3D-Viewer: intercect modules and cooper items
show module and net information. highlight shapes when selected.
This commit is contained in:
parent
456112de03
commit
6bc19dbfe9
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@ -425,10 +425,13 @@ void BOARD_ADAPTER::InitSettings( REPORTER* aStatusReporter, REPORTER* aWarningR
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wxString msg;
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if( !createBoardPolygon( &msg ) )
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aWarningReporter->Report( _( "Board outline is not closed: " ) + msg, RPT_SEVERITY_WARNING );
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else
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aWarningReporter->Report( wxEmptyString );
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if( aWarningReporter )
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{
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if( !createBoardPolygon( &msg ) )
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aWarningReporter->Report( _( "Board outline is not closed: " ) + msg, RPT_SEVERITY_WARNING );
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else
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aWarningReporter->Report( wxEmptyString );
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}
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if( aStatusReporter )
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aStatusReporter->Report( _( "Create layers" ) );
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@ -36,6 +36,7 @@
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#include <eda_3d_viewer.h>
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#include <3d_rendering/3d_render_raytracing/c3d_render_raytracing.h>
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#include <3d_rendering/3d_render_ogl_legacy/c3d_render_ogl_legacy.h>
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#include <3d_rendering/3d_render_raytracing/accelerators/cbvh_pbrt.h>
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#include <3d_viewer_id.h>
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#include <class_board.h>
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#include <reporter.h>
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@ -112,7 +113,9 @@ EDA_3D_CANVAS::EDA_3D_CANVAS( wxWindow* aParent, const int* aAttribList, BOARD*
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m_camera( aCamera ),
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m_3d_render( nullptr ),
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m_opengl_supports_raytracing( false ),
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m_render_raytracing_was_requested( false )
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m_render_raytracing_was_requested( false ),
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m_accelerator3DShapes( nullptr ),
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m_currentIntersectedBoardItem( nullptr )
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{
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wxLogTrace( m_logTrace, "EDA_3D_CANVAS::EDA_3D_CANVAS" );
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@ -176,6 +179,9 @@ EDA_3D_CANVAS::~EDA_3D_CANVAS()
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{
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wxLogTrace( m_logTrace, "EDA_3D_CANVAS::~EDA_3D_CANVAS" );
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delete m_accelerator3DShapes;
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m_accelerator3DShapes = NULL;
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releaseOpenGL();
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}
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@ -462,8 +468,17 @@ void EDA_3D_CANVAS::DoRePaint()
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{
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m_3d_render->SetCurWindowSize( clientSize );
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bool reloadRaytracingForIntersectionCalculations = false;
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if( ( m_boardAdapter.RenderEngineGet() == RENDER_ENGINE::OPENGL_LEGACY ) &&
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m_3d_render_ogl_legacy->IsReloadRequestPending() )
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reloadRaytracingForIntersectionCalculations = true;
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requested_redraw = m_3d_render->Redraw( m_mouse_was_moved || m_camera_is_moving,
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&activityReporter, &warningReporter );
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if( reloadRaytracingForIntersectionCalculations )
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m_3d_render_raytracing->Reload( nullptr, nullptr, true );
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}
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if( m_render_pivot )
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@ -659,6 +674,102 @@ void EDA_3D_CANVAS::OnMouseMove( wxMouseEvent &event )
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const wxPoint eventPosition = event.GetPosition();
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m_camera.SetCurMousePosition( eventPosition );
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if( !event.Dragging() )
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{
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STATUSBAR_REPORTER activityReporter(
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m_parentStatusBar, static_cast<int>( EDA_3D_VIEWER_STATUSBAR::STATUS_TEXT ) );
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RAY mouseRay = getRayAtCurrrentMousePosition();
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BOARD_ITEM *intersectedBoardItem = m_3d_render_raytracing->IntersectBoardItem( mouseRay );
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if( intersectedBoardItem )
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{
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if( intersectedBoardItem != m_currentIntersectedBoardItem )
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{
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m_3d_render_ogl_legacy->SetCurrentIntersectedBoardItem( intersectedBoardItem );
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m_currentIntersectedBoardItem = intersectedBoardItem;
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if( m_boardAdapter.RenderEngineGet() == RENDER_ENGINE::OPENGL_LEGACY )
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Request_refresh();
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}
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switch( intersectedBoardItem->Type() )
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{
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case PCB_PAD_T:
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{
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D_PAD* item = dynamic_cast<D_PAD *>( intersectedBoardItem );
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if( item )
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{
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if( item->IsOnCopperLayer() )
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activityReporter.Report( wxString::Format( _( "Net %s\tNetClass %s\tPadName %s" ),
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item->GetNet()->GetNetname(),
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item->GetNet()->GetClassName(),
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item->GetName() ) );
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}
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}
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break;
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case PCB_MODULE_T:
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{
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MODULE* module = dynamic_cast<MODULE *>( intersectedBoardItem );
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if( module )
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{
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activityReporter.Report( module->GetReference() );
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}
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}
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break;
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case PCB_TRACE_T:
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case PCB_VIA_T:
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case PCB_ARC_T:
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{
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TRACK* item = dynamic_cast<TRACK *>( intersectedBoardItem );
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if( item )
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{
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activityReporter.Report( wxString::Format( _( "Net %s\tNetClass %s" ),
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item->GetNet()->GetNetname(),
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item->GetNet()->GetClassName() ) );
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}
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}
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break;
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case PCB_ZONE_AREA_T:
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{
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ZONE_CONTAINER* item = dynamic_cast<ZONE_CONTAINER *>( intersectedBoardItem );
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if( item )
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{
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if( item->IsOnCopperLayer() )
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activityReporter.Report( wxString::Format( _( "Net %s\tNetClass %s" ),
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item->GetNet()->GetNetname(),
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item->GetNet()->GetClassName() ) );
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}
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}
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break;
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default:
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break;
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}
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}
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else
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{
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if( ( m_currentIntersectedBoardItem != nullptr ) &&
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( m_boardAdapter.RenderEngineGet() == RENDER_ENGINE::OPENGL_LEGACY ) )
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{
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m_3d_render_ogl_legacy->SetCurrentIntersectedBoardItem( nullptr );
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Request_refresh();
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activityReporter.Report( "" );
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}
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m_currentIntersectedBoardItem = nullptr;
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}
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}
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}
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@ -666,6 +777,15 @@ void EDA_3D_CANVAS::OnLeftDown( wxMouseEvent &event )
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{
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SetFocus();
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stop_editingTimeOut_Timer();
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if( !event.Dragging() && ( m_3d_render_raytracing != nullptr ) )
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{
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RAY mouseRay = getRayAtCurrrentMousePosition();
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BOARD_ITEM *intersectedBoardItem = m_3d_render_raytracing->IntersectBoardItem( mouseRay );
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// !TODO: send a selection item to pcbnew, eg: via kiway?
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}
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}
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@ -793,14 +913,7 @@ void EDA_3D_CANVAS::request_start_moving_camera( float aMovingSpeed, bool aRende
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void EDA_3D_CANVAS::move_pivot_based_on_cur_mouse_position()
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{
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SFVEC3F rayOrigin;
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SFVEC3F rayDir;
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// Generate a ray origin and direction based on current mouser position and camera
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m_camera.MakeRayAtCurrrentMousePosition( rayOrigin, rayDir );
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RAY mouseRay;
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mouseRay.Init( rayOrigin, rayDir );
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RAY mouseRay = getRayAtCurrrentMousePosition();
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float hit_t;
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@ -994,3 +1107,18 @@ void EDA_3D_CANVAS::RenderEngineChanged()
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Request_refresh();
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}
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RAY EDA_3D_CANVAS::getRayAtCurrrentMousePosition()
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{
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SFVEC3F rayOrigin;
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SFVEC3F rayDir;
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// Generate a ray origin and direction based on current mouser position and camera
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m_camera.MakeRayAtCurrrentMousePosition( rayOrigin, rayDir );
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RAY mouseRay;
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mouseRay.Init( rayOrigin, rayDir );
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return mouseRay;
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}
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@ -27,6 +27,7 @@
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#include "board_adapter.h"
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#include "3d_rendering/3d_render_raytracing/accelerators/caccelerator.h"
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#include "3d_rendering/c3d_render_base.h"
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#include "3d_cache/3d_cache.h"
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#include <gal/hidpi_gl_canvas.h>
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@ -233,6 +234,8 @@ private:
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*/
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void releaseOpenGL();
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RAY getRayAtCurrrentMousePosition();
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private:
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TOOL_DISPATCHER* m_eventDispatcher;
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@ -267,6 +270,11 @@ private:
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bool m_opengl_supports_raytracing;
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bool m_render_raytracing_was_requested;
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CCONTAINER m_3DShapes_container; // Holds 3D shapes from modules
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CGENERICACCELERATOR *m_accelerator3DShapes; // used for mouse over searching
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BOARD_ITEM* m_currentIntersectedBoardItem;
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/**
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* Trace mask used to enable or disable the trace output of this class.
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* The debug output can be turned on by setting the WXTRACE environment variable to
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@ -75,6 +75,7 @@ C3D_RENDER_OGL_LEGACY::C3D_RENDER_OGL_LEGACY( BOARD_ADAPTER& aAdapter, CCAMERA&
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m_ogl_circle_texture = 0;
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m_ogl_disp_list_grid = 0;
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m_last_grid_type = GRID3D_TYPE::NONE;
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m_currentIntersectedBoardItem = nullptr;
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m_3dmodel_map.clear();
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}
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@ -1241,15 +1242,34 @@ void C3D_RENDER_OGL_LEGACY::render_3D_models_selected( bool aRenderTopOrBot, boo
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// Go for all modules
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for( auto module : m_boardAdapter.GetBoard()->Modules() )
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{
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if( ( aRenderSelectedOnly && !module->IsSelected() ) ||
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( !aRenderSelectedOnly && module->IsSelected() ) )
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const bool isIntersected = ( module == m_currentIntersectedBoardItem );
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if( !isIntersected &&
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( ( aRenderSelectedOnly && !module->IsSelected() ) ||
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( !aRenderSelectedOnly && module->IsSelected() ) ) )
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continue;
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if( isIntersected && aRenderSelectedOnly )
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{
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glEnable( GL_POLYGON_OFFSET_LINE );
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glPolygonOffset( 8.0, 1.0 );
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glPolygonMode( GL_FRONT, GL_LINE );
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glLineWidth( 6 );
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}
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if( !module->Models().empty() )
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if( m_boardAdapter.ShouldModuleBeDisplayed((MODULE_ATTR_T) module->GetAttributes() ) )
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if( ( aRenderTopOrBot && !module->IsFlipped() )
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|| ( !aRenderTopOrBot && module->IsFlipped() ) )
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render_3D_module( module, aRenderTransparentOnly );
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render_3D_module( module, aRenderTransparentOnly, isIntersected );
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if( isIntersected && aRenderSelectedOnly )
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{
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// Restore
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glDisable( GL_POLYGON_OFFSET_LINE );
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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}
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}
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C_OGL_3DMODEL::EndDrawMulti();
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@ -1264,7 +1284,8 @@ void C3D_RENDER_OGL_LEGACY::render_3D_models( bool aRenderTopOrBot,
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void C3D_RENDER_OGL_LEGACY::render_3D_module( const MODULE* module,
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bool aRenderTransparentOnly )
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bool aRenderTransparentOnly,
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bool aIsSelected )
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{
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if( !module->Models().empty() )
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{
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@ -1328,9 +1349,9 @@ void C3D_RENDER_OGL_LEGACY::render_3D_module( const MODULE* module,
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glMultMatrixf( glm::value_ptr( mtx ) );
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if( aRenderTransparentOnly )
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modelPtr->Draw_transparent( sM.m_Opacity, module->IsSelected() );
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modelPtr->Draw_transparent( sM.m_Opacity, module->IsSelected() || aIsSelected );
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else
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modelPtr->Draw_opaque( module->IsSelected() );
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modelPtr->Draw_opaque( module->IsSelected() || aIsSelected );
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if( m_boardAdapter.GetFlag( FL_RENDER_OPENGL_SHOW_MODEL_BBOX ) )
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{
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@ -69,6 +69,8 @@ public:
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int GetWaitForEditingTimeOut() override;
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void SetCurrentIntersectedBoardItem( BOARD_ITEM* aCurrentIntersectedBoardItem ) { m_currentIntersectedBoardItem = aCurrentIntersectedBoardItem; }
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private:
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bool initializeOpenGL();
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void reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter );
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@ -108,6 +110,8 @@ private:
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MAP_3DMODEL m_3dmodel_map;
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BOARD_ITEM* m_currentIntersectedBoardItem;
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private:
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CLAYERS_OGL_DISP_LISTS *generate_holes_display_list( const LIST_OBJECT2D &aListHolesObject2d,
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const SHAPE_POLY_SET &aPoly,
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@ -192,7 +196,7 @@ private:
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void render_3D_models_selected( bool aRenderTopOrBot, bool aRenderTransparentOnly, bool aRenderSelectedOnly );
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void render_3D_module( const MODULE* module, bool aRenderTransparentOnly );
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void render_3D_module( const MODULE* module, bool aRenderTransparentOnly, bool aIsSelected );
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void setLight_Front( bool enabled );
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void setLight_Top( bool enabled );
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@ -440,7 +440,9 @@ void C3D_RENDER_RAYTRACING::createItemsFromContainer( const CBVHCONTAINER2D *aCo
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}
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}
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void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter )
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void C3D_RENDER_RAYTRACING::Reload( REPORTER* aStatusReporter,
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REPORTER* aWarningReporter,
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bool aOnlyLoadCopperAndShapes )
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{
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m_reloadRequested = false;
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@ -451,10 +453,13 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusReporter, REPORTER* aWarnin
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unsigned stats_startReloadTime = GetRunningMicroSecs();
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m_boardAdapter.InitSettings( aStatusReporter, aWarningReporter );
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if( !aOnlyLoadCopperAndShapes )
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{
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m_boardAdapter.InitSettings( aStatusReporter, aWarningReporter );
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SFVEC3F camera_pos = m_boardAdapter.GetBoardCenter3DU();
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m_camera.SetBoardLookAtPos( camera_pos );
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SFVEC3F camera_pos = m_boardAdapter.GetBoardCenter3DU();
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m_camera.SetBoardLookAtPos( camera_pos );
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}
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m_object_container.Clear();
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m_containerWithObjectsToDelete.Clear();
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@ -468,153 +473,156 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusReporter, REPORTER* aWarnin
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m_outlineBoard2dObjects = new CCONTAINER2D;
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const int outlineCount = m_boardAdapter.GetBoardPoly().OutlineCount();
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if( outlineCount > 0 )
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if( !aOnlyLoadCopperAndShapes )
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{
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float divFactor = 0.0f;
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const int outlineCount = m_boardAdapter.GetBoardPoly().OutlineCount();
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if( m_boardAdapter.GetStats_Nr_Vias() )
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divFactor = m_boardAdapter.GetStats_Med_Via_Hole_Diameter3DU() * 18.0f;
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else
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if( m_boardAdapter.GetStats_Nr_Holes() )
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divFactor = m_boardAdapter.GetStats_Med_Hole_Diameter3DU() * 8.0f;
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SHAPE_POLY_SET boardPolyCopy = m_boardAdapter.GetBoardPoly();
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boardPolyCopy.Fracture( SHAPE_POLY_SET::PM_FAST );
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for( int iOutlinePolyIdx = 0; iOutlinePolyIdx < outlineCount; iOutlinePolyIdx++ )
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if( outlineCount > 0 )
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{
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Convert_path_polygon_to_polygon_blocks_and_dummy_blocks(
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boardPolyCopy,
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*m_outlineBoard2dObjects,
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m_boardAdapter.BiuTo3Dunits(),
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divFactor,
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*dynamic_cast<const BOARD_ITEM*>( m_boardAdapter.GetBoard() ),
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iOutlinePolyIdx );
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}
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float divFactor = 0.0f;
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if( m_boardAdapter.GetFlag( FL_SHOW_BOARD_BODY ) )
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{
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const LIST_OBJECT2D &listObjects = m_outlineBoard2dObjects->GetList();
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if( m_boardAdapter.GetStats_Nr_Vias() )
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divFactor = m_boardAdapter.GetStats_Med_Via_Hole_Diameter3DU() * 18.0f;
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else
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if( m_boardAdapter.GetStats_Nr_Holes() )
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divFactor = m_boardAdapter.GetStats_Med_Hole_Diameter3DU() * 8.0f;
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for( LIST_OBJECT2D::const_iterator object2d_iterator = listObjects.begin();
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object2d_iterator != listObjects.end();
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++object2d_iterator )
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SHAPE_POLY_SET boardPolyCopy = m_boardAdapter.GetBoardPoly();
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boardPolyCopy.Fracture( SHAPE_POLY_SET::PM_FAST );
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for( int iOutlinePolyIdx = 0; iOutlinePolyIdx < outlineCount; iOutlinePolyIdx++ )
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{
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const COBJECT2D *object2d_A = static_cast<const COBJECT2D *>(*object2d_iterator);
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std::vector<const COBJECT2D *> *object2d_B = new std::vector<const COBJECT2D *>();
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// Check if there are any THT that intersects this outline object part
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if( !m_boardAdapter.GetThroughHole_Outer().GetList().empty() )
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{
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CONST_LIST_OBJECT2D intersectionList;
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m_boardAdapter.GetThroughHole_Outer().GetListObjectsIntersects(
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object2d_A->GetBBox(),
|
||||
intersectionList );
|
||||
|
||||
if( !intersectionList.empty() )
|
||||
{
|
||||
for( CONST_LIST_OBJECT2D::const_iterator hole = intersectionList.begin();
|
||||
hole != intersectionList.end();
|
||||
++hole )
|
||||
{
|
||||
const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*hole);
|
||||
|
||||
if( object2d_A->Intersects( hole2d->GetBBox() ) )
|
||||
//if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) )
|
||||
object2d_B->push_back( hole2d );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if( object2d_B->empty() )
|
||||
{
|
||||
delete object2d_B;
|
||||
object2d_B = CSGITEM_EMPTY;
|
||||
}
|
||||
|
||||
if( object2d_B == CSGITEM_EMPTY )
|
||||
{
|
||||
#if 0
|
||||
create_3d_object_from( m_object_container, object2d_A,
|
||||
m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ),
|
||||
m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ),
|
||||
&m_materials.m_EpoxyBoard,
|
||||
g_epoxyColor );
|
||||
#else
|
||||
|
||||
CLAYERITEM *objPtr = new CLAYERITEM( object2d_A,
|
||||
m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ),
|
||||
m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ) );
|
||||
|
||||
objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
|
||||
objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BoardBodyColor ) );
|
||||
m_object_container.Add( objPtr );
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
CITEMLAYERCSG2D *itemCSG2d = new CITEMLAYERCSG2D(
|
||||
object2d_A,
|
||||
object2d_B,
|
||||
CSGITEM_FULL,
|
||||
(const BOARD_ITEM &)*m_boardAdapter.GetBoard() );
|
||||
|
||||
m_containerWithObjectsToDelete.Add( itemCSG2d );
|
||||
|
||||
CLAYERITEM *objPtr = new CLAYERITEM( itemCSG2d,
|
||||
m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ),
|
||||
m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ) );
|
||||
|
||||
objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
|
||||
objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BoardBodyColor ) );
|
||||
m_object_container.Add( objPtr );
|
||||
|
||||
}
|
||||
Convert_path_polygon_to_polygon_blocks_and_dummy_blocks(
|
||||
boardPolyCopy,
|
||||
*m_outlineBoard2dObjects,
|
||||
m_boardAdapter.BiuTo3Dunits(),
|
||||
divFactor,
|
||||
*dynamic_cast<const BOARD_ITEM*>( m_boardAdapter.GetBoard() ),
|
||||
iOutlinePolyIdx );
|
||||
}
|
||||
|
||||
// Add cylinders of the board body to container
|
||||
// Note: This is actually a workarround for the holes in the board.
|
||||
// The issue is because if a hole is in a border of a divided polygon ( ex
|
||||
// a polygon or dummyblock) it will cut also the render of the hole.
|
||||
// So this will add a full hole.
|
||||
// In fact, that is not need if the hole have copper.
|
||||
// /////////////////////////////////////////////////////////////////////////
|
||||
if( !m_boardAdapter.GetThroughHole_Outer().GetList().empty() )
|
||||
if( m_boardAdapter.GetFlag( FL_SHOW_BOARD_BODY ) )
|
||||
{
|
||||
const LIST_OBJECT2D &holeList = m_boardAdapter.GetThroughHole_Outer().GetList();
|
||||
const LIST_OBJECT2D &listObjects = m_outlineBoard2dObjects->GetList();
|
||||
|
||||
for( LIST_OBJECT2D::const_iterator hole = holeList.begin();
|
||||
hole != holeList.end();
|
||||
++hole )
|
||||
for( LIST_OBJECT2D::const_iterator object2d_iterator = listObjects.begin();
|
||||
object2d_iterator != listObjects.end();
|
||||
++object2d_iterator )
|
||||
{
|
||||
const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*hole);
|
||||
const COBJECT2D *object2d_A = static_cast<const COBJECT2D *>(*object2d_iterator);
|
||||
|
||||
switch( hole2d->GetObjectType() )
|
||||
{
|
||||
case OBJECT2D_TYPE::FILLED_CIRCLE:
|
||||
{
|
||||
const float radius = hole2d->GetBBox().GetExtent().x * 0.5f * 0.999f;
|
||||
std::vector<const COBJECT2D *> *object2d_B = new std::vector<const COBJECT2D *>();
|
||||
|
||||
CVCYLINDER *objPtr = new CVCYLINDER(
|
||||
hole2d->GetCentroid(),
|
||||
NextFloatDown( m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ) ),
|
||||
NextFloatUp( m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ) ),
|
||||
radius );
|
||||
// Check if there are any THT that intersects this outline object part
|
||||
if( !m_boardAdapter.GetThroughHole_Outer().GetList().empty() )
|
||||
{
|
||||
|
||||
CONST_LIST_OBJECT2D intersectionList;
|
||||
m_boardAdapter.GetThroughHole_Outer().GetListObjectsIntersects(
|
||||
object2d_A->GetBBox(),
|
||||
intersectionList );
|
||||
|
||||
if( !intersectionList.empty() )
|
||||
{
|
||||
for( CONST_LIST_OBJECT2D::const_iterator hole = intersectionList.begin();
|
||||
hole != intersectionList.end();
|
||||
++hole )
|
||||
{
|
||||
const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*hole);
|
||||
|
||||
if( object2d_A->Intersects( hole2d->GetBBox() ) )
|
||||
//if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) )
|
||||
object2d_B->push_back( hole2d );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if( object2d_B->empty() )
|
||||
{
|
||||
delete object2d_B;
|
||||
object2d_B = CSGITEM_EMPTY;
|
||||
}
|
||||
|
||||
if( object2d_B == CSGITEM_EMPTY )
|
||||
{
|
||||
#if 0
|
||||
create_3d_object_from( m_object_container, object2d_A,
|
||||
m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ),
|
||||
m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ),
|
||||
&m_materials.m_EpoxyBoard,
|
||||
g_epoxyColor );
|
||||
#else
|
||||
|
||||
CLAYERITEM *objPtr = new CLAYERITEM( object2d_A,
|
||||
m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ),
|
||||
m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ) );
|
||||
|
||||
objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
|
||||
objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BoardBodyColor ) );
|
||||
|
||||
m_object_container.Add( objPtr );
|
||||
#endif
|
||||
}
|
||||
break;
|
||||
else
|
||||
{
|
||||
|
||||
default:
|
||||
CITEMLAYERCSG2D *itemCSG2d = new CITEMLAYERCSG2D(
|
||||
object2d_A,
|
||||
object2d_B,
|
||||
CSGITEM_FULL,
|
||||
(const BOARD_ITEM &)*m_boardAdapter.GetBoard() );
|
||||
|
||||
m_containerWithObjectsToDelete.Add( itemCSG2d );
|
||||
|
||||
CLAYERITEM *objPtr = new CLAYERITEM( itemCSG2d,
|
||||
m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ),
|
||||
m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ) );
|
||||
|
||||
objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
|
||||
objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BoardBodyColor ) );
|
||||
m_object_container.Add( objPtr );
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Add cylinders of the board body to container
|
||||
// Note: This is actually a workarround for the holes in the board.
|
||||
// The issue is because if a hole is in a border of a divided polygon ( ex
|
||||
// a polygon or dummyblock) it will cut also the render of the hole.
|
||||
// So this will add a full hole.
|
||||
// In fact, that is not need if the hole have copper.
|
||||
// /////////////////////////////////////////////////////////////////////////
|
||||
if( !m_boardAdapter.GetThroughHole_Outer().GetList().empty() )
|
||||
{
|
||||
const LIST_OBJECT2D &holeList = m_boardAdapter.GetThroughHole_Outer().GetList();
|
||||
|
||||
for( LIST_OBJECT2D::const_iterator hole = holeList.begin();
|
||||
hole != holeList.end();
|
||||
++hole )
|
||||
{
|
||||
const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*hole);
|
||||
|
||||
switch( hole2d->GetObjectType() )
|
||||
{
|
||||
case OBJECT2D_TYPE::FILLED_CIRCLE:
|
||||
{
|
||||
const float radius = hole2d->GetBBox().GetExtent().x * 0.5f * 0.999f;
|
||||
|
||||
CVCYLINDER *objPtr = new CVCYLINDER(
|
||||
hole2d->GetCentroid(),
|
||||
NextFloatDown( m_boardAdapter.GetLayerBottomZpos3DU( F_Cu ) ),
|
||||
NextFloatUp( m_boardAdapter.GetLayerBottomZpos3DU( B_Cu ) ),
|
||||
radius );
|
||||
|
||||
objPtr->SetMaterial( &m_materials.m_EpoxyBoard );
|
||||
objPtr->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BoardBodyColor ) );
|
||||
|
||||
m_object_container.Add( objPtr );
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -631,6 +639,9 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusReporter, REPORTER* aWarnin
|
|||
{
|
||||
PCB_LAYER_ID layer_id = static_cast<PCB_LAYER_ID>(ii->first);
|
||||
|
||||
if( aOnlyLoadCopperAndShapes && !IsCopperLayer( layer_id ) )
|
||||
continue;
|
||||
|
||||
// Mask kayers are not processed here because they are a special case
|
||||
if( (layer_id == B_Mask) || (layer_id == F_Mask) )
|
||||
continue;
|
||||
|
@ -718,152 +729,155 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusReporter, REPORTER* aWarnin
|
|||
createItemsFromContainer( m_boardAdapter.GetPlatedPads_Back(), B_Cu, &m_materials.m_Copper, layerColor_B_Cu, -m_boardAdapter.GetCopperThickness3DU() * 0.1f );
|
||||
}
|
||||
|
||||
// Add Mask layer
|
||||
// Solder mask layers are "negative" layers so the elements that we have
|
||||
// (in the container) should remove the board outline.
|
||||
// We will check for all objects in the outline if it intersects any object
|
||||
// in the layer container and also any hole.
|
||||
// /////////////////////////////////////////////////////////////////////////
|
||||
if( m_boardAdapter.GetFlag( FL_SOLDERMASK ) &&
|
||||
(m_outlineBoard2dObjects->GetList().size() >= 1) )
|
||||
if( !aOnlyLoadCopperAndShapes )
|
||||
{
|
||||
const CMATERIAL *materialLayer = &m_materials.m_SolderMask;
|
||||
|
||||
for( MAP_CONTAINER_2D::const_iterator ii = m_boardAdapter.GetMapLayers().begin();
|
||||
ii != m_boardAdapter.GetMapLayers().end();
|
||||
++ii )
|
||||
// Add Mask layer
|
||||
// Solder mask layers are "negative" layers so the elements that we have
|
||||
// (in the container) should remove the board outline.
|
||||
// We will check for all objects in the outline if it intersects any object
|
||||
// in the layer container and also any hole.
|
||||
// /////////////////////////////////////////////////////////////////////////
|
||||
if( m_boardAdapter.GetFlag( FL_SOLDERMASK ) &&
|
||||
(m_outlineBoard2dObjects->GetList().size() >= 1) )
|
||||
{
|
||||
PCB_LAYER_ID layer_id = static_cast<PCB_LAYER_ID>(ii->first);
|
||||
const CMATERIAL *materialLayer = &m_materials.m_SolderMask;
|
||||
|
||||
const CBVHCONTAINER2D *containerLayer2d =
|
||||
static_cast<const CBVHCONTAINER2D *>(ii->second);
|
||||
|
||||
// Only get the Solder mask layers
|
||||
if( !((layer_id == B_Mask) || (layer_id == F_Mask)) )
|
||||
continue;
|
||||
|
||||
SFVEC3F layerColor;
|
||||
if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
|
||||
for( MAP_CONTAINER_2D::const_iterator ii = m_boardAdapter.GetMapLayers().begin();
|
||||
ii != m_boardAdapter.GetMapLayers().end();
|
||||
++ii )
|
||||
{
|
||||
if( layer_id == B_Mask )
|
||||
layerColor = m_boardAdapter.m_SolderMaskColorBot;
|
||||
else
|
||||
layerColor = m_boardAdapter.m_SolderMaskColorTop;
|
||||
}
|
||||
else
|
||||
layerColor = m_boardAdapter.GetLayerColor( layer_id );
|
||||
PCB_LAYER_ID layer_id = static_cast<PCB_LAYER_ID>(ii->first);
|
||||
|
||||
const float zLayerMin = m_boardAdapter.GetLayerBottomZpos3DU( layer_id );
|
||||
const float zLayerMax = m_boardAdapter.GetLayerTopZpos3DU( layer_id );
|
||||
const CBVHCONTAINER2D *containerLayer2d =
|
||||
static_cast<const CBVHCONTAINER2D *>(ii->second);
|
||||
|
||||
// Get the outline board objects
|
||||
const LIST_OBJECT2D &listObjects = m_outlineBoard2dObjects->GetList();
|
||||
// Only get the Solder mask layers
|
||||
if( !((layer_id == B_Mask) || (layer_id == F_Mask)) )
|
||||
continue;
|
||||
|
||||
for( LIST_OBJECT2D::const_iterator object2d_iterator = listObjects.begin();
|
||||
object2d_iterator != listObjects.end();
|
||||
++object2d_iterator )
|
||||
{
|
||||
const COBJECT2D *object2d_A = static_cast<const COBJECT2D *>(*object2d_iterator);
|
||||
|
||||
std::vector<const COBJECT2D *> *object2d_B = new std::vector<const COBJECT2D *>();
|
||||
|
||||
// Check if there are any THT that intersects this outline object part
|
||||
if( !m_boardAdapter.GetThroughHole_Outer().GetList().empty() )
|
||||
SFVEC3F layerColor;
|
||||
if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
|
||||
{
|
||||
|
||||
CONST_LIST_OBJECT2D intersectionList;
|
||||
|
||||
m_boardAdapter.GetThroughHole_Outer().GetListObjectsIntersects(
|
||||
object2d_A->GetBBox(),
|
||||
intersectionList );
|
||||
|
||||
if( !intersectionList.empty() )
|
||||
{
|
||||
for( CONST_LIST_OBJECT2D::const_iterator hole = intersectionList.begin();
|
||||
hole != intersectionList.end();
|
||||
++hole )
|
||||
{
|
||||
const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*hole);
|
||||
|
||||
if( object2d_A->Intersects( hole2d->GetBBox() ) )
|
||||
//if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) )
|
||||
object2d_B->push_back( hole2d );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if there are any objects in the layer to subtract with the
|
||||
// corrent object
|
||||
if( !containerLayer2d->GetList().empty() )
|
||||
{
|
||||
CONST_LIST_OBJECT2D intersectionList;
|
||||
|
||||
containerLayer2d->GetListObjectsIntersects( object2d_A->GetBBox(),
|
||||
intersectionList );
|
||||
|
||||
if( !intersectionList.empty() )
|
||||
{
|
||||
for( CONST_LIST_OBJECT2D::const_iterator obj = intersectionList.begin();
|
||||
obj != intersectionList.end();
|
||||
++obj )
|
||||
{
|
||||
const COBJECT2D *obj2d = static_cast<const COBJECT2D *>(*obj);
|
||||
|
||||
//if( object2d_A->Intersects( obj2d->GetBBox() ) )
|
||||
//if( object2d_A->GetBBox().Intersects( obj2d->GetBBox() ) )
|
||||
object2d_B->push_back( obj2d );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if( object2d_B->empty() )
|
||||
{
|
||||
delete object2d_B;
|
||||
object2d_B = CSGITEM_EMPTY;
|
||||
}
|
||||
|
||||
if( object2d_B == CSGITEM_EMPTY )
|
||||
{
|
||||
#if 0
|
||||
create_3d_object_from( m_object_container,
|
||||
object2d_A,
|
||||
zLayerMin,
|
||||
zLayerMax,
|
||||
materialLayer,
|
||||
layerColor );
|
||||
#else
|
||||
CLAYERITEM *objPtr = new CLAYERITEM( object2d_A,
|
||||
zLayerMin,
|
||||
zLayerMax );
|
||||
|
||||
objPtr->SetMaterial( materialLayer );
|
||||
objPtr->SetColor( ConvertSRGBToLinear( layerColor ) );
|
||||
|
||||
m_object_container.Add( objPtr );
|
||||
#endif
|
||||
if( layer_id == B_Mask )
|
||||
layerColor = m_boardAdapter.m_SolderMaskColorBot;
|
||||
else
|
||||
layerColor = m_boardAdapter.m_SolderMaskColorTop;
|
||||
}
|
||||
else
|
||||
layerColor = m_boardAdapter.GetLayerColor( layer_id );
|
||||
|
||||
const float zLayerMin = m_boardAdapter.GetLayerBottomZpos3DU( layer_id );
|
||||
const float zLayerMax = m_boardAdapter.GetLayerTopZpos3DU( layer_id );
|
||||
|
||||
// Get the outline board objects
|
||||
const LIST_OBJECT2D &listObjects = m_outlineBoard2dObjects->GetList();
|
||||
|
||||
for( LIST_OBJECT2D::const_iterator object2d_iterator = listObjects.begin();
|
||||
object2d_iterator != listObjects.end();
|
||||
++object2d_iterator )
|
||||
{
|
||||
CITEMLAYERCSG2D *itemCSG2d = new CITEMLAYERCSG2D( object2d_A,
|
||||
object2d_B,
|
||||
CSGITEM_FULL,
|
||||
object2d_A->GetBoardItem() );
|
||||
const COBJECT2D *object2d_A = static_cast<const COBJECT2D *>(*object2d_iterator);
|
||||
|
||||
m_containerWithObjectsToDelete.Add( itemCSG2d );
|
||||
std::vector<const COBJECT2D *> *object2d_B = new std::vector<const COBJECT2D *>();
|
||||
|
||||
CLAYERITEM *objPtr = new CLAYERITEM( itemCSG2d,
|
||||
zLayerMin,
|
||||
zLayerMax );
|
||||
objPtr->SetMaterial( materialLayer );
|
||||
objPtr->SetColor( ConvertSRGBToLinear( layerColor ) );
|
||||
// Check if there are any THT that intersects this outline object part
|
||||
if( !m_boardAdapter.GetThroughHole_Outer().GetList().empty() )
|
||||
{
|
||||
|
||||
m_object_container.Add( objPtr );
|
||||
CONST_LIST_OBJECT2D intersectionList;
|
||||
|
||||
m_boardAdapter.GetThroughHole_Outer().GetListObjectsIntersects(
|
||||
object2d_A->GetBBox(),
|
||||
intersectionList );
|
||||
|
||||
if( !intersectionList.empty() )
|
||||
{
|
||||
for( CONST_LIST_OBJECT2D::const_iterator hole = intersectionList.begin();
|
||||
hole != intersectionList.end();
|
||||
++hole )
|
||||
{
|
||||
const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*hole);
|
||||
|
||||
if( object2d_A->Intersects( hole2d->GetBBox() ) )
|
||||
//if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) )
|
||||
object2d_B->push_back( hole2d );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if there are any objects in the layer to subtract with the
|
||||
// corrent object
|
||||
if( !containerLayer2d->GetList().empty() )
|
||||
{
|
||||
CONST_LIST_OBJECT2D intersectionList;
|
||||
|
||||
containerLayer2d->GetListObjectsIntersects( object2d_A->GetBBox(),
|
||||
intersectionList );
|
||||
|
||||
if( !intersectionList.empty() )
|
||||
{
|
||||
for( CONST_LIST_OBJECT2D::const_iterator obj = intersectionList.begin();
|
||||
obj != intersectionList.end();
|
||||
++obj )
|
||||
{
|
||||
const COBJECT2D *obj2d = static_cast<const COBJECT2D *>(*obj);
|
||||
|
||||
//if( object2d_A->Intersects( obj2d->GetBBox() ) )
|
||||
//if( object2d_A->GetBBox().Intersects( obj2d->GetBBox() ) )
|
||||
object2d_B->push_back( obj2d );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if( object2d_B->empty() )
|
||||
{
|
||||
delete object2d_B;
|
||||
object2d_B = CSGITEM_EMPTY;
|
||||
}
|
||||
|
||||
if( object2d_B == CSGITEM_EMPTY )
|
||||
{
|
||||
#if 0
|
||||
create_3d_object_from( m_object_container,
|
||||
object2d_A,
|
||||
zLayerMin,
|
||||
zLayerMax,
|
||||
materialLayer,
|
||||
layerColor );
|
||||
#else
|
||||
CLAYERITEM *objPtr = new CLAYERITEM( object2d_A,
|
||||
zLayerMin,
|
||||
zLayerMax );
|
||||
|
||||
objPtr->SetMaterial( materialLayer );
|
||||
objPtr->SetColor( ConvertSRGBToLinear( layerColor ) );
|
||||
|
||||
m_object_container.Add( objPtr );
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
CITEMLAYERCSG2D *itemCSG2d = new CITEMLAYERCSG2D( object2d_A,
|
||||
object2d_B,
|
||||
CSGITEM_FULL,
|
||||
object2d_A->GetBoardItem() );
|
||||
|
||||
m_containerWithObjectsToDelete.Add( itemCSG2d );
|
||||
|
||||
CLAYERITEM *objPtr = new CLAYERITEM( itemCSG2d,
|
||||
zLayerMin,
|
||||
zLayerMax );
|
||||
objPtr->SetMaterial( materialLayer );
|
||||
objPtr->SetColor( ConvertSRGBToLinear( layerColor ) );
|
||||
|
||||
m_object_container.Add( objPtr );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
add_3D_vias_and_pads_to_container();
|
||||
add_3D_vias_and_pads_to_container();
|
||||
}
|
||||
|
||||
#ifdef PRINT_STATISTICS_3D_VIEWER
|
||||
unsigned stats_endConvertTime = GetRunningMicroSecs();
|
||||
|
@ -871,136 +885,138 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusReporter, REPORTER* aWarnin
|
|||
#endif
|
||||
|
||||
|
||||
load_3D_models( false );
|
||||
load_3D_models( m_object_container, aOnlyLoadCopperAndShapes );
|
||||
|
||||
|
||||
#ifdef PRINT_STATISTICS_3D_VIEWER
|
||||
unsigned stats_endLoad3DmodelsTime = GetRunningMicroSecs();
|
||||
#endif
|
||||
|
||||
// Add floor
|
||||
// /////////////////////////////////////////////////////////////////////////
|
||||
if( m_boardAdapter.GetFlag( FL_RENDER_RAYTRACING_BACKFLOOR ) )
|
||||
if( !aOnlyLoadCopperAndShapes )
|
||||
{
|
||||
CBBOX boardBBox = m_boardAdapter.GetBBox3DU();
|
||||
|
||||
if( boardBBox.IsInitialized() )
|
||||
// Add floor
|
||||
// /////////////////////////////////////////////////////////////////////////
|
||||
if( m_boardAdapter.GetFlag( FL_RENDER_RAYTRACING_BACKFLOOR ) )
|
||||
{
|
||||
boardBBox.Scale( 3.0f );
|
||||
CBBOX boardBBox = m_boardAdapter.GetBBox3DU();
|
||||
|
||||
if( m_object_container.GetList().size() > 0 )
|
||||
if( boardBBox.IsInitialized() )
|
||||
{
|
||||
CBBOX containerBBox = m_object_container.GetBBox();
|
||||
boardBBox.Scale( 3.0f );
|
||||
|
||||
containerBBox.Scale( 1.3f );
|
||||
if( m_object_container.GetList().size() > 0 )
|
||||
{
|
||||
CBBOX containerBBox = m_object_container.GetBBox();
|
||||
|
||||
const SFVEC3F centerBBox = containerBBox.GetCenter();
|
||||
containerBBox.Scale( 1.3f );
|
||||
|
||||
// Floor triangles
|
||||
const float minZ = glm::min( containerBBox.Min().z,
|
||||
boardBBox.Min().z );
|
||||
const SFVEC3F centerBBox = containerBBox.GetCenter();
|
||||
|
||||
const SFVEC3F v1 = SFVEC3F( -RANGE_SCALE_3D * 4.0f,
|
||||
-RANGE_SCALE_3D * 4.0f,
|
||||
minZ ) +
|
||||
SFVEC3F( centerBBox.x,
|
||||
centerBBox.y,
|
||||
0.0f );
|
||||
// Floor triangles
|
||||
const float minZ = glm::min( containerBBox.Min().z,
|
||||
boardBBox.Min().z );
|
||||
|
||||
const SFVEC3F v3 = SFVEC3F( +RANGE_SCALE_3D * 4.0f,
|
||||
+RANGE_SCALE_3D * 4.0f,
|
||||
minZ ) +
|
||||
SFVEC3F( centerBBox.x,
|
||||
centerBBox.y,
|
||||
0.0f );
|
||||
const SFVEC3F v1 = SFVEC3F( -RANGE_SCALE_3D * 4.0f,
|
||||
-RANGE_SCALE_3D * 4.0f,
|
||||
minZ ) +
|
||||
SFVEC3F( centerBBox.x,
|
||||
centerBBox.y,
|
||||
0.0f );
|
||||
|
||||
const SFVEC3F v2 = SFVEC3F( v1.x, v3.y, v1.z );
|
||||
const SFVEC3F v4 = SFVEC3F( v3.x, v1.y, v1.z );
|
||||
const SFVEC3F v3 = SFVEC3F( +RANGE_SCALE_3D * 4.0f,
|
||||
+RANGE_SCALE_3D * 4.0f,
|
||||
minZ ) +
|
||||
SFVEC3F( centerBBox.x,
|
||||
centerBBox.y,
|
||||
0.0f );
|
||||
|
||||
SFVEC3F backgroundColor =
|
||||
ConvertSRGBToLinear( static_cast<SFVEC3F>( m_boardAdapter.m_BgColorTop ) );
|
||||
const SFVEC3F v2 = SFVEC3F( v1.x, v3.y, v1.z );
|
||||
const SFVEC3F v4 = SFVEC3F( v3.x, v1.y, v1.z );
|
||||
|
||||
CTRIANGLE *newTriangle1 = new CTRIANGLE( v1, v2, v3 );
|
||||
CTRIANGLE *newTriangle2 = new CTRIANGLE( v3, v4, v1 );
|
||||
SFVEC3F backgroundColor =
|
||||
ConvertSRGBToLinear( static_cast<SFVEC3F>( m_boardAdapter.m_BgColorTop ) );
|
||||
|
||||
m_object_container.Add( newTriangle1 );
|
||||
m_object_container.Add( newTriangle2 );
|
||||
CTRIANGLE *newTriangle1 = new CTRIANGLE( v1, v2, v3 );
|
||||
CTRIANGLE *newTriangle2 = new CTRIANGLE( v3, v4, v1 );
|
||||
|
||||
newTriangle1->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
|
||||
newTriangle2->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
|
||||
m_object_container.Add( newTriangle1 );
|
||||
m_object_container.Add( newTriangle2 );
|
||||
|
||||
newTriangle1->SetColor( backgroundColor );
|
||||
newTriangle2->SetColor( backgroundColor );
|
||||
newTriangle1->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
|
||||
newTriangle2->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
|
||||
|
||||
// Ceiling triangles
|
||||
const float maxZ = glm::max( containerBBox.Max().z,
|
||||
boardBBox.Max().z );
|
||||
newTriangle1->SetColor( backgroundColor );
|
||||
newTriangle2->SetColor( backgroundColor );
|
||||
|
||||
const SFVEC3F v5 = SFVEC3F( v1.x, v1.y, maxZ );
|
||||
const SFVEC3F v6 = SFVEC3F( v2.x, v2.y, maxZ );
|
||||
const SFVEC3F v7 = SFVEC3F( v3.x, v3.y, maxZ );
|
||||
const SFVEC3F v8 = SFVEC3F( v4.x, v4.y, maxZ );
|
||||
// Ceiling triangles
|
||||
const float maxZ = glm::max( containerBBox.Max().z,
|
||||
boardBBox.Max().z );
|
||||
|
||||
CTRIANGLE *newTriangle3 = new CTRIANGLE( v7, v6, v5 );
|
||||
CTRIANGLE *newTriangle4 = new CTRIANGLE( v5, v8, v7 );
|
||||
const SFVEC3F v5 = SFVEC3F( v1.x, v1.y, maxZ );
|
||||
const SFVEC3F v6 = SFVEC3F( v2.x, v2.y, maxZ );
|
||||
const SFVEC3F v7 = SFVEC3F( v3.x, v3.y, maxZ );
|
||||
const SFVEC3F v8 = SFVEC3F( v4.x, v4.y, maxZ );
|
||||
|
||||
m_object_container.Add( newTriangle3 );
|
||||
m_object_container.Add( newTriangle4 );
|
||||
CTRIANGLE *newTriangle3 = new CTRIANGLE( v7, v6, v5 );
|
||||
CTRIANGLE *newTriangle4 = new CTRIANGLE( v5, v8, v7 );
|
||||
|
||||
newTriangle3->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
|
||||
newTriangle4->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
|
||||
m_object_container.Add( newTriangle3 );
|
||||
m_object_container.Add( newTriangle4 );
|
||||
|
||||
newTriangle3->SetColor( backgroundColor );
|
||||
newTriangle4->SetColor( backgroundColor );
|
||||
newTriangle3->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
|
||||
newTriangle4->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
|
||||
|
||||
newTriangle3->SetColor( backgroundColor );
|
||||
newTriangle4->SetColor( backgroundColor );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Init initial lights
|
||||
// /////////////////////////////////////////////////////////////////////////
|
||||
m_lights.Clear();
|
||||
|
||||
auto IsColorZero = [] ( const SFVEC3F& aSource )
|
||||
{
|
||||
return ( ( aSource.r < ( 1.0f / 255.0f ) ) &&
|
||||
( aSource.g < ( 1.0f / 255.0f ) ) &&
|
||||
( aSource.b < ( 1.0f / 255.0f ) ) );
|
||||
};
|
||||
|
||||
m_camera_light = new CDIRECTIONALLIGHT( SFVEC3F( 0.0f, 0.0f, 0.0f ),
|
||||
m_boardAdapter.m_raytrace_lightColorCamera );
|
||||
m_camera_light->SetCastShadows( false );
|
||||
|
||||
if( !IsColorZero( m_boardAdapter.m_raytrace_lightColorCamera ) )
|
||||
m_lights.Add( m_camera_light );
|
||||
|
||||
const SFVEC3F& boardCenter = m_boardAdapter.GetBBox3DU().GetCenter();
|
||||
|
||||
if( !IsColorZero( m_boardAdapter.m_raytrace_lightColorTop ) )
|
||||
m_lights.Add( new CPOINTLIGHT( SFVEC3F( boardCenter.x, boardCenter.y, +RANGE_SCALE_3D * 2.0f ),
|
||||
m_boardAdapter.m_raytrace_lightColorTop ) );
|
||||
|
||||
if( !IsColorZero( m_boardAdapter.m_raytrace_lightColorBottom ) )
|
||||
m_lights.Add( new CPOINTLIGHT( SFVEC3F( boardCenter.x, boardCenter.y, -RANGE_SCALE_3D * 2.0f ),
|
||||
m_boardAdapter.m_raytrace_lightColorBottom ) );
|
||||
|
||||
wxASSERT( m_boardAdapter.m_raytrace_lightColor.size()
|
||||
== m_boardAdapter.m_raytrace_lightSphericalCoords.size() );
|
||||
|
||||
for( size_t i = 0; i < m_boardAdapter.m_raytrace_lightColor.size(); ++i )
|
||||
{
|
||||
if( !IsColorZero( m_boardAdapter.m_raytrace_lightColor[i] ) )
|
||||
{
|
||||
const SFVEC2F sc = m_boardAdapter.m_raytrace_lightSphericalCoords[i];
|
||||
|
||||
m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * sc.x,
|
||||
glm::pi<float>() * sc.y ),
|
||||
m_boardAdapter.m_raytrace_lightColor[i] ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Init initial lights
|
||||
// /////////////////////////////////////////////////////////////////////////
|
||||
m_lights.Clear();
|
||||
|
||||
auto IsColorZero = [] ( const SFVEC3F& aSource )
|
||||
{
|
||||
return ( ( aSource.r < ( 1.0f / 255.0f ) ) &&
|
||||
( aSource.g < ( 1.0f / 255.0f ) ) &&
|
||||
( aSource.b < ( 1.0f / 255.0f ) ) );
|
||||
};
|
||||
|
||||
m_camera_light = new CDIRECTIONALLIGHT( SFVEC3F( 0.0f, 0.0f, 0.0f ),
|
||||
m_boardAdapter.m_raytrace_lightColorCamera );
|
||||
m_camera_light->SetCastShadows( false );
|
||||
|
||||
if( !IsColorZero( m_boardAdapter.m_raytrace_lightColorCamera ) )
|
||||
m_lights.Add( m_camera_light );
|
||||
|
||||
const SFVEC3F& boardCenter = m_boardAdapter.GetBBox3DU().GetCenter();
|
||||
|
||||
if( !IsColorZero( m_boardAdapter.m_raytrace_lightColorTop ) )
|
||||
m_lights.Add( new CPOINTLIGHT( SFVEC3F( boardCenter.x, boardCenter.y, +RANGE_SCALE_3D * 2.0f ),
|
||||
m_boardAdapter.m_raytrace_lightColorTop ) );
|
||||
|
||||
if( !IsColorZero( m_boardAdapter.m_raytrace_lightColorBottom ) )
|
||||
m_lights.Add( new CPOINTLIGHT( SFVEC3F( boardCenter.x, boardCenter.y, -RANGE_SCALE_3D * 2.0f ),
|
||||
m_boardAdapter.m_raytrace_lightColorBottom ) );
|
||||
|
||||
wxASSERT( m_boardAdapter.m_raytrace_lightColor.size()
|
||||
== m_boardAdapter.m_raytrace_lightSphericalCoords.size() );
|
||||
|
||||
for( size_t i = 0; i < m_boardAdapter.m_raytrace_lightColor.size(); ++i )
|
||||
{
|
||||
if( !IsColorZero( m_boardAdapter.m_raytrace_lightColor[i] ) )
|
||||
{
|
||||
const SFVEC2F sc = m_boardAdapter.m_raytrace_lightSphericalCoords[i];
|
||||
|
||||
m_lights.Add( new CDIRECTIONALLIGHT( SphericalToCartesian( glm::pi<float>() * sc.x,
|
||||
glm::pi<float>() * sc.y ),
|
||||
m_boardAdapter.m_raytrace_lightColor[i] ) );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Create an accelerator
|
||||
// /////////////////////////////////////////////////////////////////////////
|
||||
if( m_accelerator )
|
||||
|
@ -1250,7 +1266,7 @@ void C3D_RENDER_RAYTRACING::add_3D_vias_and_pads_to_container()
|
|||
}
|
||||
|
||||
|
||||
void C3D_RENDER_RAYTRACING::load_3D_models( bool aSkipMaterialInformation )
|
||||
void C3D_RENDER_RAYTRACING::load_3D_models( CCONTAINER &aDstContainer, bool aSkipMaterialInformation )
|
||||
{
|
||||
// Go for all modules
|
||||
for( auto module : m_boardAdapter.GetBoard()->Modules() )
|
||||
|
@ -1297,6 +1313,7 @@ void C3D_RENDER_RAYTRACING::load_3D_models( bool aSkipMaterialInformation )
|
|||
modelunit_to_3d_units_factor,
|
||||
modelunit_to_3d_units_factor ) );
|
||||
|
||||
BOARD_ITEM* boardItem = dynamic_cast<BOARD_ITEM*>( module );
|
||||
|
||||
// Get the list of model files for this model
|
||||
S3D_CACHE* cacheMgr = m_boardAdapter.Get3DCacheManager();
|
||||
|
@ -1341,7 +1358,12 @@ void C3D_RENDER_RAYTRACING::load_3D_models( bool aSkipMaterialInformation )
|
|||
sM->m_Scale.y,
|
||||
sM->m_Scale.z ) );
|
||||
|
||||
add_3D_models( modelPtr, modelMatrix, (float)sM->m_Opacity, aSkipMaterialInformation );
|
||||
add_3D_models( aDstContainer,
|
||||
modelPtr,
|
||||
modelMatrix,
|
||||
(float)sM->m_Opacity,
|
||||
aSkipMaterialInformation,
|
||||
boardItem );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1462,10 +1484,12 @@ MODEL_MATERIALS *C3D_RENDER_RAYTRACING::get_3D_model_material( const S3DMODEL *a
|
|||
return materialVector;
|
||||
}
|
||||
|
||||
void C3D_RENDER_RAYTRACING::add_3D_models( const S3DMODEL *a3DModel,
|
||||
void C3D_RENDER_RAYTRACING::add_3D_models( CCONTAINER &aDstContainer,
|
||||
const S3DMODEL *a3DModel,
|
||||
const glm::mat4 &aModelMatrix,
|
||||
float aModuleOpacity,
|
||||
bool aSkipMaterialInformation )
|
||||
bool aSkipMaterialInformation,
|
||||
BOARD_ITEM *aBoardItem )
|
||||
{
|
||||
|
||||
// Validate a3DModel pointers
|
||||
|
@ -1562,7 +1586,9 @@ void C3D_RENDER_RAYTRACING::add_3D_models( const S3DMODEL *a3DModel,
|
|||
CTRIANGLE *newTriangle = new CTRIANGLE( vt0, vt2, vt1,
|
||||
nt0, nt2, nt1 );
|
||||
|
||||
m_object_container.Add( newTriangle );
|
||||
newTriangle->SetBoardItem( aBoardItem );
|
||||
|
||||
aDstContainer.Add( newTriangle );
|
||||
|
||||
if( !aSkipMaterialInformation )
|
||||
{
|
||||
|
|
|
@ -179,7 +179,7 @@ bool C3D_RENDER_RAYTRACING::Redraw(
|
|||
|
||||
//aIsMoving = true;
|
||||
requestRedraw = true;
|
||||
reload( aStatusReporter, aWarningReporter );
|
||||
Reload( aStatusReporter, aWarningReporter, false );
|
||||
}
|
||||
|
||||
|
||||
|
@ -2079,3 +2079,18 @@ void C3D_RENDER_RAYTRACING::initialize_block_positions()
|
|||
|
||||
opengl_init_pbo();
|
||||
}
|
||||
|
||||
BOARD_ITEM *C3D_RENDER_RAYTRACING::IntersectBoardItem( const RAY &aRay )
|
||||
{
|
||||
HITINFO hitInfo;
|
||||
hitInfo.m_tHit = std::numeric_limits<float>::infinity();
|
||||
|
||||
if( m_accelerator )
|
||||
if( m_accelerator->Intersect( aRay, hitInfo ) )
|
||||
{
|
||||
if( hitInfo.pHitObject )
|
||||
return hitInfo.pHitObject->GetBoardItem();
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
|
|
@ -69,12 +69,15 @@ public:
|
|||
|
||||
int GetWaitForEditingTimeOut() override;
|
||||
|
||||
void Reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter, bool aOnlyLoadCopperAndShapes );
|
||||
|
||||
BOARD_ITEM *IntersectBoardItem( const RAY &aRay );
|
||||
|
||||
private:
|
||||
bool initializeOpenGL();
|
||||
void initializeNewWindowSize();
|
||||
void opengl_init_pbo();
|
||||
void opengl_delete_pbo();
|
||||
void reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter );
|
||||
void createItemsFromContainer( const CBVHCONTAINER2D *aContainer2d,
|
||||
PCB_LAYER_ID aLayer_id,
|
||||
const CMATERIAL *aMaterialLayer,
|
||||
|
@ -201,11 +204,13 @@ private:
|
|||
void add_3D_vias_and_pads_to_container();
|
||||
void insert3DViaHole( const VIA* aVia );
|
||||
void insert3DPadHole( const D_PAD* aPad );
|
||||
void load_3D_models( bool aSkipMaterialInformation );
|
||||
void add_3D_models( const S3DMODEL *a3DModel,
|
||||
void load_3D_models( CCONTAINER &aDstContainer, bool aSkipMaterialInformation );
|
||||
void add_3D_models( CCONTAINER &aDstContainer,
|
||||
const S3DMODEL *a3DModel,
|
||||
const glm::mat4 &aModelMatrix,
|
||||
float aModuleOpacity,
|
||||
bool aSkipMaterialInformation );
|
||||
bool aSkipMaterialInformation,
|
||||
BOARD_ITEM *aBoardItem );
|
||||
|
||||
MODEL_MATERIALS *get_3D_model_material( const S3DMODEL *a3DModel );
|
||||
|
||||
|
|
|
@ -42,6 +42,7 @@ COBJECT::COBJECT( OBJECT3D_TYPE aObjType )
|
|||
COBJECT3D_STATS::Instance().AddOne( aObjType );
|
||||
m_material = &s_defaultMaterial;
|
||||
m_modelTransparency = 0.0f;
|
||||
m_boardItem = nullptr;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -34,6 +34,7 @@
|
|||
#include "../hitinfo.h"
|
||||
#include "../cmaterial.h"
|
||||
|
||||
#include <class_board_item.h>
|
||||
|
||||
enum class OBJECT3D_TYPE
|
||||
{
|
||||
|
@ -55,6 +56,8 @@ protected:
|
|||
OBJECT3D_TYPE m_obj_type;
|
||||
const CMATERIAL *m_material;
|
||||
|
||||
BOARD_ITEM *m_boardItem;
|
||||
|
||||
// m_modelTransparency combines the material and model opacity
|
||||
// 0.0 full opaque, 1.0 full transparent.
|
||||
float m_modelTransparency;
|
||||
|
@ -63,6 +66,9 @@ public:
|
|||
|
||||
explicit COBJECT( OBJECT3D_TYPE aObjType );
|
||||
|
||||
const void SetBoardItem( BOARD_ITEM *aBoardItem ) { m_boardItem = aBoardItem; }
|
||||
BOARD_ITEM *GetBoardItem() const { return m_boardItem; }
|
||||
|
||||
void SetMaterial( const CMATERIAL *aMaterial )
|
||||
{
|
||||
m_material = aMaterial;
|
||||
|
|
|
@ -380,9 +380,13 @@ void CCAMERA::MakeRay( const SFVEC2F &aWindowPos, SFVEC3F &aOutOrigin, SFVEC3F &
|
|||
void CCAMERA::MakeRayAtCurrrentMousePosition( SFVEC3F &aOutOrigin,
|
||||
SFVEC3F &aOutDirection ) const
|
||||
{
|
||||
MakeRay( SFVEC2I( m_lastPosition.x,
|
||||
m_windowSize.y - m_lastPosition.y ),
|
||||
aOutOrigin, aOutDirection );
|
||||
const SFVEC2I windowPos = SFVEC2I( m_lastPosition.x,
|
||||
m_windowSize.y - m_lastPosition.y );
|
||||
|
||||
if( ( windowPos.x < m_windowSize.x ) &&
|
||||
( windowPos.y < m_windowSize.y ) )
|
||||
MakeRay( windowPos,
|
||||
aOutOrigin, aOutDirection );
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -275,7 +275,7 @@ void EDA_3D_VIEWER::Redraw()
|
|||
{
|
||||
// Only update in OpenGL for an interactive interaction
|
||||
if( m_boardAdapter.RenderEngineGet() == RENDER_ENGINE::OPENGL_LEGACY )
|
||||
m_canvas->Refresh();
|
||||
m_canvas->Request_refresh( true );
|
||||
}
|
||||
|
||||
void EDA_3D_VIEWER::Exit3DFrame( wxCommandEvent &event )
|
||||
|
|
Loading…
Reference in New Issue