3D viewer: code tweaking
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20acc9a918
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@ -241,7 +241,7 @@ void EDA_3D_CANVAS::Draw3D_Zone( ZONE_CONTAINER* aZone )
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if( layer == LAST_COPPER_LAYER )
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layer = g_Parm_3D_Visu.m_CopperLayersCount - 1;
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int zpos = KiROUND( g_Parm_3D_Visu.m_LayerZcoord[layer] / g_Parm_3D_Visu.m_BiuTo3Dunits );
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int zpos = g_Parm_3D_Visu.GetLayerZcoordBIU( layer );
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SetGLColor( color );
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glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( layer ) );
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@ -460,7 +460,7 @@ void EDA_3D_CANVAS::Draw3D_Track( TRACK* aTrack )
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if( layer == LAST_COPPER_LAYER )
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layer = g_Parm_3D_Visu.m_CopperLayersCount - 1;
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int zpos = KiROUND( g_Parm_3D_Visu.m_LayerZcoord[layer] / g_Parm_3D_Visu.m_BiuTo3Dunits );
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int zpos = g_Parm_3D_Visu.GetLayerZcoordBIU( layer );
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SetGLColor( color );
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glNormal3f( 0.0, 0.0, (layer == LAYER_N_BACK) ? -1.0 : 1.0 );
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@ -485,7 +485,7 @@ void EDA_3D_CANVAS::Draw3D_Via( SEGVIA* via )
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// Drawing horizontal thick rings:
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for( layer = bottom_layer; layer < g_Parm_3D_Visu.m_CopperLayersCount; layer++ )
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{
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int zpos = KiROUND( g_Parm_3D_Visu.m_LayerZcoord[layer] / biu_to_3Dunits );
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int zpos = g_Parm_3D_Visu.GetLayerZcoordBIU( layer );
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if( layer < g_Parm_3D_Visu.m_CopperLayersCount - 1 )
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{
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@ -518,7 +518,7 @@ void EDA_3D_CANVAS::Draw3D_Via( SEGVIA* via )
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color = g_ColorsSettings.GetItemColor( VIAS_VISIBLE + via->m_Shape );
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SetGLColor( color );
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int height = g_Parm_3D_Visu.GetLayerZcoordBIU(top_layer) -
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g_Parm_3D_Visu.m_LayerZcoord[bottom_layer] - thickness;
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g_Parm_3D_Visu.GetLayerZcoordBIU( bottom_layer ) - thickness;
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int zpos = g_Parm_3D_Visu.GetLayerZcoordBIU(bottom_layer) + thickness/2;
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Draw3D_ZaxisCylinder( via->m_Start, inner_radius + thickness/2, height,
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@ -625,7 +625,7 @@ void EDA_3D_CANVAS::Draw3D_DrawText( TEXTE_PCB* text )
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int color = g_ColorsSettings.GetLayerColor( layer );
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SetGLColor( color );
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s_Text3DZPos = KiROUND( g_Parm_3D_Visu.m_LayerZcoord[layer] / g_Parm_3D_Visu.m_BiuTo3Dunits );
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s_Text3DZPos = g_Parm_3D_Visu.GetLayerZcoordBIU( layer );
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s_Text3DWidth = text->GetThickness();
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glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( layer ) );
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wxSize size = text->m_Size;
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@ -683,11 +683,17 @@ void MODULE::Draw3D( EDA_3D_CANVAS* glcanvas )
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if( g_Parm_3D_Visu.m_DrawFlags[g_Parm_3D_Visu.FL_MODULE] )
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{
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double zpos;
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if( m_Layer == LAYER_N_BACK )
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zpos = g_Parm_3D_Visu.GetModulesZcoord3DIU( true );
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else
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zpos = g_Parm_3D_Visu.GetModulesZcoord3DIU( false );
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glPushMatrix();
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glTranslatef( m_Pos.x * g_Parm_3D_Visu.m_BiuTo3Dunits,
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-m_Pos.y * g_Parm_3D_Visu.m_BiuTo3Dunits,
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g_Parm_3D_Visu.m_LayerZcoord[m_Layer] );
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zpos );
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if( m_Orient )
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{
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@ -59,8 +59,8 @@ static void CALLBACK tessCPolyPt2Vertex( const GLvoid* data );
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* Used to create the vertical sides of 3D horizontal shapes with thickness.
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*/
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static void Draw3D_VerticalPolygonalCylinder( const std::vector<CPolyPt>& aPolysList,
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int aHeight,
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int aZpos, double aBiuTo3DUnits )
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int aHeight, int aZpos,
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bool aInside, double aBiuTo3DUnits )
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{
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if( aHeight == 0 )
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return;
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@ -69,8 +69,16 @@ static void Draw3D_VerticalPolygonalCylinder( const std::vector<CPolyPt>& aPolys
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coords.resize( 4 );
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// Init Z position of the 4 points of a GL_QUAD
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if( aInside )
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{
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coords[0].z = aZpos;
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coords[1].z = aZpos + aHeight;
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}
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else
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{
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coords[0].z = aZpos + aHeight;
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coords[1].z = aZpos;
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}
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coords[2].z = coords[1].z;
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coords[3].z = coords[0].z;
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@ -87,12 +95,12 @@ static void Draw3D_VerticalPolygonalCylinder( const std::vector<CPolyPt>& aPolys
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}
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// Build the 4 vertices of each GL_QUAD
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coords[0].x = aPolysList[jj].x;
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coords[0].y = -aPolysList[jj].y;
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coords[0].x = aPolysList[ii].x;
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coords[0].y = -aPolysList[ii].y;
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coords[1].x = coords[0].x;
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coords[1].y = coords[0].y; // only z change
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coords[2].x = aPolysList[ii].x;
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coords[2].y = -aPolysList[ii].y;
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coords[2].x = aPolysList[jj].x;
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coords[2].y = -aPolysList[jj].y;
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coords[3].x = coords[2].x;
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coords[3].y = coords[2].y; // only z change
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@ -192,7 +200,7 @@ void Draw3D_SolidHorizontalPolyPolygons( const std::vector<CPolyPt>& aPolysList,
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return;
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// Build the 3D data : vertical side
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Draw3D_VerticalPolygonalCylinder( polylist, aThickness, aZpos, aBiuTo3DUnits );
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Draw3D_VerticalPolygonalCylinder( polylist, aThickness, aZpos, false, aBiuTo3DUnits );
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glNormal3f( 0.0, 0.0, 1.0 );
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}
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@ -203,7 +211,8 @@ void Draw3D_SolidHorizontalPolyPolygons( const std::vector<CPolyPt>& aPolysList,
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* See Draw3D_SolidHorizontalPolyPolygons for more info
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*/
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void Draw3D_SolidHorizontalPolygonWithHoles( const std::vector<CPolyPt>& aPolysList,
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int aZpos, int aThickness, double aBiuTo3DUnits )
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int aZpos, int aThickness,
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double aBiuTo3DUnits )
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{
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std::vector<CPolyPt> polygon;
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@ -225,7 +234,7 @@ void Draw3D_ZaxisCylinder( wxPoint aCenterPos, int aRadius,
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std::vector <CPolyPt> outer_cornerBuffer;
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TransformCircleToPolygon( outer_cornerBuffer, aCenterPos,
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aRadius + (aThickness / 2), SEGM_PER_CIRCLE );
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aRadius + (aThickness / 2), slice );
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std::vector<S3D_VERTEX> coords;
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coords.resize( 4 );
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@ -239,11 +248,11 @@ void Draw3D_ZaxisCylinder( wxPoint aCenterPos, int aRadius,
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{
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// Draw the vertical outer side
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Draw3D_VerticalPolygonalCylinder( outer_cornerBuffer,
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aHeight, aZpos, aBiuTo3DUnits );
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aHeight, aZpos, false, aBiuTo3DUnits );
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if( aThickness )
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// Draws the vertical inner side (hole)
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Draw3D_VerticalPolygonalCylinder( inner_cornerBuffer,
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aHeight, aZpos, aBiuTo3DUnits );
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aHeight, aZpos, true, aBiuTo3DUnits );
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}
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if( aThickness )
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@ -286,32 +295,37 @@ void Draw3D_ZaxisOblongCylinder( wxPoint aAxis1Pos, wxPoint aAxis2Pos,
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// Build the points to approximate oblong cylinder by segments
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std::vector <CPolyPt> outer_cornerBuffer;
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int width = aThickness + aRadius * 2;
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int segm_width = (aRadius * 2) + aThickness;
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TransformRoundedEndsSegmentToPolygon( outer_cornerBuffer, aAxis1Pos,
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aAxis2Pos, slice, width );
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aAxis2Pos, slice, segm_width );
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// Draw the oblong outer cylinder
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if( aHeight )
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Draw3D_VerticalPolygonalCylinder( outer_cornerBuffer, aHeight, aZpos, aBiuTo3DUnits );
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Draw3D_VerticalPolygonalCylinder( outer_cornerBuffer, aHeight, aZpos,
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false, aBiuTo3DUnits );
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if( aThickness )
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{
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std::vector <CPolyPt> inner_cornerBuffer;
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width = aThickness - aRadius * 2;
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segm_width = aRadius * 2;
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TransformRoundedEndsSegmentToPolygon( inner_cornerBuffer, aAxis1Pos,
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aAxis2Pos, slice, width );
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aAxis2Pos, slice, segm_width );
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// Draw the oblong inner cylinder
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if( aHeight )
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Draw3D_VerticalPolygonalCylinder( inner_cornerBuffer, aHeight,
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aZpos, aBiuTo3DUnits );
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true, aZpos, aBiuTo3DUnits );
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// Build the horizontal full polygon shape
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// (outer polygon shape - inner polygon shape)
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outer_cornerBuffer.insert( outer_cornerBuffer.end(),
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inner_cornerBuffer.begin(),
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inner_cornerBuffer.end() );
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std::vector<CPolyPt> polygon;
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ConvertPolysListWithHolesToOnePolygon( outer_cornerBuffer, polygon );
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// draw top (front) horizontal side (ring)
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outer_cornerBuffer.insert( outer_cornerBuffer.end(),
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inner_cornerBuffer.begin(), inner_cornerBuffer.end() );
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std::vector<CPolyPt> polygon;
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ConvertPolysListWithHolesToOnePolygon( outer_cornerBuffer, polygon );
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glNormal3f( 0.0, 0.0, 1.0 );
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Draw3D_SolidHorizontalPolyPolygons( polygon, aZpos + aHeight, 0, aBiuTo3DUnits );
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@ -78,7 +78,7 @@ public:
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double m_Quat[4]; // orientation of 3D view
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double m_Rot[4]; // rotation parameters of 3D view
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double m_Zoom; // 3D zoom value
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double m_3D_Grid; // 3D grid valmue, in mm
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double m_3D_Grid; // 3D grid value, in mm
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S3D_COLOR m_BgColor;
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bool m_DrawFlags[FL_LAST]; // Enable/disable flags (see DISPLAY3D_FLG list)
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wxPoint m_BoardPos; // center board actual position in board units
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@ -90,10 +90,10 @@ public:
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double m_BiuTo3Dunits; // Normalization scale to convert board
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// internal units to 3D units
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// to scale 3D units between -1.0 and +1.0
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double m_LayerZcoord[LAYER_COUNT]; // Z position of each layer (normalized)
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double m_CurrentZpos; // temporary storage of current value of Z position,
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// used in some calculation
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private:
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double m_LayerZcoord[LAYER_COUNT]; // Z position of each layer (normalized)
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double m_CopperThickness; // Copper thickness (normalized)
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double m_EpoxyThickness; // Epoxy thickness (normalized)
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double m_NonCopperLayerThickness; // Non copper layers thickness
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@ -108,6 +108,21 @@ public: INFO3D_VISU();
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*/
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void InitSettings( BOARD* aBoard );
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/**
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* function GetModulesZcoord3DIU
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* @return the Z coordinate of the module, in 3D Units
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* @param aIsFlipped: true for modules on Front (top) layer, false
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* if on back (bottom) layer
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* Used to know the Z position of 3D shapes
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*/
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double GetModulesZcoord3DIU( bool aIsFlipped )
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{
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if( aIsFlipped )
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return m_LayerZcoord[ADHESIVE_N_BACK] - m_NonCopperLayerThickness;
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else
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return m_LayerZcoord[ADHESIVE_N_FRONT] + m_NonCopperLayerThickness;
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}
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/**
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* function GetLayerZcoordBIU
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* @return the Z coordinate of the layer aLayer, in Board Internal Units
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