Add: Arc and Circle item drawing at PCB copper layers (edge) in 3D_Viewer.
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@ -43,6 +43,10 @@ static void Draw3D_FilledSegmentWithHole( double startx,
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double holey,
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double holeradius,
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double zpos );
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static void Draw3D_ArcSegment(double startx, double starty,
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double endx, double endy,double width, double zpos);
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static void Draw3D_CircleSegment(double startx, double starty,
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double endx, double endy,double width, double zpos);
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/******************************************/
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@ -321,7 +325,18 @@ void Pcb3D_GLCanvas::Draw3D_DrawSegment( DRAWSEGMENT* segment )
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{
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glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
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zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
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Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos );
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switch( segment->m_Shape )
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{
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case S_ARC:
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Draw3D_ArcSegment( x, -y, xf, -yf, w, zpos);
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break;
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case S_CIRCLE:
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Draw3D_CircleSegment( x, -y, xf, -yf, w, zpos);
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break;
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default :
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Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos);
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break;
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}
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}
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}
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else
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@ -883,3 +898,51 @@ static void Draw3D_FilledSegmentWithHole( double startx,
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glVertex3f( firstx, firsty, zpos );
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glEnd();
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}
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/********************************************************/
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static void Draw3D_ArcSegment(double startx, double starty,
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double endx, double endy,double width, double zpos)
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{
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int ii, slice = 36;
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double x, y, hole, rayon;
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int angle;
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angle = static_cast<int>(atan2( startx - endx, starty - endy) * 1800 / M_PI) + 900;
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rayon = hypot(startx - endx, starty - endy) + ( width / 2);
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hole = rayon - width;
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glBegin(GL_QUAD_STRIP);
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for ( ii = 0; ii <= slice / 4; ii++ )
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{
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x = hole; y = 0.0;
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RotatePoint(&x, &y, angle + (ii * 3600 / slice));
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glVertex3f( x + startx, y + starty, zpos);
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x = rayon; y = 0.0;
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RotatePoint(&x, &y, angle + (ii * 3600 / slice));
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glVertex3f( x + startx , y + starty, zpos);
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}
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glEnd();
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}
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/********************************************************/
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static void Draw3D_CircleSegment(double startx, double starty,
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double endx, double endy,double width, double zpos)
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{
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int ii, slice = 36;
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double x, y, hole, rayon;
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rayon = hypot(startx - endx, starty - endy) + ( width / 2);
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hole = rayon - width;
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glBegin(GL_QUAD_STRIP);
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for ( ii = 0; ii <= slice; ii++ )
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{
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x = hole; y = 0.0;
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RotatePoint(&x, &y, ii * 3600 / slice);
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glVertex3f( x + startx, y + starty, zpos);
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x = rayon; y = 0.0;
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RotatePoint(&x, &y, ii * 3600 / slice);
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glVertex3f( x + startx , y + starty, zpos);
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}
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glEnd();
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}
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