3D viewer: Fix: board outlines ignored in 3D for triangular board shapes
Fix also a few minor coding style issues. Fixes: lp:1814324 https://bugs.launchpad.net/kicad/+bug/1814324
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@ -501,11 +501,7 @@ void C3D_RENDER_OGL_LEGACY::reload( REPORTER *aStatusTextReporter )
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get_layer_z_pos( layer_id, layer_z_top, layer_z_bot );
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m_ogl_disp_lists_layers_holes_outer[layer_id] = generate_holes_display_list(
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container->GetList(),
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*poly,
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layer_z_top,
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layer_z_bot,
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false );
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container->GetList(), *poly, layer_z_top, layer_z_bot, false );
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}
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for( MAP_POLY::const_iterator ii = innerMapHoles.begin();
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@ -519,11 +515,7 @@ void C3D_RENDER_OGL_LEGACY::reload( REPORTER *aStatusTextReporter )
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get_layer_z_pos( layer_id, layer_z_top, layer_z_bot );
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m_ogl_disp_lists_layers_holes_inner[layer_id] = generate_holes_display_list(
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container->GetList(),
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*poly,
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layer_z_top,
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layer_z_bot,
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false );
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container->GetList(), *poly, layer_z_top, layer_z_bot, false );
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}
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}
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@ -531,7 +523,6 @@ void C3D_RENDER_OGL_LEGACY::reload( REPORTER *aStatusTextReporter )
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generate_3D_Vias_and_Pads();
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// Add layers maps
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// /////////////////////////////////////////////////////////////////////////
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if( aStatusTextReporter )
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aStatusTextReporter->Report( _( "Load OpenGL: layers" ) );
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@ -574,32 +565,27 @@ void C3D_RENDER_OGL_LEGACY::reload( REPORTER *aStatusTextReporter )
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{
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case OBJ2D_FILLED_CIRCLE:
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add_object_to_triangle_layer( (const CFILLEDCIRCLE2D *)object2d_A,
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layerTriangles,
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layer_z_top, layer_z_bot );
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layerTriangles, layer_z_top, layer_z_bot );
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break;
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case OBJ2D_POLYGON4PT:
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add_object_to_triangle_layer( (const CPOLYGON4PTS2D *)object2d_A,
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layerTriangles,
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layer_z_top, layer_z_bot );
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layerTriangles, layer_z_top, layer_z_bot );
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break;
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case OBJ2D_RING:
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add_object_to_triangle_layer( (const CRING2D *)object2d_A,
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layerTriangles,
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layer_z_top, layer_z_bot );
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layerTriangles, layer_z_top, layer_z_bot );
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break;
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case OBJ2D_TRIANGLE:
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add_object_to_triangle_layer( (const CTRIANGLE2D *)object2d_A,
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layerTriangles,
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layer_z_top, layer_z_bot );
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layerTriangles, layer_z_top, layer_z_bot );
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break;
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case OBJ2D_ROUNDSEG:
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add_object_to_triangle_layer( (const CROUNDSEGMENT2D *) object2d_A,
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layerTriangles,
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layer_z_top, layer_z_bot );
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layerTriangles, layer_z_top, layer_z_bot );
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break;
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default:
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@ -885,12 +871,8 @@ void C3D_RENDER_OGL_LEGACY::generate_3D_Vias_and_Pads()
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const SFVEC2F &v2 = tri->GetP2();
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const SFVEC2F &v3 = tri->GetP3();
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add_triangle_top_bot( layerTriangles,
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v1,
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v2,
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v3,
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layer_z_top,
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layer_z_bot );
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add_triangle_top_bot( layerTriangles, v1, v2, v3,
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layer_z_top, layer_z_bot );
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}
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wxASSERT( tht_outer_holes_poly.OutlineCount() > 0 );
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@ -898,16 +880,14 @@ void C3D_RENDER_OGL_LEGACY::generate_3D_Vias_and_Pads()
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if( tht_outer_holes_poly.OutlineCount() > 0 )
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{
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layerTriangles->AddToMiddleContourns( tht_outer_holes_poly,
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layer_z_bot,
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layer_z_top,
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layer_z_bot, layer_z_top,
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m_settings.BiuTo3Dunits(),
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false );
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m_ogl_disp_list_pads_holes = new CLAYERS_OGL_DISP_LISTS(
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*layerTriangles,
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m_ogl_circle_texture, // not need
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layer_z_top,
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layer_z_top );
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layer_z_top, layer_z_top );
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}
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delete layerTriangles;
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@ -931,8 +911,7 @@ void C3D_RENDER_OGL_LEGACY::load_3D_models( REPORTER *aStatusTextReporter )
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// Go for all modules
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for( const MODULE* module = m_settings.GetBoard()->m_Modules;
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module;
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module = module->Next() )
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module; module = module->Next() )
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{
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if( !module->Models().empty() )
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{
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@ -150,7 +150,7 @@ void CLAYER_TRIANGLES::AddToMiddleContourns( const std::vector< SFVEC2F > &aCont
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float zTop,
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bool aInvertFaceDirection )
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{
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if( aContournPoints.size() > 4 )
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if( aContournPoints.size() >= 4 )
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{
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// Calculate normals of each segment of the contourn
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std::vector< SFVEC2F > contournNormals;
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@ -164,7 +164,6 @@ void CLAYER_TRIANGLES::AddToMiddleContourns( const std::vector< SFVEC2F > &aCont
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{
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const SFVEC2F &v0 = aContournPoints[i + 0];
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const SFVEC2F &v1 = aContournPoints[i + 1];
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const SFVEC2F n = glm::normalize( v1 - v0 );
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contournNormals[i] = SFVEC2F( n.y,-n.x );
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@ -176,7 +175,6 @@ void CLAYER_TRIANGLES::AddToMiddleContourns( const std::vector< SFVEC2F > &aCont
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{
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const SFVEC2F &v0 = aContournPoints[i + 0];
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const SFVEC2F &v1 = aContournPoints[i + 1];
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const SFVEC2F n = glm::normalize( v1 - v0 );
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contournNormals[i] = SFVEC2F( -n.y, n.x );
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