diff --git a/3d-viewer/3d_canvas.cpp b/3d-viewer/3d_canvas.cpp index e362e33839..6440459237 100644 --- a/3d-viewer/3d_canvas.cpp +++ b/3d-viewer/3d_canvas.cpp @@ -283,14 +283,25 @@ void Pcb3D_GLCanvas::OnMouseEvent( wxMouseEvent& event ) if( event.Dragging() ) { - /* drag in progress, simulate trackball */ - trackball( spin_quat, - (2.0 * g_Parm_3D_Visu.m_Beginx - size.x) / size.x, - (size.y - 2.0 * g_Parm_3D_Visu.m_Beginy) / size.y, - ( 2.0 * event.GetX() - size.x) / size.x, - ( size.y - 2.0 * event.GetY() ) / size.y ); + if( event.LeftIsDown() ) + { + /* drag in progress, simulate trackball */ + trackball( spin_quat, + (2.0 * g_Parm_3D_Visu.m_Beginx - size.x) / size.x, + (size.y - 2.0 * g_Parm_3D_Visu.m_Beginy) / size.y, + ( 2.0 * event.GetX() - size.x) / size.x, + ( size.y - 2.0 * event.GetY() ) / size.y ); - add_quats( spin_quat, g_Parm_3D_Visu.m_Quat, g_Parm_3D_Visu.m_Quat ); + add_quats( spin_quat, g_Parm_3D_Visu.m_Quat, g_Parm_3D_Visu.m_Quat ); + } + else if( event.MiddleIsDown() ) + { + /* middle button drag -> pan */ + /* Current zoom and an additional factor are taken into account for the amount of panning. */ + const float PAN_FACTOR = 8.0 * g_Parm_3D_Visu.m_Zoom; + g_Draw3d_dx -= PAN_FACTOR * ( g_Parm_3D_Visu.m_Beginx - event.GetX() ) / size.x; + g_Draw3d_dy -= PAN_FACTOR * (event.GetY() - g_Parm_3D_Visu.m_Beginy) / size.y; + } /* orientation has changed, redraw mesh */ DisplayStatus(); diff --git a/3d-viewer/3d_draw.cpp b/3d-viewer/3d_draw.cpp index 7b763ce68a..43a736c273 100644 --- a/3d-viewer/3d_draw.cpp +++ b/3d-viewer/3d_draw.cpp @@ -1,4 +1,5 @@ ////////////////////////////////////// + // Name: 3d_draw.cpp ////////////////////////////////////// @@ -27,822 +28,858 @@ #include "3d_struct.h" -static void Draw3D_FilledCircle(double posx, double posy, - double rayon, double hole_rayon, double zpos); -static void Draw3D_FilledSegment(double startx, double starty, - double endx, double endy,double width, double zpos); -static void Draw3D_FilledCylinder(double posx, double posy, - double rayon, double height, double zpos); -static void Draw3D_FilledSegmentWithHole(double startx, double starty, - double endx, double endy,double width, - double holex, double holey, double holeradius, double zpos); +static void Draw3D_FilledCircle( double posx, double posy, + double rayon, double hole_rayon, double zpos ); +static void Draw3D_FilledSegment( double startx, double starty, + double endx, double endy, double width, double zpos ); +static void Draw3D_FilledCylinder( double posx, double posy, + double rayon, double height, double zpos ); +static void Draw3D_FilledSegmentWithHole( double startx, + double starty, + double endx, + double endy, + double width, + double holex, + double holey, + double holeradius, + double zpos ); -/**********************************/ +/******************************************/ void Pcb3D_GLCanvas::Redraw( bool finish ) -/**********************************/ +/******************************************/ { SetCurrent(); - InitGL(); + InitGL(); - glMatrixMode(GL_MODELVIEW); /* position viewer */ + glMatrixMode( GL_MODELVIEW ); /* position viewer */ /* transformations */ GLfloat mat[4][4]; + // Translatory motion first, so rotations don't mess up the orientation... + glTranslatef( g_Draw3d_dx, g_Draw3d_dy, 0.0F ); + build_rotmatrix( mat, g_Parm_3D_Visu.m_Quat ); glMultMatrixf( &mat[0][0] ); - glTranslatef(g_Draw3d_dx, g_Draw3d_dy, 0.0F); + glRotatef( g_Parm_3D_Visu.m_Rot[0], 1.0, 0.0, 0.0 ); + glRotatef( g_Parm_3D_Visu.m_Rot[1], 0.0, 1.0, 0.0 ); + glRotatef( g_Parm_3D_Visu.m_Rot[2], 0.0, 0.0, 1.0 ); - glRotatef(g_Parm_3D_Visu.m_Rot[0], 1.0, 0.0, 0.0); - glRotatef(g_Parm_3D_Visu.m_Rot[1], 0.0, 1.0, 0.0); - glRotatef(g_Parm_3D_Visu.m_Rot[2], 0.0, 0.0, 1.0); + if( m_gllist ) + glCallList( m_gllist ); + else + { + m_gllist = CreateDrawGL_List(); - if( m_gllist ) - glCallList( m_gllist ); - else - { - m_gllist = CreateDrawGL_List(); // m_gllist = DisplayCubeforTest(); // Only for test - } + } - glFlush(); - if( finish ) - glFinish(); - SwapBuffers(); + glFlush(); + if( finish ) + glFinish(); + SwapBuffers(); } /**********************************************/ GLuint Pcb3D_GLCanvas::CreateDrawGL_List() /**********************************************/ + /* Creation de la liste des elements a afficher */ { -GLuint gllist = glGenLists( 1 ); -WinEDA_BasePcbFrame * pcbframe = m_Parent->m_Parent; -BOARD * pcb = pcbframe->m_Pcb; -TRACK * pt_piste; -int ii; + GLuint gllist = glGenLists( 1 ); + WinEDA_BasePcbFrame* pcbframe = m_Parent->m_Parent; + BOARD* pcb = pcbframe->m_Pcb; + TRACK* pt_piste; + int ii; - wxBusyCursor dummy; + wxBusyCursor dummy; - pcb->ComputeBoundaryBox(); - g_Parm_3D_Visu.m_BoardSettings = pcb->m_BoardSettings; - g_Parm_3D_Visu.m_BoardSize = pcb->m_BoundaryBox.GetSize(); - g_Parm_3D_Visu.m_BoardPos = pcb->m_BoundaryBox.Centre(); - g_Parm_3D_Visu.m_BoardPos.y = - g_Parm_3D_Visu.m_BoardPos.y; - g_Parm_3D_Visu.m_Layers = pcb->m_BoardSettings->m_CopperLayerCount; - g_Parm_3D_Visu.m_BoardScale = 2.0 / MAX(g_Parm_3D_Visu.m_BoardSize.x, g_Parm_3D_Visu.m_BoardSize.y); - float epoxy_width = 1.6; // epoxy width in mm - g_Parm_3D_Visu.m_Epoxy_Width = epoxy_width / 2.54 * 1000 - * g_Parm_3D_Visu.m_BoardScale; + pcb->ComputeBoundaryBox(); + g_Parm_3D_Visu.m_BoardSettings = pcb->m_BoardSettings; + g_Parm_3D_Visu.m_BoardSize = pcb->m_BoundaryBox.GetSize(); + g_Parm_3D_Visu.m_BoardPos = pcb->m_BoundaryBox.Centre(); + g_Parm_3D_Visu.m_BoardPos.y = -g_Parm_3D_Visu.m_BoardPos.y; + g_Parm_3D_Visu.m_Layers = pcb->m_BoardSettings->m_CopperLayerCount; + g_Parm_3D_Visu.m_BoardScale = 2.0 / MAX( g_Parm_3D_Visu.m_BoardSize.x, + g_Parm_3D_Visu.m_BoardSize.y ); + float epoxy_width = 1.6; // epoxy width in mm + g_Parm_3D_Visu.m_Epoxy_Width = epoxy_width / 2.54 * 1000 + * g_Parm_3D_Visu.m_BoardScale; - /* calcul de l'altitude de chaque couche */ - for( ii = 0; ii < 32; ii++ ) - { - if( ii < g_Parm_3D_Visu.m_Layers ) - g_Parm_3D_Visu.m_LayerZcoord[ii] = g_Parm_3D_Visu.m_Epoxy_Width * ii - / (g_Parm_3D_Visu.m_Layers - 1); - else - g_Parm_3D_Visu.m_LayerZcoord[ii] = g_Parm_3D_Visu.m_Epoxy_Width; - } - GLfloat zpos_cu = 500 * g_Parm_3D_Visu.m_BoardScale; - GLfloat zpos_cmp = g_Parm_3D_Visu.m_Epoxy_Width + zpos_cu; - g_Parm_3D_Visu.m_LayerZcoord[ADHESIVE_N_CU] = -zpos_cu * 2; - g_Parm_3D_Visu.m_LayerZcoord[ADHESIVE_N_CMP] = zpos_cmp + zpos_cu; - g_Parm_3D_Visu.m_LayerZcoord[SILKSCREEN_N_CU] = -zpos_cu; - g_Parm_3D_Visu.m_LayerZcoord[SILKSCREEN_N_CMP] = zpos_cmp; - g_Parm_3D_Visu.m_LayerZcoord[DRAW_N] = zpos_cmp + zpos_cu; - g_Parm_3D_Visu.m_LayerZcoord[COMMENT_N] = zpos_cmp + zpos_cu; - g_Parm_3D_Visu.m_LayerZcoord[ECO1_N] = zpos_cmp + zpos_cu; - g_Parm_3D_Visu.m_LayerZcoord[ECO2_N] = zpos_cmp + zpos_cu; + /* calcul de l'altitude de chaque couche */ + for( ii = 0; ii < 32; ii++ ) + { + if( ii < g_Parm_3D_Visu.m_Layers ) + g_Parm_3D_Visu.m_LayerZcoord[ii] = g_Parm_3D_Visu.m_Epoxy_Width * ii + / (g_Parm_3D_Visu.m_Layers - 1); + else + g_Parm_3D_Visu.m_LayerZcoord[ii] = g_Parm_3D_Visu.m_Epoxy_Width; + } - glNewList( gllist, GL_COMPILE_AND_EXECUTE ); + GLfloat zpos_cu = 500 * g_Parm_3D_Visu.m_BoardScale; + GLfloat zpos_cmp = g_Parm_3D_Visu.m_Epoxy_Width + zpos_cu; + g_Parm_3D_Visu.m_LayerZcoord[ADHESIVE_N_CU] = -zpos_cu * 2; + g_Parm_3D_Visu.m_LayerZcoord[ADHESIVE_N_CMP] = zpos_cmp + zpos_cu; + g_Parm_3D_Visu.m_LayerZcoord[SILKSCREEN_N_CU] = -zpos_cu; + g_Parm_3D_Visu.m_LayerZcoord[SILKSCREEN_N_CMP] = zpos_cmp; + g_Parm_3D_Visu.m_LayerZcoord[DRAW_N] = zpos_cmp + zpos_cu; + g_Parm_3D_Visu.m_LayerZcoord[COMMENT_N] = zpos_cmp + zpos_cu; + g_Parm_3D_Visu.m_LayerZcoord[ECO1_N] = zpos_cmp + zpos_cu; + g_Parm_3D_Visu.m_LayerZcoord[ECO2_N] = zpos_cmp + zpos_cu; - glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE); + glNewList( gllist, GL_COMPILE_AND_EXECUTE ); - /* draw axes */ - glEnable(GL_COLOR_MATERIAL); - SetGLColor(WHITE); - glBegin(GL_LINES); - glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis - glVertex3f( 0.0, 0.0, 0.0 ); - glVertex3f( 1.0, 0.0, 0.0 ); // X axis - glVertex3f( 0.0, 0.0, 0.0); - glVertex3f( 0.0, -1.0, 0.0); // Y axis - glNormal3f( 1.0, 0.0, 0.0); // Normal is Y axis - glVertex3f( 0.0 , 0.0, 0.0); - glVertex3f( 0.0, 0.0, 0.3 ); // Z axis + glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); + + /* draw axes */ + glEnable( GL_COLOR_MATERIAL ); + SetGLColor( WHITE ); + glBegin( GL_LINES ); + glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis + glVertex3f( 0.0, 0.0, 0.0 ); + glVertex3f( 1.0, 0.0, 0.0 ); // X axis + glVertex3f( 0.0, 0.0, 0.0 ); + glVertex3f( 0.0, -1.0, 0.0 ); // Y axis + glNormal3f( 1.0, 0.0, 0.0 ); // Normal is Y axis + glVertex3f( 0.0, 0.0, 0.0 ); + glVertex3f( 0.0, 0.0, 0.3 ); // Z axis glEnd(); - /* Draw epoxy limits (do not use, works and test in progress) */ + /* Draw epoxy limits (do not use, works and test in progress) */ #if 0 - glEnable(GL_FOG); - GLfloat param; + glEnable( GL_FOG ); + GLfloat param; + // param = GL_LINEAR; // glFogfv(GL_FOG_MODE, & param); - param = 0.2; - glFogfv(GL_FOG_DENSITY, & param); - param = g_Parm_3D_Visu.m_LayerZcoord[15]; - glFogfv(GL_FOG_END, & param); - glBegin(GL_QUADS); - SetGLColor(g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[CMP_N]); - double sx = DataScale3D * g_Parm_3D_Visu.m_BoardSize.x / 2; - double sy = DataScale3D * g_Parm_3D_Visu.m_BoardSize.y / 2; - double zpos = g_Parm_3D_Visu.m_LayerZcoord[15]; - glNormal3f( 0.0, 0.0, 1.0); // Normal is Z axis - sx = sy = 0.5; - glVertex3f( -sx, -sy, zpos ); - glVertex3f( -sx, sy, zpos ); - glVertex3f( sx, sy, zpos ); - glVertex3f( sx, -sy, zpos ); - glEnd(); - glBegin(GL_QUADS); - SetGLColor(g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[COPPER_LAYER_N]); - glNormal3f( 0.0, 0.0, -1.0 ); // Normal is -Z axis - glVertex3f( -sx, -sy, 0 ); - glVertex3f( -sx, sy, 0 ); - glVertex3f( sx, sy, 0 ); - glVertex3f( sx, -sy, 0 ); - glEnd(); + param = 0.2; + glFogfv( GL_FOG_DENSITY, ¶m ); + param = g_Parm_3D_Visu.m_LayerZcoord[15]; + glFogfv( GL_FOG_END, ¶m ); + glBegin( GL_QUADS ); + SetGLColor( g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[CMP_N] ); + double sx = DataScale3D * g_Parm_3D_Visu.m_BoardSize.x / 2; + double sy = DataScale3D * g_Parm_3D_Visu.m_BoardSize.y / 2; + double zpos = g_Parm_3D_Visu.m_LayerZcoord[15]; + glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis + sx = sy = 0.5; + glVertex3f( -sx, -sy, zpos ); + glVertex3f( -sx, sy, zpos ); + glVertex3f( sx, sy, zpos ); + glVertex3f( sx, -sy, zpos ); + glEnd(); + glBegin( GL_QUADS ); + SetGLColor( g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[COPPER_LAYER_N] ); + glNormal3f( 0.0, 0.0, -1.0 ); // Normal is -Z axis + glVertex3f( -sx, -sy, 0 ); + glVertex3f( -sx, sy, 0 ); + glVertex3f( sx, sy, 0 ); + glVertex3f( sx, -sy, 0 ); + glEnd(); #endif - /* Translation du tracé du BOARD pour placer son centre en 0, 0 */ - glTranslatef(-g_Parm_3D_Visu.m_BoardPos.x * g_Parm_3D_Visu.m_BoardScale, - -g_Parm_3D_Visu.m_BoardPos.y * g_Parm_3D_Visu.m_BoardScale, - 0.0F); + /* Translation du tracé du BOARD pour placer son centre en 0, 0 */ + glTranslatef( -g_Parm_3D_Visu.m_BoardPos.x * g_Parm_3D_Visu.m_BoardScale, + -g_Parm_3D_Visu.m_BoardPos.y * g_Parm_3D_Visu.m_BoardScale, + 0.0F ); - glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis - /* Tracé des pistes : */ - for( pt_piste = pcb->m_Track; pt_piste != NULL; pt_piste = (TRACK*) pt_piste->Pnext ) - { - if( pt_piste->Type() == TYPEVIA ) - Draw3D_Via((SEGVIA*)pt_piste); - else - Draw3D_Track( pt_piste); - } + glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis + /* Tracé des pistes : */ + for( pt_piste = pcb->m_Track; pt_piste != NULL; pt_piste = (TRACK*) pt_piste->Pnext ) + { + if( pt_piste->Type() == TYPEVIA ) + Draw3D_Via( (SEGVIA*) pt_piste ); + else + Draw3D_Track( pt_piste ); + } - /* Tracé des edges */ -EDA_BaseStruct * PtStruct; - for( PtStruct = pcb->m_Drawings; PtStruct != NULL; PtStruct = PtStruct->Pnext ) - { - #define STRUCT ((DRAWSEGMENT *) PtStruct) - if( PtStruct->Type() != TYPEDRAWSEGMENT ) - continue; - Draw3D_DrawSegment(STRUCT); - } + /* Tracé des edges */ + EDA_BaseStruct* PtStruct; + for( PtStruct = pcb->m_Drawings; PtStruct != NULL; PtStruct = PtStruct->Pnext ) + { + #define STRUCT ( (DRAWSEGMENT*) PtStruct ) + if( PtStruct->Type() != TYPEDRAWSEGMENT ) + continue; + Draw3D_DrawSegment( STRUCT ); + } + + /* tracé des modules */ + MODULE* Module = (MODULE*) pcb->m_Modules; + for( ; Module != NULL; Module = (MODULE*) Module->Pnext ) + { + Module->Draw3D( this ); + } - /* tracé des modules */ -MODULE * Module = (MODULE*) pcb->m_Modules; - for( ; Module != NULL; Module = (MODULE *) Module->Pnext ) - { - Module->Draw3D(this); - } glEndList(); - /* Test for errors */ - GLenum err = glGetError(); - if( err != GL_NO_ERROR ) - DisplayError(this, wxT("Error in GL commands") ); - return gllist; + /* Test for errors */ + GLenum err = glGetError(); + if( err != GL_NO_ERROR ) + DisplayError( this, wxT( "Error in GL commands" ) ); + return gllist; } /************************************************/ -void Pcb3D_GLCanvas::Draw3D_Track(TRACK * track) +void Pcb3D_GLCanvas::Draw3D_Track( TRACK* track ) /************************************************/ { -double zpos; -int layer = track->GetLayer(); -int color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer]; -double ox, oy, fx, fy; -double w; + double zpos; + int layer = track->GetLayer(); + int color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer]; + double ox, oy, fx, fy; + double w; - if( color & ITEM_NOT_SHOW ) - return; - if( layer == LAST_COPPER_LAYER ) - layer = g_Parm_3D_Visu.m_Layers - 1; - zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; + if( color & ITEM_NOT_SHOW ) + return; + if( layer == LAST_COPPER_LAYER ) + layer = g_Parm_3D_Visu.m_Layers - 1; + zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; - SetGLColor(color); - glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); + SetGLColor( color ); + glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); - w = track->m_Width * g_Parm_3D_Visu.m_BoardScale; - ox = track->m_Start.x * g_Parm_3D_Visu.m_BoardScale; - oy = track->m_Start.y * g_Parm_3D_Visu.m_BoardScale; - fx = track->m_End.x * g_Parm_3D_Visu.m_BoardScale; - fy = track->m_End.y * g_Parm_3D_Visu.m_BoardScale; - Draw3D_FilledSegment(ox, -oy, fx, -fy, w, zpos); + w = track->m_Width * g_Parm_3D_Visu.m_BoardScale; + ox = track->m_Start.x * g_Parm_3D_Visu.m_BoardScale; + oy = track->m_Start.y * g_Parm_3D_Visu.m_BoardScale; + fx = track->m_End.x * g_Parm_3D_Visu.m_BoardScale; + fy = track->m_End.y * g_Parm_3D_Visu.m_BoardScale; + Draw3D_FilledSegment( ox, -oy, fx, -fy, w, zpos ); } /********************************************/ -void Pcb3D_GLCanvas::Draw3D_Via(SEGVIA * via) +void Pcb3D_GLCanvas::Draw3D_Via( SEGVIA* via ) /*********************************************/ + /* 3D drawing for a VIA (cylinder + filled circles) */ { -double x, y, r, hole; -int layer, top_layer, bottom_layer; -double zpos, height; -int color; + double x, y, r, hole; + int layer, top_layer, bottom_layer; + double zpos, height; + int color; - r = via->m_Width * g_Parm_3D_Visu.m_BoardScale / 2; - hole = via->GetDrillValue(); - hole *= g_Parm_3D_Visu.m_BoardScale / 2; - x = via->m_Start.x * g_Parm_3D_Visu.m_BoardScale; - y = via->m_Start.y * g_Parm_3D_Visu.m_BoardScale; + r = via->m_Width * g_Parm_3D_Visu.m_BoardScale / 2; + hole = via->GetDrillValue(); + hole *= g_Parm_3D_Visu.m_BoardScale / 2; + x = via->m_Start.x * g_Parm_3D_Visu.m_BoardScale; + y = via->m_Start.y * g_Parm_3D_Visu.m_BoardScale; - via->ReturnLayerPair(&top_layer, &bottom_layer); + via->ReturnLayerPair( &top_layer, &bottom_layer ); - // Drawing filled circles: - for( layer = bottom_layer; layer < g_Parm_3D_Visu.m_Layers; layer++ ) - { - zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; - if( layer < g_Parm_3D_Visu.m_Layers - 1 ) - color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer]; - else - color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[CMP_N]; - if( color & ITEM_NOT_SHOW ) - continue; - SetGLColor(color); - glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); - Draw3D_FilledCircle(x, -y, r, hole, zpos); - if( layer >= top_layer) - break; - } - // Drawing hole: - SetGLColor(DARKGRAY); - height = g_Parm_3D_Visu.m_LayerZcoord[top_layer] - g_Parm_3D_Visu.m_LayerZcoord[bottom_layer]; - Draw3D_FilledCylinder(x, -y, hole, height, g_Parm_3D_Visu.m_LayerZcoord[bottom_layer]); + // Drawing filled circles: + for( layer = bottom_layer; layer < g_Parm_3D_Visu.m_Layers; layer++ ) + { + zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; + if( layer < g_Parm_3D_Visu.m_Layers - 1 ) + color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer]; + else + color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[CMP_N]; + if( color & ITEM_NOT_SHOW ) + continue; + SetGLColor( color ); + glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); + Draw3D_FilledCircle( x, -y, r, hole, zpos ); + if( layer >= top_layer ) + break; + } + + // Drawing hole: + SetGLColor( DARKGRAY ); + height = g_Parm_3D_Visu.m_LayerZcoord[top_layer] - g_Parm_3D_Visu.m_LayerZcoord[bottom_layer]; + Draw3D_FilledCylinder( x, -y, hole, height, g_Parm_3D_Visu.m_LayerZcoord[bottom_layer] ); } /*************************************************************/ -void Pcb3D_GLCanvas::Draw3D_DrawSegment(DRAWSEGMENT * segment) +void Pcb3D_GLCanvas::Draw3D_DrawSegment( DRAWSEGMENT* segment ) /*************************************************************/ { -int layer; -double x, y, xf, yf; -double zpos, w; -int color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[segment->GetLayer()]; + int layer; + double x, y, xf, yf; + double zpos, w; + int color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[segment->GetLayer()]; - if( color & ITEM_NOT_SHOW ) - return; + if( color & ITEM_NOT_SHOW ) + return; - SetGLColor(color); - w = segment->m_Width * g_Parm_3D_Visu.m_BoardScale; - x = segment->m_Start.x * g_Parm_3D_Visu.m_BoardScale; - y = segment->m_Start.y * g_Parm_3D_Visu.m_BoardScale; - xf = segment->m_End.x * g_Parm_3D_Visu.m_BoardScale; - yf = segment->m_End.y * g_Parm_3D_Visu.m_BoardScale; + SetGLColor( color ); + w = segment->m_Width * g_Parm_3D_Visu.m_BoardScale; + x = segment->m_Start.x * g_Parm_3D_Visu.m_BoardScale; + y = segment->m_Start.y * g_Parm_3D_Visu.m_BoardScale; + xf = segment->m_End.x * g_Parm_3D_Visu.m_BoardScale; + yf = segment->m_End.y * g_Parm_3D_Visu.m_BoardScale; - if( segment->GetLayer() == EDGE_N ) - { - for( layer = 0; layer < g_Parm_3D_Visu.m_Layers; layer++ ) - { - glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); - zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; - Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos ); - } - } - - else - { - zpos = g_Parm_3D_Visu.m_LayerZcoord[segment->GetLayer()]; - Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos ); - } + if( segment->GetLayer() == EDGE_N ) + { + for( layer = 0; layer < g_Parm_3D_Visu.m_Layers; layer++ ) + { + glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); + zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; + Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos ); + } + } + else + { + zpos = g_Parm_3D_Visu.m_LayerZcoord[segment->GetLayer()]; + Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos ); + } } /*********************************************/ -void MODULE::Draw3D(Pcb3D_GLCanvas * glcanvas) +void MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas ) /*********************************************/ { -D_PAD * pad = m_Pads; + D_PAD* pad = m_Pads; #if 0 - if( ! DisplayOpt.Show_Modules_Cmp ) - { - if( m_Layer == CMP_N ) - return; - } - if( ! DisplayOpt.Show_Modules_Cu ) - { - if( m_Layer == COPPER_LAYER_N ) - return; - } + if( !DisplayOpt.Show_Modules_Cmp ) + { + if( m_Layer == CMP_N ) + return; + } + if( !DisplayOpt.Show_Modules_Cu ) + { + if( m_Layer == COPPER_LAYER_N ) + return; + } #endif - /* Draw pads */ - glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); - glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis - for( ; pad != NULL; pad = (D_PAD*) pad->Pnext ) - { - pad->Draw3D(glcanvas); - } + /* Draw pads */ + glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); + glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis + for( ; pad != NULL; pad = (D_PAD*) pad->Pnext ) + { + pad->Draw3D( glcanvas ); + } - /* Draw module shape: 3D shape if exists (or module edge if not exists) */ -Struct3D_Master * Struct3D = m_3D_Drawings; -bool As3dShape = FALSE; - glPushMatrix(); - glTranslatef( m_Pos.x * g_Parm_3D_Visu.m_BoardScale, - -m_Pos.y * g_Parm_3D_Visu.m_BoardScale, - g_Parm_3D_Visu.m_LayerZcoord[m_Layer] ); - if( m_Orient ) - { - glRotatef( (double)m_Orient / 10, 0.0, 0.0, 1.0 ); - } - if( m_Layer == COPPER_LAYER_N ) - { - glRotatef( 180.0, 0.0, 1.0, 0.0 ); - glRotatef( 180.0, 0.0, 0.0, 1.0 ); - } - DataScale3D = g_Parm_3D_Visu.m_BoardScale * UNITS3D_TO_UNITSPCB; + /* Draw module shape: 3D shape if exists (or module edge if not exists) */ + Struct3D_Master* Struct3D = m_3D_Drawings; + bool As3dShape = FALSE; + glPushMatrix(); + glTranslatef( m_Pos.x * g_Parm_3D_Visu.m_BoardScale, + -m_Pos.y * g_Parm_3D_Visu.m_BoardScale, + g_Parm_3D_Visu.m_LayerZcoord[m_Layer] ); + if( m_Orient ) + { + glRotatef( (double) m_Orient / 10, 0.0, 0.0, 1.0 ); + } + if( m_Layer == COPPER_LAYER_N ) + { + glRotatef( 180.0, 0.0, 1.0, 0.0 ); + glRotatef( 180.0, 0.0, 0.0, 1.0 ); + } + DataScale3D = g_Parm_3D_Visu.m_BoardScale * UNITS3D_TO_UNITSPCB; - for( ; Struct3D != NULL; Struct3D = (Struct3D_Master *) Struct3D->Pnext ) - { - if( ! Struct3D->m_Shape3DName.IsEmpty() ) - { - As3dShape = TRUE; - Struct3D->ReadData(); - } - } - glPopMatrix(); + for( ; Struct3D != NULL; Struct3D = (Struct3D_Master*) Struct3D->Pnext ) + { + if( !Struct3D->m_Shape3DName.IsEmpty() ) + { + As3dShape = TRUE; + Struct3D->ReadData(); + } + } - if( ! As3dShape ) - { - EDA_BaseStruct * Struct = m_Drawings; - glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis - for( ; Struct != NULL; Struct = Struct->Pnext ) - { - switch( Struct->Type() ) - { - case TYPETEXTEMODULE: - break; + glPopMatrix(); - case TYPEEDGEMODULE: - ((EDGE_MODULE *) Struct)->Draw3D(glcanvas); - break; + if( !As3dShape ) + { + EDA_BaseStruct* Struct = m_Drawings; + glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis + for( ; Struct != NULL; Struct = Struct->Pnext ) + { + switch( Struct->Type() ) + { + case TYPETEXTEMODULE: + break; - default: - break; - } - } - } + case TYPEEDGEMODULE: + ( (EDGE_MODULE*) Struct )->Draw3D( glcanvas ); + break; + + default: + break; + } + } + } } /***************************************************/ -void EDGE_MODULE::Draw3D(Pcb3D_GLCanvas * glcanvas) +void EDGE_MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas ) /***************************************************/ { -int ux0, uy0, dx, dy, rayon, StAngle, EndAngle; -double scale, x, y, fx, fy, w, zpos; -int color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[m_Layer]; + int ux0, uy0, dx, dy, rayon, StAngle, EndAngle; + double scale, x, y, fx, fy, w, zpos; + int color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[m_Layer]; - if( color & ITEM_NOT_SHOW ) - return; + if( color & ITEM_NOT_SHOW ) + return; - SetGLColor(color); - glNormal3f( 0.0, 0.0, (m_Layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); - scale = g_Parm_3D_Visu.m_BoardScale; + SetGLColor( color ); + glNormal3f( 0.0, 0.0, (m_Layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); + scale = g_Parm_3D_Visu.m_BoardScale; - ux0 = m_Start.x; - uy0 = m_Start.y; - dx = m_End.x; - dy = m_End.y; - zpos = g_Parm_3D_Visu.m_LayerZcoord[m_Layer]; - w = m_Width * g_Parm_3D_Visu.m_BoardScale; - switch( m_Shape ) - { - case S_SEGMENT: - x = m_Start.x * g_Parm_3D_Visu.m_BoardScale; - y = m_Start.y * g_Parm_3D_Visu.m_BoardScale; - fx = dx * g_Parm_3D_Visu.m_BoardScale; - fy = dy * g_Parm_3D_Visu.m_BoardScale; - Draw3D_FilledSegment(x, -y, fx, -fy, w, zpos); - break ; + ux0 = m_Start.x; + uy0 = m_Start.y; + dx = m_End.x; + dy = m_End.y; + zpos = g_Parm_3D_Visu.m_LayerZcoord[m_Layer]; + w = m_Width * g_Parm_3D_Visu.m_BoardScale; - case S_CIRCLE: - rayon = (int)hypot( (double)(dx - ux0), (double)(dy - uy0) ); - /* TO DO */ - break; + switch( m_Shape ) + { + case S_SEGMENT: + x = m_Start.x * g_Parm_3D_Visu.m_BoardScale; + y = m_Start.y * g_Parm_3D_Visu.m_BoardScale; + fx = dx * g_Parm_3D_Visu.m_BoardScale; + fy = dy * g_Parm_3D_Visu.m_BoardScale; + Draw3D_FilledSegment( x, -y, fx, -fy, w, zpos ); + break; - case S_ARC: - rayon = (int)hypot( (double)(dx - ux0), (double)(dy - uy0) ); - StAngle = (int)ArcTangente( dy - uy0, dx - ux0 ); - EndAngle = StAngle + m_Angle; - /* TO DO */ - break; - } + case S_CIRCLE: + rayon = (int) hypot( (double) (dx - ux0), (double) (dy - uy0) ); + /* TO DO */ + break; + + case S_ARC: + rayon = (int) hypot( (double) (dx - ux0), (double) (dy - uy0) ); + StAngle = (int) ArcTangente( dy - uy0, dx - ux0 ); + EndAngle = StAngle + m_Angle; + /* TO DO */ + break; + } } /***********************************************/ -void D_PAD::Draw3D(Pcb3D_GLCanvas * glcanvas) +void D_PAD::Draw3D( Pcb3D_GLCanvas* glcanvas ) /***********************************************/ + /* Dessin 3D des pads avec leur trou de percage */ { -int ii, ll, layer, nlmax; -int ux0, uy0, - dx, dx0, dy, dy0, - delta_cx, delta_cy, - xc, yc; -int angle, delta_angle; -int coord[4][2]; -double fcoord[8][2], f_hole_coord[8][2]; -float scale; -double zpos; -wxPoint shape_pos; -double x, y, r, w, hole, holeX, holeY; -double drillx, drilly; -bool Oncu, Oncmp, Both; -int color; + int ii, ll, layer, nlmax; + int ux0, uy0, + dx, dx0, dy, dy0, + delta_cx, delta_cy, + xc, yc; + int angle, delta_angle; + int coord[4][2]; + double fcoord[8][2], f_hole_coord[8][2]; + float scale; + double zpos; + wxPoint shape_pos; + double x, y, r, w, hole, holeX, holeY; + double drillx, drilly; + bool Oncu, Oncmp, Both; + int color; - scale = g_Parm_3D_Visu.m_BoardScale; - holeX = (double)m_Drill.x * scale / 2; - holeY = (double)m_Drill.y * scale / 2; - hole = MIN(holeX, holeY); + scale = g_Parm_3D_Visu.m_BoardScale; + holeX = (double) m_Drill.x * scale / 2; + holeY = (double) m_Drill.y * scale / 2; + hole = MIN( holeX, holeY ); - /* calcul du centre des formes des pads : */ + /* calcul du centre des formes des pads : */ shape_pos = ReturnShapePos(); - ux0 = shape_pos.x; - uy0 = shape_pos.y; - xc = ux0; - yc = uy0; + ux0 = shape_pos.x; + uy0 = shape_pos.y; + xc = ux0; + yc = uy0; - /* le trace depend de la rotation de l'empreinte */ - dx = dx0 = m_Size.x >> 1; - dy = dy0 = m_Size.y >> 1; /* demi dim dx et dy */ + /* le trace depend de la rotation de l'empreinte */ + dx = dx0 = m_Size.x >> 1; + dy = dy0 = m_Size.y >> 1; /* demi dim dx et dy */ - angle = m_Orient; - drillx = m_Pos.x * scale; - drilly = m_Pos.y * scale; - /* Draw the pad hole (TODO: draw OBLONG hole) */ - if( holeX && holeY ) - { - SetGLColor(DARKGRAY); - Draw3D_FilledCylinder(drillx, -drilly, hole, g_Parm_3D_Visu.m_LayerZcoord[CMP_N], 0.0); - } + angle = m_Orient; + drillx = m_Pos.x * scale; + drilly = m_Pos.y * scale; + /* Draw the pad hole (TODO: draw OBLONG hole) */ + if( holeX && holeY ) + { + SetGLColor( DARKGRAY ); + Draw3D_FilledCylinder( drillx, -drilly, hole, g_Parm_3D_Visu.m_LayerZcoord[CMP_N], 0.0 ); + } - glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis - nlmax = g_Parm_3D_Visu.m_Layers - 1; - Oncu = (m_Masque_Layer & CUIVRE_LAYER) ? TRUE : FALSE; - Oncmp = (m_Masque_Layer & CMP_LAYER) ? TRUE : FALSE; - Both = Oncu && Oncmp; - switch( m_PadShape & 0x7F ) - { - case PAD_CIRCLE : - x = xc * scale; - y = yc * scale; - r = (double)dx * scale; - for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ ) - { - if( layer && (layer == nlmax) ) - layer = CMP_N; - if( (layer == CMP_N) && ! Oncmp ) - continue; - if( (layer == COPPER_LAYER_N) && ! Oncu ) - continue; - if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both) - continue; - color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer]; - if( color & ITEM_NOT_SHOW ) - continue; - SetGLColor(color); - glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); - zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; - Draw3D_FilledCircle(x, -y, r, hole, zpos); - } - break; + glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis + nlmax = g_Parm_3D_Visu.m_Layers - 1; + Oncu = (m_Masque_Layer & CUIVRE_LAYER) ? TRUE : FALSE; + Oncmp = (m_Masque_Layer & CMP_LAYER) ? TRUE : FALSE; + Both = Oncu && Oncmp; - case PAD_OVAL : - /* calcul de l'entraxe de l'ellipse */ - if( dx > dy ) /* ellipse horizontale */ - { - delta_cx = dx - dy; - delta_cy = 0; - w = m_Size.y * scale; - delta_angle = angle + 900; - } - else /* ellipse verticale */ - { - delta_cx = 0; - delta_cy = dy - dx; - w = m_Size.x * scale; - delta_angle = angle; - } - RotatePoint(&delta_cx, &delta_cy, angle); - { - double ox, oy, fx, fy; - ox = (double)(ux0 + delta_cx) * scale; - oy = (double)(uy0 + delta_cy) * scale; - fx = (double)(ux0 - delta_cx) * scale; - fy = (double)(uy0 - delta_cy) * scale; - for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer ++ ) - { - if( layer && (layer == nlmax) ) - layer = CMP_N; - if( (layer == CMP_N) && ! Oncmp ) - continue; - if( (layer == COPPER_LAYER_N) && ! Oncu ) - continue; - if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both ) - continue; - color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer]; - glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); - if( color & ITEM_NOT_SHOW ) - continue; - SetGLColor(color); - zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; - Draw3D_FilledSegmentWithHole(ox, -oy, fx, -fy, w, drillx, -drilly, hole, zpos); - } - } - break; + switch( m_PadShape & 0x7F ) + { + case PAD_CIRCLE: + x = xc * scale; + y = yc * scale; + r = (double) dx * scale; + for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ ) + { + if( layer && (layer == nlmax) ) + layer = CMP_N; + if( (layer == CMP_N) && !Oncmp ) + continue; + if( (layer == COPPER_LAYER_N) && !Oncu ) + continue; + if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both ) + continue; + color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer]; + if( color & ITEM_NOT_SHOW ) + continue; + SetGLColor( color ); + glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); + zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; + Draw3D_FilledCircle( x, -y, r, hole, zpos ); + } + + break; + + case PAD_OVAL: + /* calcul de l'entraxe de l'ellipse */ + if( dx > dy ) /* ellipse horizontale */ + { + delta_cx = dx - dy; + delta_cy = 0; + w = m_Size.y * scale; + delta_angle = angle + 900; + } + else /* ellipse verticale */ + { + delta_cx = 0; + delta_cy = dy - dx; + w = m_Size.x * scale; + delta_angle = angle; + } + RotatePoint( &delta_cx, &delta_cy, angle ); + { + double ox, oy, fx, fy; + ox = (double) (ux0 + delta_cx) * scale; + oy = (double) (uy0 + delta_cy) * scale; + fx = (double) (ux0 - delta_cx) * scale; + fy = (double) (uy0 - delta_cy) * scale; + for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ ) + { + if( layer && (layer == nlmax) ) + layer = CMP_N; + if( (layer == CMP_N) && !Oncmp ) + continue; + if( (layer == COPPER_LAYER_N) && !Oncu ) + continue; + if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both ) + continue; + color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer]; + glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); + if( color & ITEM_NOT_SHOW ) + continue; + SetGLColor( color ); + zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; + Draw3D_FilledSegmentWithHole( ox, -oy, fx, -fy, w, drillx, -drilly, hole, zpos ); + } + } + break; + + case PAD_RECT: - case PAD_RECT : // case SPECIAL_PAD: - case PAD_TRAPEZOID: - { - int ddx, ddy ; - ddx = m_DeltaSize.x >> 1 ; - ddy = m_DeltaSize.y >> 1 ; /* demi dim dx et dy */ + case PAD_TRAPEZOID: + { + int ddx, ddy; + ddx = m_DeltaSize.x >> 1; + ddy = m_DeltaSize.y >> 1; /* demi dim dx et dy */ - coord[0][0] = - dx - ddy; - coord[0][1] = + dy + ddx; + coord[0][0] = -dx - ddy; + coord[0][1] = +dy + ddx; - coord[1][0] = - dx + ddy; - coord[1][1] = - dy - ddx; + coord[1][0] = -dx + ddy; + coord[1][1] = -dy - ddx; - coord[2][0] = + dx - ddy; - coord[2][1] = - dy + ddx; + coord[2][0] = +dx - ddy; + coord[2][1] = -dy + ddx; - coord[3][0] = + dx + ddy; - coord[3][1] = + dy - ddx; + coord[3][0] = +dx + ddy; + coord[3][1] = +dy - ddx; - for( ii = 0; ii < 4; ii++ ) - { - RotatePoint(&coord[ii][0], &coord[ii][1], angle); - coord[ii][0] += ux0; - coord[ii][1] += uy0; - ll = ii * 2; - fcoord[ll][0] = coord[ii][0] * scale; - fcoord[ll][1] = coord[ii][1] * scale; - } + for( ii = 0; ii < 4; ii++ ) + { + RotatePoint( &coord[ii][0], &coord[ii][1], angle ); + coord[ii][0] += ux0; + coord[ii][1] += uy0; + ll = ii * 2; + fcoord[ll][0] = coord[ii][0] * scale; + fcoord[ll][1] = coord[ii][1] * scale; + } - for( ii = 0; ii < 7; ii += 2 ) - { - ll = ii + 2; - if( ll > 7 ) - ll -= 8; - fcoord[ii + 1][0] = (fcoord[ii][0] + fcoord[ll][0]) / 2; - fcoord[ii + 1][1] = (fcoord[ii][1] + fcoord[ll][1]) / 2; - } + for( ii = 0; ii < 7; ii += 2 ) + { + ll = ii + 2; + if( ll > 7 ) + ll -= 8; + fcoord[ii + 1][0] = (fcoord[ii][0] + fcoord[ll][0]) / 2; + fcoord[ii + 1][1] = (fcoord[ii][1] + fcoord[ll][1]) / 2; + } - for( ii = 0; ii < 8; ii++ ) - { - f_hole_coord[ii][0] = -hole * 0.707; - f_hole_coord[ii][1] = hole * 0.707; - RotatePoint(&f_hole_coord[ii][0], &f_hole_coord[ii][1], - angle - (ii * 450)); - f_hole_coord[ii][0] += drillx; - f_hole_coord[ii][1] += drilly; - } + for( ii = 0; ii < 8; ii++ ) + { + f_hole_coord[ii][0] = -hole * 0.707; + f_hole_coord[ii][1] = hole * 0.707; + RotatePoint( &f_hole_coord[ii][0], &f_hole_coord[ii][1], + angle - (ii * 450) ); + f_hole_coord[ii][0] += drillx; + f_hole_coord[ii][1] += drilly; + } - for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ ) - { - if( layer && (layer == nlmax) ) - layer = CMP_N; - if( (layer == CMP_N) && ! Oncmp ) - continue; - if( (layer == COPPER_LAYER_N) && ! Oncu ) - continue; - if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both ) - continue; - color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer]; - glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); - if( color & ITEM_NOT_SHOW ) - continue; - SetGLColor(color); - zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; - glBegin(GL_QUAD_STRIP); - for( ii = 0; ii < 8; ii++ ) - { - glVertex3f( f_hole_coord[ii][0], -f_hole_coord[ii][1], zpos ); - glVertex3f( fcoord[ii][0], -fcoord[ii][1], zpos ); - } - glVertex3f( f_hole_coord[0][0], -f_hole_coord[0][1], zpos ); - glVertex3f( fcoord[0][0], -fcoord[0][1], zpos ); - glEnd(); - } - } - break; + for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ ) + { + if( layer && (layer == nlmax) ) + layer = CMP_N; + if( (layer == CMP_N) && !Oncmp ) + continue; + if( (layer == COPPER_LAYER_N) && !Oncu ) + continue; + if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both ) + continue; + color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer]; + glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); + if( color & ITEM_NOT_SHOW ) + continue; + SetGLColor( color ); + zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; + glBegin( GL_QUAD_STRIP ); + for( ii = 0; ii < 8; ii++ ) + { + glVertex3f( f_hole_coord[ii][0], -f_hole_coord[ii][1], zpos ); + glVertex3f( fcoord[ii][0], -fcoord[ii][1], zpos ); + } - default: - break; - } + glVertex3f( f_hole_coord[0][0], -f_hole_coord[0][1], zpos ); + glVertex3f( fcoord[0][0], -fcoord[0][1], zpos ); + glEnd(); + } + } + break; + + default: + break; + } } /*************************/ -void SetGLColor(int color) +void SetGLColor( int color ) /*************************/ { -double red, green, blue; -StructColors colordata = ColorRefs[color & MASKCOLOR]; + double red, green, blue; + StructColors colordata = ColorRefs[color & MASKCOLOR]; - red = colordata.m_Red / 255.0; - blue = colordata.m_Blue / 255.0; - green = colordata.m_Green / 255.0; - glColor3f(red, green, blue); + red = colordata.m_Red / 255.0; + blue = colordata.m_Blue / 255.0; + green = colordata.m_Green / 255.0; + glColor3f( red, green, blue ); } /********************************************************/ -static void Draw3D_FilledCircle(double posx, double posy, - double rayon, double hole, double zpos) +static void Draw3D_FilledCircle( double posx, double posy, + double rayon, double hole, double zpos ) /********************************************************/ { -int ii, slice = 16; -double x, y; + int ii, slice = 16; + double x, y; - glBegin(GL_QUAD_STRIP); - for( ii = 0; ii <= slice; ii++ ) - { - x = hole; - y = 0.0; - RotatePoint(&x, &y, ii * 225); - glVertex3f( x + posx, y + posy, zpos ); - x = rayon; - y = 0.0; - RotatePoint(&x, &y, ii * 225); - glVertex3f( x + posx, y + posy, zpos ); - } - glEnd(); + glBegin( GL_QUAD_STRIP ); + for( ii = 0; ii <= slice; ii++ ) + { + x = hole; + y = 0.0; + RotatePoint( &x, &y, ii * 225 ); + glVertex3f( x + posx, y + posy, zpos ); + x = rayon; + y = 0.0; + RotatePoint( &x, &y, ii * 225 ); + glVertex3f( x + posx, y + posy, zpos ); + } + + glEnd(); } /*********************************************************/ -static void Draw3D_FilledCylinder(double posx, double posy, - double rayon, double height, double zpos) +static void Draw3D_FilledCylinder( double posx, double posy, + double rayon, double height, double zpos ) /*********************************************************/ { -int ii; -double x, y; + int ii; + double x, y; + #define NB_SEGM 12 -S3D_Vertex coords[4]; -double tmp = DataScale3D; + S3D_Vertex coords[4]; + double tmp = DataScale3D; - DataScale3D = 1.0; // les coord sont deja a l'echelle pour Set_Object_Data(); - coords[0].x = coords[1].x = posx + rayon; - coords[0].y = coords[1].y = posy; - coords[0].z = coords[3].z = zpos; - coords[1].z = coords[2].z = zpos + height; + DataScale3D = 1.0; // les coord sont deja a l'echelle pour Set_Object_Data(); + coords[0].x = coords[1].x = posx + rayon; + coords[0].y = coords[1].y = posy; + coords[0].z = coords[3].z = zpos; + coords[1].z = coords[2].z = zpos + height; - for( ii = 0; ii <= NB_SEGM; ii++ ) - { - x = rayon; - y = 0.0; - RotatePoint(&x, &y, ii * (3600 / NB_SEGM)); - coords[2].x = coords[3].x = posx + x; - coords[2].y = coords[3].y = posy + y; - Set_Object_Data( coords, 4 ); - coords[0].x = coords[2].x; - coords[0].y = coords[2].y; - coords[1].x = coords[3].x; - coords[1].y = coords[3].y; - } - glNormal3f( 0.0, 0.0, 1.0); // Normal is Z axis - DataScale3D = tmp; + for( ii = 0; ii <= NB_SEGM; ii++ ) + { + x = rayon; + y = 0.0; + RotatePoint( &x, &y, ii * (3600 / NB_SEGM) ); + coords[2].x = coords[3].x = posx + x; + coords[2].y = coords[3].y = posy + y; + Set_Object_Data( coords, 4 ); + coords[0].x = coords[2].x; + coords[0].y = coords[2].y; + coords[1].x = coords[3].x; + coords[1].y = coords[3].y; + } + + glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis + DataScale3D = tmp; } /*****************************************************************/ -static void Draw3D_FilledSegment(double startx, double starty, - double endx, double endy,double width, double zpos) +static void Draw3D_FilledSegment( double startx, double starty, + double endx, double endy, double width, double zpos ) /*****************************************************************/ + /* trace un polygone semblable a un segment a bouts ronds */ { -double dx, dy, x, y, firstx=0, firsty=0; -int ii, angle; + double dx, dy, x, y, firstx = 0, firsty = 0; + int ii, angle; - // on va calculer les coordonnées du segment supposé horizontal, - // puis tourner les cordonnes de l'angle voulu + // on va calculer les coordonnées du segment supposé horizontal, + // puis tourner les cordonnes de l'angle voulu - dx = endx - startx; - dy = endy - starty; - angle = (int)( ( atan2(dy, dx) * 1800 / M_PI ) + 0.5 ); + dx = endx - startx; + dy = endy - starty; + angle = (int) ( ( atan2( dy, dx ) * 1800 / M_PI ) + 0.5 ); - RotatePoint(&dx, &dy, angle); // apres rotation: dx = longueur du segment - // dy = 0; - width /= 2; + RotatePoint( &dx, &dy, angle ); // apres rotation: dx = longueur du segment + // dy = 0; + width /= 2; - glBegin(GL_POLYGON); - // tracé de l'arrondi a droite (1er demi polygone a la fin du segment) - for( ii = 0; ii <= 8; ii++ ) - { - x = 0.0; - y = -width; - RotatePoint(&x, &y, -ii * 225); - x += dx; - RotatePoint(&x, &y, -angle); - glVertex3f( startx + x, starty+y, zpos ); - if( ii == 0 ) - { - firstx = startx + x; - firsty = starty + y; - } - } - // tracé de l'arrondi a gauche (2ieme demi polygone a l'origine du segment) - for( ii = 0; ii <= 8; ii++ ) - { - int jj = ii * 225; - x = 0.0; - y = width; - RotatePoint(&x, &y, -angle - jj); - glVertex3f( startx + x, starty+y, zpos ); - } + glBegin( GL_POLYGON ); - glVertex3f( firstx, firsty, zpos ); - glEnd(); + // tracé de l'arrondi a droite (1er demi polygone a la fin du segment) + for( ii = 0; ii <= 8; ii++ ) + { + x = 0.0; + y = -width; + RotatePoint( &x, &y, -ii * 225 ); + x += dx; + RotatePoint( &x, &y, -angle ); + glVertex3f( startx + x, starty + y, zpos ); + if( ii == 0 ) + { + firstx = startx + x; + firsty = starty + y; + } + } + + // tracé de l'arrondi a gauche (2ieme demi polygone a l'origine du segment) + for( ii = 0; ii <= 8; ii++ ) + { + int jj = ii * 225; + x = 0.0; + y = width; + RotatePoint( &x, &y, -angle - jj ); + glVertex3f( startx + x, starty + y, zpos ); + } + + glVertex3f( firstx, firsty, zpos ); + glEnd(); } /*****************************************************************/ -static void Draw3D_FilledSegmentWithHole(double startx, double starty, - double endx, double endy, double width, - double holex, double holey, double holeradius, double zpos) +static void Draw3D_FilledSegmentWithHole( double startx, + double starty, + double endx, + double endy, + double width, + double holex, + double holey, + double holeradius, + double zpos ) /*****************************************************************/ + /* trace un polygone semblable a un segment a bouts ronds avec trou */ { -double x, y, xin, yin; -double firstx = 0, firsty = 0, firstxin = 0, firstyin = 0; -int ii, angle, theta; + double x, y, xin, yin; + double firstx = 0, firsty = 0, firstxin = 0, firstyin = 0; + int ii, angle, theta; - // on va calculer les coordonnées du segment supposé horizontal, - // puis tourner les cordonnes de l'angle voulu - // Tous des calculs se font avec startx, starty comme origine du tracé + // on va calculer les coordonnées du segment supposé horizontal, + // puis tourner les cordonnes de l'angle voulu + // Tous des calculs se font avec startx, starty comme origine du tracé - endx -= startx; - endy -= starty; - holex -= startx; - holey -= starty; - angle = (int)( ( atan2(endy, endx) * 1800 / M_PI ) + 0.5 ); + endx -= startx; + endy -= starty; + holex -= startx; + holey -= starty; + angle = (int) ( ( atan2( endy, endx ) * 1800 / M_PI ) + 0.5 ); - RotatePoint(&endx, &endy, angle); // apres rotation: endx = longueur du segment - // endy = 0; - RotatePoint(&holex, &holey, angle); - width /= 2; + RotatePoint( &endx, &endy, angle ); // apres rotation: endx = longueur du segment + // endy = 0; + RotatePoint( &holex, &holey, angle ); + width /= 2; - glBegin(GL_QUAD_STRIP); - // tracé de l'arrondi a droite (1er demi polygone a la fin du segment) - // autour du demi-trou de percage - for( ii = 0; ii <= 8; ii++ ) - { - x = 0.0; - y = -width; - xin = 0.0; - yin = -holeradius; - theta = -ii * 225; - RotatePoint(&x, &y, theta); - RotatePoint(&xin, &yin, theta); - x += endx; - RotatePoint(&x, &y, -angle); - xin += holex; - RotatePoint(&xin, &yin, -angle); - glVertex3f( startx + xin, starty+yin, zpos ); - glVertex3f( startx + x, starty+y, zpos ); - if( ii == 0 ) // Memorisation du point de départ du tracé - { - firstx = startx + x; - firsty = starty + y; - firstxin = startx + xin; - firstyin = starty + yin; - } - } - // tracé de l'arrondi a gauche (2ieme demi polygone a l'origine du segment) - for( ii = 0; ii <= 8; ii++ ) - { - theta = -ii * 225; - x = 0.0; - y = width; - RotatePoint(&x, &y, -angle + theta); - xin = 0.0; - yin = holeradius; - RotatePoint(&xin, &yin, theta); - xin += holex; - RotatePoint(&xin, &yin, -angle); - glVertex3f( startx + xin,starty + yin, zpos ); - glVertex3f( startx + x, starty + y, zpos ); - } + glBegin( GL_QUAD_STRIP ); - glVertex3f( firstxin, firstyin, zpos ); - glVertex3f( firstx, firsty, zpos ); - glEnd(); + // tracé de l'arrondi a droite (1er demi polygone a la fin du segment) + // autour du demi-trou de percage + for( ii = 0; ii <= 8; ii++ ) + { + x = 0.0; + y = -width; + xin = 0.0; + yin = -holeradius; + theta = -ii * 225; + RotatePoint( &x, &y, theta ); + RotatePoint( &xin, &yin, theta ); + x += endx; + RotatePoint( &x, &y, -angle ); + xin += holex; + RotatePoint( &xin, &yin, -angle ); + glVertex3f( startx + xin, starty + yin, zpos ); + glVertex3f( startx + x, starty + y, zpos ); + if( ii == 0 ) // Memorisation du point de départ du tracé + { + firstx = startx + x; + firsty = starty + y; + firstxin = startx + xin; + firstyin = starty + yin; + } + } + + // tracé de l'arrondi a gauche (2ieme demi polygone a l'origine du segment) + for( ii = 0; ii <= 8; ii++ ) + { + theta = -ii * 225; + x = 0.0; + y = width; + RotatePoint( &x, &y, -angle + theta ); + xin = 0.0; + yin = holeradius; + RotatePoint( &xin, &yin, theta ); + xin += holex; + RotatePoint( &xin, &yin, -angle ); + glVertex3f( startx + xin, starty + yin, zpos ); + glVertex3f( startx + x, starty + y, zpos ); + } + + glVertex3f( firstxin, firstyin, zpos ); + glVertex3f( firstx, firsty, zpos ); + glEnd(); } diff --git a/change_log.txt b/change_log.txt index ce1b721d7a..dd9d3b7fd0 100644 --- a/change_log.txt +++ b/change_log.txt @@ -5,6 +5,12 @@ Started 2007-June-11 Please add newer entries at the top, list the date and your name with email address. + +2008-mars-03 UPDATE Jean-Pierre Charras +================================================================================ +3d display: + Added Jonas Diemer's patch (enhanced movings from mouse and tools) + 2008-Mar-1 UPDATE Dick Hollenbeck ================================================================================ +pcbnew