3d_viewer fix translation and rotation issues (patch from Mario Luzeiro)
This commit is contained in:
parent
34b645daed
commit
73005087d5
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@ -424,7 +424,7 @@ void EDA_3D_CANVAS::Redraw()
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// Initialize Projection Matrix for Ortographic View
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glOrtho( -size.x / orthoReductionFactor, size.x / orthoReductionFactor,
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-size.y / orthoReductionFactor, size.y / orthoReductionFactor, 1, 100 );
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-size.y / orthoReductionFactor, size.y / orthoReductionFactor, 1, 10 );
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}
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else
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{
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@ -432,7 +432,7 @@ void EDA_3D_CANVAS::Redraw()
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double ratio_HV = (double) size.x / size.y;
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// Initialize Projection Matrix for Perspective View
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gluPerspective( 45.0 * g_Parm_3D_Visu.m_Zoom, ratio_HV, 1, 100 );
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gluPerspective( 45.0 * g_Parm_3D_Visu.m_Zoom, ratio_HV, 1, 10 );
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}
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// position viewer
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@ -979,7 +979,7 @@ void EDA_3D_CANVAS::BuildBoard3DView(GLuint aBoardList, GLuint aBodyOnlyList)
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if( g_Parm_3D_Visu.IsRealisticMode() )
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{
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SetGLEpoxyColor( 0.9 );
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SetGLEpoxyColor( 1.0 );
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if( g_Parm_3D_Visu.HightQualityMode() )
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{
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SetGLTexture( m_text_pcb, 35.0f );
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@ -1400,7 +1400,7 @@ void EDA_3D_CANVAS::CreateDrawGL_List()
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m_glLists[GL_ID_BOARD] = glGenLists( 1 );
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m_glLists[GL_ID_BODY] = glGenLists( 1 );
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BuildBoard3DView(m_glLists[GL_ID_BOARD], m_glLists[GL_ID_BODY]);
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CheckGLError( __FILE__, __LINE__ );
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}
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if( ! m_glLists[GL_ID_TECH_LAYERS] )
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@ -1409,6 +1409,7 @@ void EDA_3D_CANVAS::CreateDrawGL_List()
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glNewList( m_glLists[GL_ID_TECH_LAYERS], GL_COMPILE );
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BuildTechLayers3DView();
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glEndList();
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CheckGLError( __FILE__, __LINE__ );
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}
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if( ! m_glLists[GL_ID_AUX_LAYERS] )
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@ -1417,9 +1418,9 @@ void EDA_3D_CANVAS::CreateDrawGL_List()
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glNewList( m_glLists[GL_ID_AUX_LAYERS], GL_COMPILE );
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BuildBoard3DAuxLayers();
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glEndList();
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CheckGLError( __FILE__, __LINE__ );
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}
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// draw modules 3D shapes
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if( ! m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] && g_Parm_3D_Visu.GetFlag( FL_MODULE ) )
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{
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@ -1434,14 +1435,16 @@ void EDA_3D_CANVAS::CreateDrawGL_List()
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BuildFootprintShape3DList( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT],
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m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT], false );
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CheckGLError( __FILE__, __LINE__ );
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m_glLists[GL_ID_SHADOW_FRONT] = glGenLists( 1 );
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m_glLists[GL_ID_SHADOW_BACK] = glGenLists( 1 );
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m_glLists[GL_ID_SHADOW_BOARD] = glGenLists( 1 );
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BuildShadowList(m_glLists[GL_ID_SHADOW_FRONT], m_glLists[GL_ID_SHADOW_BACK], m_glLists[GL_ID_SHADOW_BOARD]);
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CheckGLError( __FILE__, __LINE__ );
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}
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// Test for errors
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CheckGLError( __FILE__, __LINE__ );
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#ifdef PRINT_CALCULATION_TIME
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unsigned endtime = GetRunningMicroSecs();
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@ -51,12 +51,12 @@ static void CALLBACK tessCPolyPt2Vertex( const GLvoid* data );
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// 2 helper functions to set the current normal vector for gle items
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static inline void SetNormalZpos()
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{
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glNormal3f( 0.0, 0.0, 1.0 );
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//glNormal3f( 0.0, 0.0, 1.0 );
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}
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static inline void SetNormalZneg()
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{
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glNormal3f( 0.0, 0.0, -1.0 );
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//glNormal3f( 0.0, 0.0, -1.0 );
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}
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void TransfertToGLlist( std::vector< S3D_VERTEX >& aVertices, double aBiuTo3DUnits );
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@ -185,6 +185,10 @@ void Draw3D_SolidHorizontalPolyPolygons( const CPOLYGONS_LIST& aPolysList,
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startContour = 0;
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}
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// https://www.opengl.org/sdk/docs/man2/xhtml/gluTessNormal.xml
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gluTessNormal( tess, 0.0, 0.0, 0.0 );
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v_data[0] = polylist.GetX( ii ) * aBiuTo3DUnits;
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v_data[1] = -polylist.GetY( ii ) * aBiuTo3DUnits;
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// gluTessVertex store pointers on data, not data, so do not store
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@ -193,6 +197,7 @@ void Draw3D_SolidHorizontalPolyPolygons( const CPOLYGONS_LIST& aPolysList,
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// before calling gluDeleteTess
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gluTessVertex( tess, v_data, &polylist[ii] );
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if( polylist.IsEndContour( ii ) )
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{
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gluTessEndContour( tess );
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@ -215,7 +220,9 @@ void Draw3D_SolidHorizontalPolyPolygons( const CPOLYGONS_LIST& aPolysList,
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gluDeleteTess( tess );
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if( aThickness == 0 )
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{
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return;
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}
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// Build the 3D data : vertical side
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Draw3D_VerticalPolygonalCylinder( polylist, aThickness, aZpos - (aThickness / 2.0), false, aBiuTo3DUnits );
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@ -54,10 +54,10 @@ S3D_MATERIAL::S3D_MATERIAL( S3D_MASTER* father, const wxString& name ) :
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void SetOpenGlDefaultMaterial()
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{
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glm::vec4 ambient( 0.2, 0.2, 0.2, 1.0 );
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glm::vec4 ambient( 0.15, 0.15, 0.15, 1.0 );
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glm::vec4 specular( 0.1, 0.1, 0.1, 1.0 );
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glm::vec4 emissive( 0.1, 0.1, 0.1, 1.0 );
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GLint shininess_value = 100;
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GLint shininess_value = 80;
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glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
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//glColor4f( 1.0, 1.0, 1.0, 1.0 );
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@ -57,6 +57,8 @@ S3D_MESH::~S3D_MESH()
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void S3D_MESH::openGL_RenderAllChilds()
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{
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//DBG( printf( "openGL_RenderAllChilds") );
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glPushMatrix();
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glTranslatef( m_translation.x, m_translation.y, m_translation.z );
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glRotatef( m_rotation[3], m_rotation[0], m_rotation[1], m_rotation[2] );
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@ -76,12 +78,13 @@ void S3D_MESH::openGL_RenderAllChilds()
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SetOpenGlDefaultMaterial();
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glPopMatrix();
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}
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void S3D_MESH::openGL_Render()
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{
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//DBG( printf( " render\n" ) );
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//DBG( printf( "openGL_Render" ) );
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if( m_Materials )
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{
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@ -90,6 +93,7 @@ void S3D_MESH::openGL_Render()
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if( m_CoordIndex.size() == 0)
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{
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return;
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}
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@ -134,7 +138,7 @@ void S3D_MESH::openGL_Render()
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{
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for(unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ )
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{
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glm::vec3 normal = m_PerVertexNormalsNormalized[m_CoordIndex[idx][ii]];
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glm::vec3 normal = m_PerVertexNormalsNormalized[m_NormalIndex[idx][ii]];
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glNormal3fv( &normal.x );
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glm::vec3 point = m_Point[m_CoordIndex[idx][ii]];
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@ -176,6 +180,8 @@ void S3D_MESH::openGL_Render()
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void S3D_MESH::calcPointNormalized ()
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{
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//DBG( printf( "calcPointNormalized\n" ) );
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if( isPointNormalizedComputed == true )
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{
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return;
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@ -221,8 +227,11 @@ bool IsClockwise(glm::vec3 v0, glm::vec3 v1, glm::vec3 v2)
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void S3D_MESH::calcPerFaceNormals ()
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{
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//DBG( printf( "calcPerFaceNormals" ) );
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if( isPerFaceNormalsComputed == true )
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{
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return;
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}
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isPerFaceNormalsComputed = true;
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@ -230,6 +239,7 @@ void S3D_MESH::calcPerFaceNormals ()
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if( m_PerVertexNormalsNormalized.size() > 0 )
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{
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return;
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}
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@ -317,12 +327,15 @@ void S3D_MESH::calcPerFaceNormals ()
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}
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}
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}
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// http://www.bytehazard.com/code/vertnorm.html
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// http://www.emeyex.com/site/tuts/VertexNormals.pdf
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void S3D_MESH::calcPerPointNormals ()
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{
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//DBG( printf( "calcPerPointNormals" ) );
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if( isPerPointNormalsComputed == true )
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{
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return;
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@ -66,6 +66,7 @@ public:
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// Point and index list
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std::vector< glm::vec3 > m_Point;
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std::vector< std::vector<int> > m_CoordIndex;
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std::vector< std::vector<int> > m_NormalIndex;
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std::vector< glm::vec3 > m_PerFaceNormalsNormalized;
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std::vector< glm::vec3 > m_PerVertexNormalsNormalized;
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@ -167,6 +167,7 @@ private:
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int read_IndexedFaceSet();
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int read_Coordinate();
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int read_Normal();
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int read_NormalIndex();
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int read_Color();
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int read_coordIndex();
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int read_colorIndex();
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@ -68,6 +68,9 @@ void VRML1_MODEL_PARSER::Load( const wxString aFilename )
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glShadeModel( GL_SMOOTH );
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glEnable( GL_NORMALIZE );
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float vrmlunits_to_3Dunits = g_Parm_3D_Visu.m_BiuTo3Dunits * UNITS3D_TO_UNITSPCB;
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glScalef( vrmlunits_to_3Dunits, vrmlunits_to_3Dunits, vrmlunits_to_3Dunits );
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glm::vec3 matScale( GetMaster()->m_MatScale.x, GetMaster()->m_MatScale.y, GetMaster()->m_MatScale.z );
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glm::vec3 matRot( GetMaster()->m_MatRotation.x, GetMaster()->m_MatRotation.y, GetMaster()->m_MatRotation.z );
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glm::vec3 matPos( GetMaster()->m_MatPosition.x, GetMaster()->m_MatPosition.y, GetMaster()->m_MatPosition.z );
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@ -78,15 +81,12 @@ void VRML1_MODEL_PARSER::Load( const wxString aFilename )
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//glPushMatrix();
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glTranslatef( matPos.x * SCALE_3D_CONV, matPos.y * SCALE_3D_CONV, matPos.z * SCALE_3D_CONV );
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glRotatef( matRot.z, 0.0f, 0.0f, 1.0f );
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glRotatef( matRot.y, 0.0f, 1.0f, 0.0f );
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glRotatef( matRot.x, 1.0f, 0.0f, 0.0f );
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glRotatef(-matRot.z, 0.0f, 0.0f, 1.0f );
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glRotatef(-matRot.y, 0.0f, 1.0f, 0.0f );
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glRotatef(-matRot.x, 1.0f, 0.0f, 0.0f );
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glScalef( matScale.x, matScale.y, matScale.z );
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float vrmlunits_to_3Dunits = g_Parm_3D_Visu.m_BiuTo3Dunits * UNITS3D_TO_UNITSPCB;
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glScalef( vrmlunits_to_3Dunits, vrmlunits_to_3Dunits, vrmlunits_to_3Dunits );
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// Switch the locale to standard C (needed to print floating point numbers like 1.3)
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SetLocaleTo_C_standard();
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@ -70,6 +70,9 @@ void VRML2_MODEL_PARSER::Load( const wxString aFilename )
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glShadeModel(GL_SMOOTH);
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glEnable(GL_NORMALIZE);
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float vrmlunits_to_3Dunits = g_Parm_3D_Visu.m_BiuTo3Dunits * UNITS3D_TO_UNITSPCB;
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glScalef( vrmlunits_to_3Dunits, vrmlunits_to_3Dunits, vrmlunits_to_3Dunits );
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glm::vec3 matScale( GetMaster()->m_MatScale.x, GetMaster()->m_MatScale.y, GetMaster()->m_MatScale.z );
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glm::vec3 matRot( GetMaster()->m_MatRotation.x, GetMaster()->m_MatRotation.y, GetMaster()->m_MatRotation.z );
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glm::vec3 matPos( GetMaster()->m_MatPosition.x, GetMaster()->m_MatPosition.y, GetMaster()->m_MatPosition.z );
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@ -80,15 +83,12 @@ void VRML2_MODEL_PARSER::Load( const wxString aFilename )
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//glPushMatrix();
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glTranslatef( matPos.x * SCALE_3D_CONV, matPos.y * SCALE_3D_CONV, matPos.z * SCALE_3D_CONV );
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glRotatef( matRot.z, 0.0f, 0.0f, 1.0f );
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glRotatef( matRot.y, 0.0f, 1.0f, 0.0f );
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glRotatef( matRot.x, 1.0f, 0.0f, 0.0f );
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glRotatef(-matRot.z, 0.0f, 0.0f, 1.0f );
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glRotatef(-matRot.y, 0.0f, 1.0f, 0.0f );
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glRotatef(-matRot.x, 1.0f, 0.0f, 0.0f );
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glScalef( matScale.x, matScale.y, matScale.z );
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float vrmlunits_to_3Dunits = g_Parm_3D_Visu.m_BiuTo3Dunits * UNITS3D_TO_UNITSPCB;
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glScalef( vrmlunits_to_3Dunits, vrmlunits_to_3Dunits, vrmlunits_to_3Dunits );
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// Switch the locale to standard C (needed to print floating point numbers like 1.3)
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SetLocaleTo_C_standard();
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@ -546,12 +546,10 @@ int VRML2_MODEL_PARSER::read_IndexedFaceSet()
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read_Coordinate();
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} else if( strcmp( text, "Normal" ) == 0 )
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{
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//read_Normal();
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read_NotImplemented( m_file, '}' );
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read_Normal();
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} else if( strcmp( text, "normalIndex" ) == 0 )
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{
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//DBG( printf( " normalIndex NotImplemented\n" ) );
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read_NotImplemented( m_file, ']' );
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read_NormalIndex();
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} else if( strcmp( text, "Color" ) == 0 )
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{
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read_Color();
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@ -606,6 +604,38 @@ int VRML2_MODEL_PARSER::read_colorIndex()
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}
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int VRML2_MODEL_PARSER::read_NormalIndex()
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{
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//DBG( printf( " read_NormalIndex\n" ) );
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m_model->m_NormalIndex.clear();
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glm::ivec3 coord;
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int dummy; // should be -1
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std::vector<int> coord_list;
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coord_list.clear();
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while( fscanf (m_file, "%d, ", &dummy ) == 1 )
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{
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if( dummy == -1 )
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{
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m_model->m_NormalIndex.push_back( coord_list );
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//DBG( printf( " size: %lu ", coord_list.size()) );
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coord_list.clear();
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} else
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{
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coord_list.push_back( dummy );
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//DBG( printf( "%d ", dummy) );
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}
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}
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//DBG( printf( " m_NormalIndex.size: %ld\n", m_model->m_NormalIndex.size() ) );
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return 0;
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}
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int VRML2_MODEL_PARSER::read_coordIndex()
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{
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//DBG( printf( " read_coordIndex\n" ) );
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@ -64,7 +64,7 @@ void VRML_MODEL_PARSER::Load( const wxString aFilename )
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char line[12];
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FILE* file;
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// DBG( printf( "Load %s\n", static_cast<const char*>(aFilename.mb_str()) ) );
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//DBG( printf( "Load %s", static_cast<const char*>(aFilename.mb_str()) ) );
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file = wxFopen( aFilename, wxT( "rt" ) );
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@ -69,17 +69,22 @@ void X3D_MODEL_PARSER::Load( const wxString aFilename )
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glShadeModel(GL_SMOOTH);
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glEnable(GL_NORMALIZE);
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float vrmlunits_to_3Dunits = g_Parm_3D_Visu.m_BiuTo3Dunits * UNITS3D_TO_UNITSPCB;
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glScalef( vrmlunits_to_3Dunits, vrmlunits_to_3Dunits, vrmlunits_to_3Dunits );
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glm::vec3 matScale( GetMaster()->m_MatScale.x, GetMaster()->m_MatScale.y, GetMaster()->m_MatScale.z );
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glm::vec3 matRot( GetMaster()->m_MatRotation.x, GetMaster()->m_MatRotation.y, GetMaster()->m_MatRotation.z );
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glm::vec3 matPos( GetMaster()->m_MatPosition.x, GetMaster()->m_MatPosition.y, GetMaster()->m_MatPosition.z );
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//glPushMatrix();
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glTranslatef( matPos.x, matPos.y, matPos.z);
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#define SCALE_3D_CONV ((IU_PER_MILS * 1000.0f) / UNITS3D_TO_UNITSPCB)
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glRotatef( matRot.z, 0.0f, 0.0f, 1.0f);
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glRotatef( matRot.y, 0.0f, 1.0f, 0.0f);
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glRotatef( matRot.x, 1.0f, 0.0f, 0.0f);
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//glPushMatrix();
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glTranslatef( matPos.x * SCALE_3D_CONV, matPos.y * SCALE_3D_CONV, matPos.z * SCALE_3D_CONV );
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glRotatef(-matRot.z, 0.0f, 0.0f, 1.0f );
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glRotatef(-matRot.y, 0.0f, 1.0f, 0.0f );
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glRotatef(-matRot.x, 1.0f, 0.0f, 0.0f );
|
||||
|
||||
glScalef( matScale.x, matScale.y, matScale.z );
|
||||
|
||||
|
@ -502,9 +507,6 @@ void X3D_MODEL_PARSER::readIndexedFaceSet( wxXmlNode* aFaceNode,
|
|||
|
||||
//triplets.push_back(point);
|
||||
|
||||
double vrmlunits_to_3Dunits = g_Parm_3D_Visu.m_BiuTo3Dunits * UNITS3D_TO_UNITSPCB;
|
||||
point *= vrmlunits_to_3Dunits;
|
||||
|
||||
m_model->m_Point.push_back( point );
|
||||
|
||||
// VRML
|
||||
|
|
Loading…
Reference in New Issue