ";
output_file << m_WorldScale << " ";
output_file << m_WorldScale << "\n";
output_file << " children [\n";
// Export footprints
for( FOOTPRINT* footprint : aPcb->Footprints() )
ExportVrmlFootprint( aPcb, footprint, &output_file );
// write out the board and all layers
writeLayers( aPcb, TO_UTF8( aFullFileName ), &output_file );
// Close the outer 'transform' node
output_file << "]\n}\n";
CLOSE_STREAM( output_file );
}
SGNODE* MODEL_VRML::getSGColor( VRML_COLOR_INDEX colorIdx )
{
if( colorIdx == -1 )
colorIdx = VRML_COLOR_PCB;
else if( colorIdx == VRML_COLOR_LAST )
return NULL;
if( m_sgmaterial[colorIdx] )
return m_sgmaterial[colorIdx];
IFSG_APPEARANCE vcolor( (SGNODE*) NULL );
VRML_COLOR* cp = &vrml_colors_list[colorIdx];
vcolor.SetSpecular( cp->spec_red, cp->spec_grn, cp->spec_blu );
vcolor.SetDiffuse( cp->diffuse_red, cp->diffuse_grn, cp->diffuse_blu );
vcolor.SetShininess( cp->shiny );
// NOTE: XXX - replace with a better equation; using this definition
// of ambient will not yield the best results
vcolor.SetAmbient( cp->ambient, cp->ambient, cp->ambient );
vcolor.SetTransparency( cp->transp );
m_sgmaterial[colorIdx] = vcolor.GetRawPtr();
return m_sgmaterial[colorIdx];
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}
void MODEL_VRML::create_vrml_plane( IFSG_TRANSFORM& PcbOutput, VRML_COLOR_INDEX colorID,
VRML_LAYER* layer, double top_z, bool aTopPlane )
{
std::vector< double > vertices;
std::vector< int > idxPlane;
if( !( *layer ).Get2DTriangles( vertices, idxPlane, top_z, aTopPlane ) )
{
return;
}
if( ( idxPlane.size() % 3 ) )
{
throw( std::runtime_error( "[BUG] index lists are not a multiple of 3 (not a triangle list)" ) );
}
std::vector< SGPOINT > vlist;
size_t nvert = vertices.size() / 3;
size_t j = 0;
for( size_t i = 0; i < nvert; ++i, j+= 3 )
vlist.emplace_back( vertices[j], vertices[j+1], vertices[j+2] );
// create the intermediate scenegraph
IFSG_TRANSFORM tx0( PcbOutput.GetRawPtr() ); // tx0 = Transform for this outline
IFSG_SHAPE shape( tx0 ); // shape will hold (a) all vertices and (b) a local list of normals
IFSG_FACESET face( shape ); // this face shall represent the top and bottom planes
IFSG_COORDS cp( face ); // coordinates for all faces
cp.SetCoordsList( nvert, &vlist[0] );
IFSG_COORDINDEX coordIdx( face ); // coordinate indices for top and bottom planes only
coordIdx.SetIndices( idxPlane.size(), &idxPlane[0] );
IFSG_NORMALS norms( face ); // normals for the top and bottom planes
// set the normals
if( aTopPlane )
{
for( size_t i = 0; i < nvert; ++i )
norms.AddNormal( 0.0, 0.0, 1.0 );
}
else
{
for( size_t i = 0; i < nvert; ++i )
norms.AddNormal( 0.0, 0.0, -1.0 );
}
// assign a color from the palette
SGNODE* modelColor = getSGColor( colorID );
if( NULL != modelColor )
{
if( NULL == S3D::GetSGNodeParent( modelColor ) )
shape.AddChildNode( modelColor );
else
shape.AddRefNode( modelColor );
}
}
void MODEL_VRML::create_vrml_shell( IFSG_TRANSFORM& PcbOutput, VRML_COLOR_INDEX colorID,
VRML_LAYER* layer, double top_z, double bottom_z )
{
std::vector< double > vertices;
std::vector< int > idxPlane;
std::vector< int > idxSide;
if( top_z < bottom_z )
{
double tmp = top_z;
top_z = bottom_z;
bottom_z = tmp;
}
if( !( *layer ).Get3DTriangles( vertices, idxPlane, idxSide, top_z, bottom_z )
|| idxPlane.empty() || idxSide.empty() )
{
return;
}
if( ( idxPlane.size() % 3 ) || ( idxSide.size() % 3 ) )
{
throw( std::runtime_error( "[BUG] index lists are not a multiple of 3 (not a "
"triangle list)" ) );
}
std::vector< SGPOINT > vlist;
size_t nvert = vertices.size() / 3;
size_t j = 0;
for( size_t i = 0; i < nvert; ++i, j+= 3 )
vlist.emplace_back( vertices[j], vertices[j+1], vertices[j+2] );
// create the intermediate scenegraph
IFSG_TRANSFORM tx0( PcbOutput.GetRawPtr() ); // tx0 = Transform for this outline
IFSG_SHAPE shape( tx0 ); // shape will hold (a) all vertices and (b) a local list of normals
IFSG_FACESET face( shape ); // this face shall represent the top and bottom planes
IFSG_COORDS cp( face ); // coordinates for all faces
cp.SetCoordsList( nvert, &vlist[0] );
IFSG_COORDINDEX coordIdx( face ); // coordinate indices for top and bottom planes only
coordIdx.SetIndices( idxPlane.size(), &idxPlane[0] );
IFSG_NORMALS norms( face ); // normals for the top and bottom planes
// number of TOP (and bottom) vertices
j = nvert / 2;
// set the TOP normals
for( size_t i = 0; i < j; ++i )
norms.AddNormal( 0.0, 0.0, 1.0 );
// set the BOTTOM normals
for( size_t i = 0; i < j; ++i )
norms.AddNormal( 0.0, 0.0, -1.0 );
// assign a color from the palette
SGNODE* modelColor = getSGColor( colorID );
if( NULL != modelColor )
{
if( NULL == S3D::GetSGNodeParent( modelColor ) )
shape.AddChildNode( modelColor );
else
shape.AddRefNode( modelColor );
}
// create a second shape describing the vertical walls of the extrusion
// using per-vertex-per-face-normals
shape.NewNode( tx0 );
shape.AddRefNode( modelColor ); // set the color to be the same as the top/bottom
face.NewNode( shape );
cp.NewNode( face ); // new vertex list
norms.NewNode( face ); // new normals list
coordIdx.NewNode( face ); // new index list
// populate the new per-face vertex list and its indices and normals
std::vector< int >::iterator sI = idxSide.begin();
std::vector< int >::iterator eI = idxSide.end();
size_t sidx = 0; // index to the new coord set
SGPOINT p1, p2, p3;
SGVECTOR vnorm;
while( sI != eI )
{
p1 = vlist[*sI];
cp.AddCoord( p1 );
++sI;
p2 = vlist[*sI];
cp.AddCoord( p2 );
++sI;
p3 = vlist[*sI];
cp.AddCoord( p3 );
++sI;
vnorm.SetVector( S3D::CalcTriNorm( p1, p2, p3 ) );
norms.AddNormal( vnorm );
norms.AddNormal( vnorm );
norms.AddNormal( vnorm );
coordIdx.AddIndex( (int)sidx );
++sidx;
coordIdx.AddIndex( (int)sidx );
++sidx;
coordIdx.AddIndex( (int)sidx );
++sidx;
}
}