////////////////////////////////////// // Name: 3d_draw.cpp ////////////////////////////////////// #ifdef __GNUG__ #pragma implementation #pragma interface #endif #include "fctsys.h" #include "trigo.h" #if !wxUSE_GLCANVAS #error Please set wxUSE_GLCANVAS to 1 in setup.h. #endif #include "common.h" #include "pcbstruct.h" #include "macros.h" #include "3d_viewer.h" #include "trackball.h" #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_ArcSegment( double startx, double starty, double endx, double endy, double width, double zpos ); static void Draw3D_CircleSegment( double startx, double starty, double endx, double endy, double width, double zpos ); static int Get3DLayerEnable( int act_layer ); static GLfloat Get3DLayerSide( int act_layer ); /******************************************/ void Pcb3D_GLCanvas::Redraw( bool finish ) /******************************************/ { SetCurrent(); InitGL(); 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] ); 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 { CreateDrawGL_List(); } glFlush(); if( finish ) glFinish(); SwapBuffers(); } /**********************************************/ GLuint Pcb3D_GLCanvas::CreateDrawGL_List() /**********************************************/ /* Create the draw list items */ { WinEDA_BasePcbFrame* pcbframe = m_Parent->m_Parent; BOARD* pcb = pcbframe->m_Pcb; TRACK* track; SEGZONE* segzone; int ii; wxBusyCursor dummy; m_gllist = glGenLists( 1 ); 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 ); double 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; /* calculate z position for each layer */ 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 = 10 * 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; glNewList( m_gllist, GL_COMPILE_AND_EXECUTE ); glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); /* draw axis */ if( g_Parm_3D_Visu.m_Draw3DAxis ) { 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) */ #if 0 glEnable( GL_FOG ); GLfloat param; // param = GL_LINEAR; // glFogfv(GL_FOG_MODE, & param); 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 /* move the board in order to draw it with its centre at 0,0 3D coordinates */ 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 /* draw tracks and vias : */ for( track = pcb->m_Track; track != NULL; track = track->Next() ) { if( track->Type() == TYPE_VIA ) Draw3D_Via( (SEGVIA*) track ); else Draw3D_Track( track ); } if( g_Parm_3D_Visu.m_Draw3DZone ) { for( segzone = pcb->m_Zone; segzone != NULL; segzone = segzone->Next() ) { if( segzone->Type() == TYPE_ZONE ) Draw3D_Track( segzone ); } } /* draw graphic items */ EDA_BaseStruct* PtStruct; for( PtStruct = pcb->m_Drawings; PtStruct != NULL; PtStruct = PtStruct->Next() ) { switch( PtStruct->Type() ) { case TYPE_DRAWSEGMENT: Draw3D_DrawSegment( (DRAWSEGMENT*) PtStruct ); break; case TYPE_TEXTE: Draw3D_DrawText( (TEXTE_PCB*) PtStruct ); break; default: break; } } /* draw footprints */ MODULE* Module = pcb->m_Modules; for( ; Module != NULL; Module = Module->Next() ) { Module->Draw3D( this ); } glEndList(); /* Test for errors */ GLenum err = glGetError(); if( err != GL_NO_ERROR ) DisplayError( this, wxT( "Error in GL commands" ) ); return m_gllist; } /************************************************/ 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; 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 ); 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 ) /*********************************************/ /* 3D drawing for a VIA (cylinder + filled circles) */ { 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; 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 ); // SetGLColor( LIGHTGRAY ); glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); if( layer == COPPER_LAYER_N ) zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale; else zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale; Draw3D_FilledCircle( x, -y, r, hole, zpos ); if( layer >= top_layer ) break; } // Drawing hole: color = g_Parm_3D_Visu.m_BoardSettings->m_ViaColor[via->m_Shape]; SetGLColor( color ); 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 ) /*************************************************************/ { 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; 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]; switch( segment->m_Shape ) { case S_ARC: Draw3D_ArcSegment( x, -y, xf, -yf, w, zpos ); break; case S_CIRCLE: Draw3D_CircleSegment( x, -y, xf, -yf, w, zpos ); break; default: Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos ); break; } } } else { layer = segment->GetLayer(); glNormal3f( 0.0, 0.0, Get3DLayerSide( layer ) ); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; if( Get3DLayerEnable( layer ) ) { switch( segment->m_Shape ) { case S_ARC: Draw3D_ArcSegment( x, -y, xf, -yf, w, zpos ); break; case S_CIRCLE: Draw3D_CircleSegment( x, -y, xf, -yf, w, zpos ); break; default: Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos ); break; } } } } /* function to draw 3D segments, called by DrawGraphicText * When DrawGraphicText is called to draw a text to an OpenGL DC * it calls Draw3dTextSegm to each segment to draw. * 2 parameters used by Draw3D_FilledSegment are not handled by DrawGraphicText * but are used in Draw3D_FilledSegment(). * they are 2 local variables. This is an ugly, but trivial code. * Using DrawGraphicText to draw all texts ensure texts have the same shape * in all contexts */ static double s_Text3DWidth, s_Text3DZPos; static void Draw3dTextSegm( int x0, int y0, int xf, int yf ) { double startx = x0 * g_Parm_3D_Visu.m_BoardScale; double starty = y0 * g_Parm_3D_Visu.m_BoardScale; double endx = xf * g_Parm_3D_Visu.m_BoardScale; double endy = yf * g_Parm_3D_Visu.m_BoardScale; Draw3D_FilledSegment( startx, -starty, endx, -endy, s_Text3DWidth, s_Text3DZPos ); } /*************************************************************/ void Pcb3D_GLCanvas::Draw3D_DrawText( TEXTE_PCB* text ) /*************************************************************/ { int layer = text->GetLayer(); if( !Get3DLayerEnable( layer ) ) return; int color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer]; SetGLColor( color ); s_Text3DZPos = g_Parm_3D_Visu.m_LayerZcoord[layer]; s_Text3DWidth = text->m_Width * g_Parm_3D_Visu.m_BoardScale; glNormal3f( 0.0, 0.0, Get3DLayerSide( layer ) ); DrawGraphicText( NULL, NULL, text->m_Pos, (EDA_Colors) color, text->m_Text, text->m_Orient, text->m_Size, text->m_HJustify, text->m_VJustify, text->m_Width, text->m_Italic, Draw3dTextSegm ); } /*********************************************/ void MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas ) /*********************************************/ { 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; } #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 = pad->Next() ) { pad->Draw3D( glcanvas ); } /* Draw module shape: 3D shape if exists (or module edge if not exists) */ S3D_MASTER* Struct3D = m_3D_Drawings; bool As3dShape = FALSE; if( g_Parm_3D_Visu.m_Draw3DModule ) { 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->Next() ) { if( !Struct3D->m_Shape3DName.IsEmpty() ) { As3dShape = TRUE; Struct3D->ReadData(); } } glPopMatrix(); } if( !As3dShape ) // The footprint does not have a 3D shape, draw its 2D shape instead { EDA_BaseStruct* Struct = m_Drawings; glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis for( ; Struct != NULL; Struct = Struct->Next() ) { switch( Struct->Type() ) { case TYPE_TEXTE_MODULE: break; case TYPE_EDGE_MODULE: ( (EDGE_MODULE*) Struct )->Draw3D( glcanvas ); break; default: break; } } } } /***************************************************/ void EDGE_MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas ) /***************************************************/ { wxString s; int dx, dy; 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; SetGLColor( color ); glNormal3f( 0.0, 0.0, (m_Layer == COPPER_LAYER_N) ? -1.0 : 1.0 ); scale = g_Parm_3D_Visu.m_BoardScale; 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; 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; switch( m_Shape ) { case S_SEGMENT: Draw3D_FilledSegment( x, -y, fx, -fy, w, zpos ); break; case S_CIRCLE: Draw3D_CircleSegment( x, -y, fx, -fy, w, zpos ); break; case S_ARC: Draw3D_ArcSegment( x, -y, fx, -fy, w, zpos ); break; default: s.Printf( wxT( "Error: Shape nr %d not implemented!\n" ), m_Shape ); printf( CONV_TO_UTF8( s ) ); break; } } /***********************************************/ 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]; double 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 ); /* calcul du centre des formes des pads : */ shape_pos = ReturnShapePos(); 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 */ 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]; if( layer == COPPER_LAYER_N ) zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale; else zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale; 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]; if( layer == COPPER_LAYER_N ) zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale; else zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale; Draw3D_FilledSegmentWithHole( ox, -oy, fx, -fy, w, drillx, -drilly, hole, zpos ); } } break; case PAD_RECT: 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[1][0] = -dx + ddy; coord[1][1] = -dy - ddx; coord[2][0] = +dx - ddy; coord[2][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 < 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( 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]; if( layer == COPPER_LAYER_N ) zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale; else zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale; 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; default: break; } } /*************************/ void SetGLColor( int color ) /*************************/ { 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 ); } /********************************************************/ static void Draw3D_FilledCircle( double posx, double posy, double rayon, double hole, double zpos ) /********************************************************/ { 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(); } /*********************************************************/ static void Draw3D_FilledCylinder( double posx, double posy, double rayon, double height, double zpos ) /*********************************************************/ { int ii; double x, y; #define NB_SEGM 12 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; 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 ) /*****************************************************************/ /* trace un polygone semblable a un segment a bouts ronds */ { 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 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; 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 ); } 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 ) /*****************************************************************/ /* 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; // 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 ); 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 ); } glVertex3f( firstxin, firstyin, zpos ); glVertex3f( firstx, firsty, zpos ); glEnd(); } /********************************************************/ static void Draw3D_ArcSegment( double startx, double starty, double endx, double endy, double width, double zpos ) { int ii, slice = 36; double x, y, hole, rayon; int angle; angle = static_cast(atan2( startx - endx, starty - endy ) * 1800 / M_PI) + 900; rayon = hypot( startx - endx, starty - endy ) + ( width / 2); hole = rayon - width; glBegin( GL_QUAD_STRIP ); for( ii = 0; ii <= slice / 4; ii++ ) { x = hole; y = 0.0; RotatePoint( &x, &y, angle + (ii * 3600 / slice) ); glVertex3f( x + startx, y + starty, zpos ); x = rayon; y = 0.0; RotatePoint( &x, &y, angle + (ii * 3600 / slice) ); glVertex3f( x + startx, y + starty, zpos ); } glEnd(); } /*******************************************************************/ static void Draw3D_CircleSegment( double startx, double starty, double endx, double endy, double width, double zpos ) /*******************************************************************/ { int ii, slice = 36; double x, y, hole, rayon; rayon = hypot( startx - endx, starty - endy ) + ( width / 2); hole = rayon - width; glBegin( GL_QUAD_STRIP ); for( ii = 0; ii <= slice; ii++ ) { x = hole; y = 0.0; RotatePoint( &x, &y, ii * 3600 / slice ); glVertex3f( x + startx, y + starty, zpos ); x = rayon; y = 0.0; RotatePoint( &x, &y, ii * 3600 / slice ); glVertex3f( x + startx, y + starty, zpos ); } glEnd(); } /******************************************/ static int Get3DLayerEnable( int act_layer ) /******************************************/ { bool enablelayer; enablelayer = TRUE; if( act_layer == DRAW_N && !g_Parm_3D_Visu.m_Draw3DDrawings ) enablelayer = FALSE; if( act_layer == COMMENT_N && !g_Parm_3D_Visu.m_Draw3DComments ) enablelayer = FALSE; if( act_layer == ECO1_N && !g_Parm_3D_Visu.m_Draw3DEco1 ) enablelayer = FALSE; if( act_layer == ECO2_N && !g_Parm_3D_Visu.m_Draw3DEco2 ) enablelayer = FALSE; return enablelayer; } /******************************************/ static GLfloat Get3DLayerSide( int act_layer ) /******************************************/ { GLfloat nZ; nZ = 1.0; if( (act_layer <= LAST_COPPER_LAYER - 1) || (act_layer == ADHESIVE_N_CU) || (act_layer == SOLDERPASTE_N_CU) || (act_layer == SILKSCREEN_N_CU) || (act_layer == SOLDERMASK_N_CU) ) nZ = -1.0; return nZ; }