Modified IDF plugin to support IDF assemblies (*.emn) in addition to component outlines (*.idf)

This commit is contained in:
Cirilo Bernardo 2015-12-18 19:43:27 +11:00
parent 85e438570f
commit 86c54ce636
6 changed files with 558 additions and 187 deletions

View File

@ -48,6 +48,18 @@ IFSG_NODE::~IFSG_NODE()
}
void IFSG_NODE::Destroy( void )
{
if( m_node )
m_node->DisassociateWrapper( &m_node );
delete m_node;
m_node = NULL;
return;
}
SGNODE* IFSG_NODE::GetRawPtr( void )
{
return m_node;

View File

@ -21,6 +21,7 @@
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#define GLM_FORCE_RADIANS
#include <iostream>
#include <glm/gtx/transform.hpp>
@ -580,7 +581,7 @@ bool SCENEGRAPH::Prepare( const glm::dmat4* aTransform,
// calculate the accumulated transform
double rX, rY, rZ;
rotation_axis.GetVector( rX, rY, rZ );
glm::dmat4 rM = glm::rotate( glm::degrees( rotation_angle ), glm::dvec3( rX, rY, rZ ) );
glm::dmat4 rM = glm::rotate( rotation_angle, glm::dvec3( rX, rY, rZ ) );
glm::dmat4 tM = glm::translate( glm::dvec3( translation.x, translation.y, translation.z ) );
glm::dmat4 tx0;

View File

@ -253,6 +253,7 @@ void C3D_MODEL_VIEWER::OnPaint( wxPaintEvent &event )
// Render Model
if( m_ogl_3dmodel )
{
/*
ogl_set_arrow_material();
glColor3f( 0.9f, 0.0f, 0.0f );
@ -269,6 +270,7 @@ void C3D_MODEL_VIEWER::OnPaint( wxPaintEvent &event )
OGL_draw_arrow( SFVEC3F( 0.0f, 0.0f, 0.0f ),
SFVEC3F( 0.0f, 0.0f, RANGE_SCALE_3D / 1.0f ),
0.2f );
*/
glPushMatrix();

View File

@ -21,6 +21,8 @@
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
// Note: the board's bottom side is at Z = 0
#include <iostream>
#include <cmath>
#include <string>
@ -36,67 +38,105 @@
#define PLUGIN_3D_IDF_PATCH 0
#define PLUGIN_3D_IDF_REVNO 0
// number of colors in the palette; cycles from 1..NCOLORS;
// number 0 is special (the PCB board color)
#define NCOLORS 6
// read and instantiate an IDF component outline
static SCENEGRAPH* loadIDFOutline( const wxString& aFileName );
// read and render an IDF board assembly
static SCENEGRAPH* loadIDFBoard( const wxString& aFileName );
// model a single extruded outline
// idxColor = color index to use
// aParent = parent SCENEGRAPH object, if any
static SCENEGRAPH* addOutline( IDF3_COMP_OUTLINE* outline, int idxColor, SGNODE* aParent );
// model the board extrusion
static SCENEGRAPH* makeBoard( IDF3_BOARD& brd, SGNODE* aParent );
// model all included components
static bool makeComponents( IDF3_BOARD& brd, SGNODE* aParent );
// model any .OTHER_OUTLINE items
static bool makeOtherOutlines( IDF3_BOARD& brd, SGNODE* aParent );
// convert the IDF outline to VRML intermediate data
static bool getOutlineModel( VRML_LAYER& model, const std::list< IDF_OUTLINE* >* items );
// convert IDF segment data to VRML segment data
static bool addSegment( VRML_LAYER& model, IDF_SEGMENT* seg, int icont, int iseg );
// convert the VRML intermediate data into SG* data
static SCENEGRAPH* vrmlToSG( VRML_LAYER& vpcb, int idxColor, SGNODE* aParent, double top, double bottom );
static SGNODE* getColor( IFSG_SHAPE& shape )
class LOCALESWITCH
{
public:
LOCALESWITCH()
{
setlocale( LC_NUMERIC, "C" );
}
~LOCALESWITCH()
{
setlocale( LC_NUMERIC, "" );
}
};
static SGNODE* getColor( IFSG_SHAPE& shape, int colorIdx )
{
IFSG_APPEARANCE material( shape );
static int idx = 0;
static int cidx = 1;
int idx;
if( colorIdx == -1 )
idx = cidx;
else
idx = colorIdx;
switch( idx )
{
case 0:
// green for PCB
material.SetSpecular( 0.13, 0.81, 0.22 );
material.SetDiffuse( 0.13, 0.81, 0.22 );
material.SetAmbient( 0.9 );
material.SetShininess( 0.3 );
break;
case 1:
// magenta
material.SetSpecular( 0.8, 0.0, 0.8 );
material.SetDiffuse( 0.6, 0.0, 0.6 );
material.SetAmbient( 0.9 );
material.SetShininess( 0.3 );
++idx;
break;
case 1:
case 2:
// red
material.SetSpecular( 0.69, 0.14, 0.14 );
material.SetDiffuse( 0.69, 0.14, 0.14 );
material.SetAmbient( 0.9 );
material.SetShininess( 0.3 );
++idx;
break;
case 2:
case 3:
// orange
material.SetSpecular( 1.0, 0.44, 0.0 );
material.SetDiffuse( 1.0, 0.44, 0.0 );
material.SetAmbient( 0.9 );
material.SetShininess( 0.3 );
++idx;
break;
case 3:
case 4:
// yellow
material.SetSpecular( 0.93, 0.94, 0.16 );
material.SetDiffuse( 0.93, 0.94, 0.16 );
material.SetAmbient( 0.9 );
material.SetShininess( 0.3 );
++idx;
break;
case 4:
// green
material.SetSpecular( 0.13, 0.81, 0.22 );
material.SetDiffuse( 0.13, 0.81, 0.22 );
material.SetAmbient( 0.9 );
material.SetShininess( 0.3 );
++idx;
break;
case 5:
@ -106,7 +146,6 @@ static SGNODE* getColor( IFSG_SHAPE& shape )
material.SetAmbient( 0.9 );
material.SetShininess( 0.3 );
++idx;
break;
default:
@ -116,10 +155,12 @@ static SGNODE* getColor( IFSG_SHAPE& shape )
material.SetAmbient( 0.9 );
material.SetShininess( 0.3 );
idx = 0;
break;
}
if( ( colorIdx == -1 ) && ( ++cidx > NCOLORS ) )
cidx = 1;
return material.GetRawPtr();
};
@ -194,10 +235,6 @@ static struct FILE_DATA
} file_data;
static bool getOutlineModel( VRML_LAYER& model, const std::list< IDF_OUTLINE* >* items );
static bool addSegment( VRML_LAYER& model, IDF_SEGMENT* seg, int icont, int iseg );
int GetNExtensions( void )
{
return NEXTS;
@ -245,17 +282,30 @@ SCENEGRAPH* Load( char const* aFileName )
wxString ext = fname.GetExt();
SCENEGRAPH* data = NULL;
if( !ext.Cmp( wxT( "idf" ) ) || !ext.Cmp( wxT( "IDF" ) ) )
{
return loadIDFOutline( fname.GetFullPath() );
data = loadIDFOutline( fname.GetFullPath() );
}
if( !ext.Cmp( wxT( "emn" ) ) || !ext.Cmp( wxT( "EMN" ) ) )
{
return loadIDFBoard( fname.GetFullPath() );
data = loadIDFBoard( fname.GetFullPath() );
}
return NULL;
// DEBUG: WRITE OUT IDF FILE TO CONFIRM NORMALS
#ifdef DEBUG
if( data )
{
wxFileName fn( aFileName );
wxString output = fn.GetName();
output.append( wxT(".wrl") );
S3D::WriteVRML( output, true, (SGNODE*)(data), true, true );
}
#endif
return data;
}
@ -363,169 +413,178 @@ static bool addSegment( VRML_LAYER& model, IDF_SEGMENT* seg, int icont, int iseg
}
static SCENEGRAPH* vrmlToSG( VRML_LAYER& vpcb, int idxColor, SGNODE* aParent, double top, double bottom )
{
vpcb.Tesselate( NULL );
std::vector< double > vertices;
std::vector< int > idxPlane;
std::vector< int > idxSide;
if( top < bottom )
{
double tmp = top;
top = bottom;
bottom = tmp;
}
if( !vpcb.Get3DTriangles( vertices, idxPlane, idxSide, top, bottom ) )
{
#ifdef DEBUG
std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
std::cerr << " * [INFO] no vertex data\n";
#endif
return NULL;
}
if( ( idxPlane.size() % 3 ) || ( idxSide.size() % 3 ) )
{
#ifdef DEBUG
std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
std::cerr << " * [BUG] index lists are not a multiple of 3 (not a triangle list)\n";
#endif
return NULL;
}
std::vector< SGPOINT > vlist;
size_t nvert = vertices.size() / 3;
size_t j = 0;
for( size_t i = 0; i < nvert; ++i, j+= 3 )
vlist.push_back( SGPOINT( vertices[j], vertices[j+1], vertices[j+2] ) );
// create the intermediate scenegraph
IFSG_TRANSFORM* tx0 = new IFSG_TRANSFORM( aParent ); // tx0 = Transform for this outline
IFSG_SHAPE* shape = new IFSG_SHAPE( *tx0 ); // shape will hold (a) all vertices and (b) a local list of normals
IFSG_FACESET* face = new IFSG_FACESET( *shape ); // this face shall represent the top and bottom planes
IFSG_COORDS* cp = new IFSG_COORDS( *face ); // coordinates for all faces
cp->SetCoordsList( nvert, &vlist[0] );
IFSG_COORDINDEX* coordIdx = new IFSG_COORDINDEX( *face ); // coordinate indices for top and bottom planes only
coordIdx->SetIndices( idxPlane.size(), &idxPlane[0] );
IFSG_NORMALS* norms = new IFSG_NORMALS( *face ); // normals for the top and bottom planes
// number of TOP (and bottom) vertices
j = nvert / 2;
// set the TOP normals
for( size_t i = 0; i < j; ++i )
norms->AddNormal( 0.0, 0.0, 1.0 );
// set the BOTTOM normals
for( size_t i = 0; i < j; ++i )
norms->AddNormal( 0.0, 0.0, -1.0 );
// assign a color from the palette
SGNODE* modelColor = getColor( *shape, idxColor );
// create a second shape describing the vertical walls of the IDF extrusion
// using per-vertex-per-face-normals
shape->NewNode( *tx0 );
shape->AddRefNode( modelColor ); // set the color to be the same as the top/bottom
face->NewNode( *shape );
cp->NewNode( *face ); // new vertex list
norms->NewNode( *face ); // new normals list
coordIdx->NewNode( *face ); // new index list
// populate the new per-face vertex list and its indices and normals
std::vector< int >::iterator sI = idxSide.begin();
std::vector< int >::iterator eI = idxSide.end();
size_t sidx = 0; // index to the new coord set
SGPOINT p1, p2, p3;
SGVECTOR vnorm;
while( sI != eI )
{
p1 = vlist[*sI];
cp->AddCoord( p1 );
++sI;
p2 = vlist[*sI];
cp->AddCoord( p2 );
++sI;
p3 = vlist[*sI];
cp->AddCoord( p3 );
++sI;
vnorm.SetVector( S3D::CalcTriNorm( p1, p2, p3 ) );
norms->AddNormal( vnorm );
norms->AddNormal( vnorm );
norms->AddNormal( vnorm );
coordIdx->AddIndex( (int)sidx );
++sidx;
coordIdx->AddIndex( (int)sidx );
++sidx;
coordIdx->AddIndex( (int)sidx );
++sidx;
}
SCENEGRAPH* data = (SCENEGRAPH*)tx0->GetRawPtr();
// delete the API wrappers
delete shape;
delete face;
delete coordIdx;
delete cp;
delete tx0;
return data;
}
static SCENEGRAPH* addOutline( IDF3_COMP_OUTLINE* outline, int idxColor, SGNODE* aParent )
{
VRML_LAYER vpcb;
if( !getOutlineModel( vpcb, outline->GetOutlines() ) )
{
#ifdef DEBUG
std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
std::cerr << " * [INFO] no valid outline data\n";
#endif
return NULL;
}
vpcb.EnsureWinding( 0, false );
double top = outline->GetThickness();
double bot = 0.0;
// note: some IDF entities permit negative heights
if( top < bot )
{
bot = top;
top = 0.0;
}
SCENEGRAPH* data = vrmlToSG( vpcb, idxColor, aParent, top, bot );
return data;
}
static SCENEGRAPH* loadIDFOutline( const wxString& aFileName )
{
// load and render the file
LOCALESWITCH switcher;
IDF3_BOARD brd( IDF3::CAD_ELEC );
SCENEGRAPH* data = NULL;
IDF3_COMP_OUTLINE* outline = NULL;
try
outline = brd.GetComponentOutline( aFileName );
if( NULL == outline )
{
IDF3_COMP_OUTLINE* outline =
brd.GetComponentOutline( aFileName );
if( NULL == outline )
{
#ifdef DEBUG
std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
std::cerr << " * [INFO] no outline for file '";
std::cerr << aFileName << "'\n";
#endif
return NULL;
}
VRML_LAYER vpcb;
if( !getOutlineModel( vpcb, outline->GetOutlines() ) )
{
#ifdef DEBUG
std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
std::cerr << " * [INFO] no valid outline data in '";
std::cerr << aFileName << "'\n";
#endif
return NULL;
}
vpcb.Tesselate( NULL );
std::vector< double > vertices;
std::vector< int > idxPlane;
std::vector< int > idxSide;
double thick = outline->GetThickness();
if( !vpcb.Get3DTriangles( vertices, idxPlane, idxSide, thick, 0.0 ) )
{
#ifdef DEBUG
std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
std::cerr << " * [INFO] no vertex data in '";
std::cerr << aFileName << "'\n";
#endif
return NULL;
}
if( ( idxPlane.size() % 3 ) || ( idxSide.size() % 3 ) )
{
#ifdef DEBUG
std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
std::cerr << " * [BUG] index lists are not a multiple of 3 (not a triangle list)\n";
#endif
return NULL;
}
std::vector< SGPOINT > vlist;
size_t nvert = vertices.size() / 3;
size_t j = 0;
for( size_t i = 0; i < nvert; ++i, j+= 3 )
vlist.push_back( SGPOINT( vertices[j], vertices[j+1], vertices[j+2] ) );
// create the intermediate scenegraph
IFSG_TRANSFORM* tx0 = new IFSG_TRANSFORM( true ); // tx0 = top level Transform
IFSG_SHAPE* shape = new IFSG_SHAPE( *tx0 ); // shape will hold (a) all vertices and (b) a local list of normals
IFSG_FACESET* face = new IFSG_FACESET( *shape ); // this face shall represent the top and bottom planes
IFSG_COORDS* cp = new IFSG_COORDS( *face ); // coordinates for all faces
cp->SetCoordsList( nvert, &vlist[0] );
IFSG_COORDINDEX* coordIdx = new IFSG_COORDINDEX( *face ); // coordinate indices for top and bottom planes only
coordIdx->SetIndices( idxPlane.size(), &idxPlane[0] );
IFSG_NORMALS* norms = new IFSG_NORMALS( *face ); // normals for the top and bottom planes
// number of TOP (and bottom) vertices
j = nvert / 2;
// set the TOP normals
for( size_t i = 0; i < j; ++i )
norms->AddNormal( 0.0, 0.0, 1.0 );
// set the BOTTOM normals
for( size_t i = 0; i < j; ++i )
norms->AddNormal( 0.0, 0.0, -1.0 );
// assign a color from the rotating palette
SGNODE* modelColor = getColor( *shape );
// create a second shape describing the vertical walls of the IDF extrusion
// using per-vertex-per-face-normals
shape->NewNode( *tx0 );
shape->AddRefNode( modelColor ); // set the color to be the same as the top/bottom
face->NewNode( *shape );
cp->NewNode( *face ); // new vertex list
norms->NewNode( *face ); // new normals list
coordIdx->NewNode( *face ); // new index list
// populate the new per-face vertex list and its indices and normals
std::vector< int >::iterator sI = idxSide.begin();
std::vector< int >::iterator eI = idxSide.end();
size_t sidx = 0; // index to the new coord set
SGPOINT p1, p2, p3;
SGVECTOR vnorm;
while( sI != eI )
{
p1 = vlist[*sI];
cp->AddCoord( p1 );
++sI;
p2 = vlist[*sI];
cp->AddCoord( p2 );
++sI;
p3 = vlist[*sI];
cp->AddCoord( p3 );
++sI;
vnorm.SetVector( S3D::CalcTriNorm( p1, p2, p3 ) );
norms->AddNormal( vnorm );
norms->AddNormal( vnorm );
norms->AddNormal( vnorm );
coordIdx->AddIndex( (int)sidx );
++sidx;
coordIdx->AddIndex( (int)sidx );
++sidx;
coordIdx->AddIndex( (int)sidx );
++sidx;
}
data = (SCENEGRAPH*)tx0->GetRawPtr();
// delete the API wrappers
delete shape;
delete face;
delete coordIdx;
delete cp;
delete tx0;
}
catch( const IDF_ERROR& e )
{
std::cerr << e.what() << "\n";
#ifdef DEBUG
std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
std::cerr << " * [INFO] cannot load the outline '" << aFileName.ToUTF8() << "'\n";
return NULL;
}
catch( ... )
{
std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
std::cerr << " * [INFO] cannot load the outline '" << aFileName.ToUTF8() << "'\n";
std::cerr << " * [INFO] Failed to read IDF data:\n";
std::cerr << brd.GetError() << "\n\n";
std::cerr << " * [INFO] no outline for file '";
std::cerr << aFileName << "'\n";
#endif
return NULL;
}
// DEBUG: WRITE OUT IDF FILE TO CONFIRM NORMALS
#ifdef DEBUG
wxFileName fn( aFileName );
wxString output = fn.GetName();
output.append( wxT(".wrl") );
S3D::WriteVRML( output, true, (SGNODE*)(data), true, true );
#endif
SCENEGRAPH* data = addOutline( outline, -1, NULL );
return data;
}
@ -533,6 +592,301 @@ static SCENEGRAPH* loadIDFOutline( const wxString& aFileName )
static SCENEGRAPH* loadIDFBoard( const wxString& aFileName )
{
// XXX - TO BE IMPLEMENTED
return NULL;
LOCALESWITCH switcher;
IDF3_BOARD brd( IDF3::CAD_ELEC );
// note: if the IDF model is defective no outline substitutes shall be made
if( !brd.ReadFile( aFileName, true ) )
{
std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
std::cerr << " * [INFO] Failed to read IDF file:\n";
std::cerr << brd.GetError() << "\n\n";
std::cerr << " * [INFO] IDF file '" << aFileName.ToUTF8() << "'\n";
return NULL;
}
IFSG_TRANSFORM tx0( true );
SGNODE* topNode = tx0.GetRawPtr();
bool noBoard = false;
bool noComp = false;
bool noOther = false;
if( NULL == makeBoard( brd, topNode ) )
noBoard = true;
if( !makeComponents( brd, topNode ) )
noComp = true;
if( !makeOtherOutlines( brd, topNode ) )
noOther = true;
if( noBoard && noComp && noOther )
{
tx0.Destroy();
return NULL;
}
return (SCENEGRAPH*) topNode;
}
static SCENEGRAPH* makeBoard( IDF3_BOARD& brd, SGNODE* aParent )
{
if( NULL == aParent )
return NULL;
VRML_LAYER vpcb;
// check if no board outline
if( brd.GetBoardOutlinesSize() < 1 )
return NULL;
if( !getOutlineModel( vpcb, brd.GetBoardOutline()->GetOutlines() ) )
return NULL;
vpcb.EnsureWinding( 0, false );
int nvcont = vpcb.GetNContours() - 1;
while( nvcont > 0 )
vpcb.EnsureWinding( nvcont--, true );
// Add the drill holes
const std::list<IDF_DRILL_DATA*>* drills = &brd.GetBoardDrills();
std::list<IDF_DRILL_DATA*>::const_iterator sd = drills->begin();
std::list<IDF_DRILL_DATA*>::const_iterator ed = drills->end();
while( sd != ed )
{
vpcb.AddCircle( (*sd)->GetDrillXPos(), (*sd)->GetDrillYPos(),
(*sd)->GetDrillDia() / 2.0, true );
++sd;
}
std::map< std::string, IDF3_COMPONENT* >*const comp = brd.GetComponents();
std::map< std::string, IDF3_COMPONENT* >::const_iterator sc = comp->begin();
std::map< std::string, IDF3_COMPONENT* >::const_iterator ec = comp->end();
while( sc != ec )
{
drills = sc->second->GetDrills();
sd = drills->begin();
ed = drills->end();
while( sd != ed )
{
vpcb.AddCircle( (*sd)->GetDrillXPos(), (*sd)->GetDrillYPos(),
(*sd)->GetDrillDia() / 2.0, true );
++sd;
}
++sc;
}
double top = brd.GetBoardThickness();
SCENEGRAPH* data = vrmlToSG( vpcb, 0, aParent, top, 0.0 );
return data;
}
static bool makeComponents( IDF3_BOARD& brd, SGNODE* aParent )
{
if( NULL == aParent )
return false;
int ncomponents = 0;
double brdTop = brd.GetBoardThickness();
// Add the component outlines
const std::map< std::string, IDF3_COMPONENT* >*const comp = brd.GetComponents();
std::map< std::string, IDF3_COMPONENT* >::const_iterator sc = comp->begin();
std::map< std::string, IDF3_COMPONENT* >::const_iterator ec = comp->end();
std::list< IDF3_COMP_OUTLINE_DATA* >::const_iterator so;
std::list< IDF3_COMP_OUTLINE_DATA* >::const_iterator eo;
double vX, vY, vA;
double tX, tY, tZ, tA;
bool bottom;
IDF3::IDF_LAYER lyr;
std::map< std::string, SGNODE* > dataMap; // map data by UID
std::map< std::string, SGNODE* >::iterator dataItem;
IDF3_COMP_OUTLINE* pout;
while( sc != ec )
{
sc->second->GetPosition( vX, vY, vA, lyr );
if( lyr == IDF3::LYR_BOTTOM )
bottom = true;
else
bottom = false;
so = sc->second->GetOutlinesData()->begin();
eo = sc->second->GetOutlinesData()->end();
while( so != eo )
{
if( abs( (*so)->GetOutline()->GetThickness() ) < 0.001 )
{
++so;
continue;
}
(*so)->GetOffsets( tX, tY, tZ, tA );
tX += vX;
tY += vY;
tA += vA;
pout = (IDF3_COMP_OUTLINE*)((*so)->GetOutline());
if( NULL == pout )
{
++so;
continue;
}
dataItem = dataMap.find( pout->GetUID() );
SCENEGRAPH* sg = NULL;
if( dataItem == dataMap.end() )
{
sg = addOutline( pout, -1, NULL );
if( NULL == sg )
{
++so;
continue;
}
++ncomponents;
dataMap.insert( std::pair< std::string, SGNODE* >
( pout->GetUID(), (SGNODE*)sg ) );
}
else
{
sg = (SCENEGRAPH*) dataItem->second;
}
IFSG_TRANSFORM tx0( aParent );
IFSG_TRANSFORM txN( false );
txN.Attach( (SGNODE*)sg );
if( NULL == txN.GetParent() )
tx0.AddChildNode( txN );
else
tx0.AddRefNode( txN );
if( bottom )
{
tx0.SetTranslation( SGPOINT( tX, tY, -tZ ) );
// for an item on the back of the board we have a compounded rotation,
// first a flip on the Y axis as per the IDF spec and then a rotation
// of -tA degrees on the Z axis. The resultant rotation axis is an
// XY vector equivalent to (0,1) rotated by -(tA/2) degrees
//
double ang = -tA * M_PI / 360.0;
double sinA = sin( ang );
double cosA = cos( ang );
tx0.SetRotation( SGVECTOR( -sinA, cosA , 0 ), M_PI );
}
else
{
tx0.SetTranslation( SGPOINT( tX, tY, tZ + brdTop ) );
tx0.SetRotation( SGVECTOR( 0, 0, 1 ), tA * M_PI / 180.0 );
}
++so;
}
++sc;
}
if( 0 == ncomponents )
return false;
return true;
}
static bool makeOtherOutlines( IDF3_BOARD& brd, SGNODE* aParent )
{
if( NULL == aParent )
return false;
VRML_LAYER vpcb;
int ncomponents = 0;
double brdTop = brd.GetBoardThickness();
double top, bot;
// Add the component outlines
const std::map< std::string, OTHER_OUTLINE* >*const comp = brd.GetOtherOutlines();
std::map< std::string, OTHER_OUTLINE* >::const_iterator sc = comp->begin();
std::map< std::string, OTHER_OUTLINE* >::const_iterator ec = comp->end();
int nvcont;
OTHER_OUTLINE* pout;
while( sc != ec )
{
pout = sc->second;
if( abs( pout->GetThickness() ) < 0.001 )
{
++sc;
continue;
}
if( !getOutlineModel( vpcb, pout->GetOutlines() ) )
{
vpcb.Clear();
++sc;
continue;
}
vpcb.EnsureWinding( 0, false );
nvcont = vpcb.GetNContours() - 1;
while( nvcont > 0 )
vpcb.EnsureWinding( nvcont--, true );
if( pout->GetSide() == IDF3::LYR_BOTTOM )
{
top = 0.0;
bot = -pout->GetThickness();
}
else
{
bot = brdTop;
top = bot + pout->GetThickness();
}
if( NULL == vrmlToSG( vpcb, -1, aParent, top, bot ) )
{
vpcb.Clear();
++sc;
continue;
}
++ncomponents;
vpcb.Clear();
++sc;
}
if( 0 == ncomponents )
return false;
return true;
}

View File

@ -31,6 +31,7 @@
* #VRML V2.0 utf8
*/
#include <locale.h>
#include <fstream>
#include <iostream>
#include <cmath>

View File

@ -2737,9 +2737,10 @@ bool IDF3_BOARD::ReadFile( const wxString& aFullFileName, bool aNoSubstituteOutl
else
{
ostringstream ostr;
ostr << "\n* invalid file name: '" << aFullFileName.ToUTF8() << "'";
ostr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
ostr << "* [INFO] invalid file name: '" << aFullFileName.ToUTF8() << "'";
throw( IDF_ERROR( __FILE__, __FUNCTION__, __LINE__, ostr.str() ) );
errormsg = ostr.str();
}