/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2009-2013 Lorenzo Mercantonio * Copyright (C) 2014-2017 Cirilo Bernardo * Copyright (C) 2018 Jean-Pierre Charras jp.charras at wanadoo.fr * Copyright (C) 2004-2022 KiCad Developers, see AUTHORS.txt for contributors. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * or you may search the http://www.gnu.org website for the version 2 license, * or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ #include #include #include #include #include #include #include "3d_cache/3d_cache.h" #include "3d_cache/3d_info.h" #include "board.h" #include "board_design_settings.h" #include "fp_shape.h" #include "footprint.h" #include "pad.h" #include "pcb_text.h" #include "pcb_track.h" #include "convert_to_biu.h" #include #include #include "plugins/3dapi/ifsg_all.h" #include "streamwrapper.h" #include "vrml_layer.h" #include "pcb_edit_frame.h" #include #include #include #include // The max error (in mm) to approximate arcs to segments: #define ERR_APPROX_MAX_MM 0.005 CUSTOM_COLORS_LIST EXPORTER_PCB_VRML::g_SilkscreenColors; CUSTOM_COLORS_LIST EXPORTER_PCB_VRML::g_MaskColors; CUSTOM_COLORS_LIST EXPORTER_PCB_VRML::g_PasteColors; CUSTOM_COLORS_LIST EXPORTER_PCB_VRML::g_FinishColors; CUSTOM_COLORS_LIST EXPORTER_PCB_VRML::g_BoardColors; KIGFX::COLOR4D EXPORTER_PCB_VRML::g_DefaultSilkscreen; KIGFX::COLOR4D EXPORTER_PCB_VRML::g_DefaultSolderMask; KIGFX::COLOR4D EXPORTER_PCB_VRML::g_DefaultSolderPaste; KIGFX::COLOR4D EXPORTER_PCB_VRML::g_DefaultSurfaceFinish; KIGFX::COLOR4D EXPORTER_PCB_VRML::g_DefaultBoardBody; static bool g_ColorsLoaded = false; EXPORTER_PCB_VRML::EXPORTER_PCB_VRML( BOARD* aPCB ) : m_OutputPCB( nullptr ) { m_ReuseDef = true; m_precision = 6; m_WorldScale = 1.0; m_Cache3Dmodels = nullptr; m_Pcb = aPCB; m_UseInlineModelsInBrdfile = false; m_UseRelPathIn3DModelFilename = false; m_BoardToVrmlScale = MM_PER_IU; for( int ii = 0; ii < VRML_COLOR_LAST; ++ii ) m_sgmaterial[ii] = nullptr; for( unsigned i = 0; i < arrayDim( m_layer_z ); ++i ) m_layer_z[i] = 0; // this default only makes sense if the output is in mm m_brd_thickness = Iu2Millimeter( m_Pcb->GetDesignSettings().GetBoardThickness() ); // TODO: figure out a way to share all these stackup color definitions.... if( !g_ColorsLoaded ) { #define ADD_COLOR( list, r, g, b, a, name ) \ list.emplace_back( r/255.0, g/255.0, b/255.0, a, name ) ADD_COLOR( g_SilkscreenColors, 245, 245, 245, 1.0, _HKI( "Not specified" ) ); // White ADD_COLOR( g_SilkscreenColors, 20, 51, 36, 1.0, wxT( "Green" ) ); ADD_COLOR( g_SilkscreenColors, 181, 19, 21, 1.0, wxT( "Red" ) ); ADD_COLOR( g_SilkscreenColors, 2, 59, 162, 1.0, wxT( "Blue" ) ); ADD_COLOR( g_SilkscreenColors, 11, 11, 11, 1.0, wxT( "Black" ) ); ADD_COLOR( g_SilkscreenColors, 245, 245, 245, 1.0, wxT( "White" ) ); ADD_COLOR( g_SilkscreenColors, 32, 2, 53, 1.0, wxT( "Purple" ) ); ADD_COLOR( g_SilkscreenColors, 194, 195, 0, 1.0, wxT( "Yellow" ) ); ADD_COLOR( g_MaskColors, 20, 51, 36, 0.83, _HKI( "Not specified" ) ); // Green ADD_COLOR( g_MaskColors, 20, 51, 36, 0.83, wxT( "Green" ) ); ADD_COLOR( g_MaskColors, 91, 168, 12, 0.83, wxT( "Light Green" ) ); ADD_COLOR( g_MaskColors, 13, 104, 11, 0.83, wxT( "Saturated Green" ) ); ADD_COLOR( g_MaskColors, 181, 19, 21, 0.83, wxT( "Red" ) ); ADD_COLOR( g_MaskColors, 210, 40, 14, 0.83, wxT( "Light Red" ) ); ADD_COLOR( g_MaskColors, 239, 53, 41, 0.83, wxT( "Red/Orange" ) ); ADD_COLOR( g_MaskColors, 2, 59, 162, 0.83, wxT( "Blue" ) ); ADD_COLOR( g_MaskColors, 54, 79, 116, 0.83, wxT( "Light Blue 1" ) ); ADD_COLOR( g_MaskColors, 61, 85, 130, 0.83, wxT( "Light Blue 2" ) ); ADD_COLOR( g_MaskColors, 21, 70, 80, 0.83, wxT( "Green/Blue" ) ); ADD_COLOR( g_MaskColors, 11, 11, 11, 0.83, wxT( "Black" ) ); ADD_COLOR( g_MaskColors, 245, 245, 245, 0.83, wxT( "White" ) ); ADD_COLOR( g_MaskColors, 32, 2, 53, 0.83, wxT( "Purple" ) ); ADD_COLOR( g_MaskColors, 119, 31, 91, 0.83, wxT( "Light Purple" ) ); ADD_COLOR( g_MaskColors, 194, 195, 0, 0.83, wxT( "Yellow" ) ); ADD_COLOR( g_PasteColors, 128, 128, 128, 1.0, wxT( "Grey" ) ); ADD_COLOR( g_PasteColors, 90, 90, 90, 1.0, wxT( "Dark Grey" ) ); ADD_COLOR( g_PasteColors, 213, 213, 213, 1.0, wxT( "Silver" ) ); ADD_COLOR( g_FinishColors, 184, 115, 50, 1.0, wxT( "Copper" ) ); ADD_COLOR( g_FinishColors, 178, 156, 0, 1.0, wxT( "Gold" ) ); ADD_COLOR( g_FinishColors, 213, 213, 213, 1.0, wxT( "Silver" ) ); ADD_COLOR( g_FinishColors, 160, 160, 160, 1.0, wxT( "Tin" ) ); ADD_COLOR( g_BoardColors, 51, 43, 22, 0.83, wxT( "FR4 natural, dark" ) ); ADD_COLOR( g_BoardColors, 109, 116, 75, 0.83, wxT( "FR4 natural" ) ); ADD_COLOR( g_BoardColors, 252, 252, 250, 0.90, wxT( "PTFE natural" ) ); ADD_COLOR( g_BoardColors, 205, 130, 0, 0.68, wxT( "Polyimide" ) ); ADD_COLOR( g_BoardColors, 92, 17, 6, 0.90, wxT( "Phenolic natural" ) ); ADD_COLOR( g_BoardColors, 146, 99, 47, 0.83, wxT( "Brown 1" ) ); ADD_COLOR( g_BoardColors, 160, 123, 54, 0.83, wxT( "Brown 2" ) ); ADD_COLOR( g_BoardColors, 146, 99, 47, 0.83, wxT( "Brown 3" ) ); ADD_COLOR( g_BoardColors, 213, 213, 213, 1.0, wxT( "Aluminum" ) ); g_DefaultSilkscreen = COLOR4D( 0.94, 0.94, 0.94, 1.0 ); g_DefaultSolderMask = COLOR4D( 0.08, 0.20, 0.14, 0.83 ); g_DefaultSolderPaste = COLOR4D( 0.50, 0.50, 0.50, 1.0 ); g_DefaultSurfaceFinish = COLOR4D( 0.75, 0.61, 0.23, 1.0 ); g_DefaultBoardBody = COLOR4D( 0.43, 0.45, 0.30, 0.90 ); g_ColorsLoaded = true; } #undef ADD_COLOR COLOR4D topSilk = g_DefaultSilkscreen; COLOR4D botSilk = g_DefaultSilkscreen; COLOR4D topMask = g_DefaultSolderMask; COLOR4D botMask = g_DefaultSolderMask; COLOR4D paste = g_DefaultSolderPaste; COLOR4D finish = g_DefaultSurfaceFinish; COLOR4D boardBody( 0, 0, 0, 0 ); const BOARD_STACKUP& stackup = m_Pcb->GetDesignSettings().GetStackupDescriptor(); auto findColor = []( const wxString& aColorName, const CUSTOM_COLORS_LIST& aColorSet ) { if( aColorName.StartsWith( wxT( "#" ) ) ) { return KIGFX::COLOR4D( aColorName ); } else { for( const CUSTOM_COLOR_ITEM& color : aColorSet ) { if( color.m_ColorName == aColorName ) return color.m_Color; } } return KIGFX::COLOR4D(); }; for( const BOARD_STACKUP_ITEM* stackupItem : stackup.GetList() ) { wxString colorName = stackupItem->GetColor(); switch( stackupItem->GetType() ) { case BS_ITEM_TYPE_SILKSCREEN: if( stackupItem->GetBrdLayerId() == F_SilkS ) topSilk = findColor( colorName, g_SilkscreenColors ); else botSilk = findColor( colorName, g_SilkscreenColors ); break; case BS_ITEM_TYPE_SOLDERMASK: if( stackupItem->GetBrdLayerId() == F_Mask ) topMask = findColor( colorName, g_MaskColors ); else botMask = findColor( colorName, g_MaskColors ); break; case BS_ITEM_TYPE_DIELECTRIC: { KIGFX::COLOR4D layerColor = findColor( colorName, g_BoardColors ); if( boardBody == COLOR4D( 0, 0, 0, 0 ) ) boardBody = layerColor; else boardBody = boardBody.Mix( layerColor, 1.0 - layerColor.a ); boardBody.a += ( 1.0 - boardBody.a ) * layerColor.a / 2; break; } default: break; } } if( boardBody == COLOR4D( 0, 0, 0, 0 ) ) boardBody = g_DefaultBoardBody; const wxString& finishName = stackup.m_FinishType; if( finishName.EndsWith( wxT( "OSP" ) ) ) { finish = findColor( wxT( "Copper" ), g_FinishColors ); } else if( finishName.EndsWith( wxT( "IG" ) ) || finishName.EndsWith( wxT( "gold" ) ) ) { finish = findColor( wxT( "Gold" ), g_FinishColors ); } else if( finishName.StartsWith( wxT( "HAL" ) ) || finishName.StartsWith( wxT( "HASL" ) ) || finishName.EndsWith( wxT( "tin" ) ) || finishName.EndsWith( wxT( "nickel" ) ) ) { finish = findColor( wxT( "Tin" ), g_FinishColors ); } else if( finishName.EndsWith( wxT( "silver" ) ) ) { finish = findColor( wxT( "Silver" ), g_FinishColors ); } auto toVRMLColor = []( const COLOR4D& aColor, double aSpecular, double aAmbient, double aShiny ) { COLOR4D diff = aColor; COLOR4D spec = aColor.Brightened( aSpecular ); return VRML_COLOR( diff.r, diff.g, diff.b, spec.r, spec.g, spec.b, aAmbient, 1.0 - aColor.a, aShiny ); }; vrml_colors_list[VRML_COLOR_TOP_SILK] = toVRMLColor( topSilk, 0.1, 0.7, 0.02 ); vrml_colors_list[VRML_COLOR_BOT_SILK] = toVRMLColor( botSilk, 0.1, 0.7, 0.02 ); vrml_colors_list[VRML_COLOR_TOP_SOLDMASK] = toVRMLColor( topMask, 0.3, 0.8, 0.30 ); vrml_colors_list[VRML_COLOR_BOT_SOLDMASK] = toVRMLColor( botMask, 0.3, 0.8, 0.30 ); vrml_colors_list[VRML_COLOR_PASTE] = toVRMLColor( paste, 0.6, 0.7, 0.70 ); vrml_colors_list[VRML_COLOR_COPPER] = toVRMLColor( finish, 0.6, 0.7, 0.90 ); vrml_colors_list[VRML_COLOR_PCB] = toVRMLColor( boardBody, 0.1, 0.7, 0.01 ); SetOffset( 0.0, 0.0 ); } EXPORTER_PCB_VRML::~EXPORTER_PCB_VRML() { // destroy any unassociated material appearances for( int j = 0; j < VRML_COLOR_LAST; ++j ) { if( m_sgmaterial[j] && nullptr == S3D::GetSGNodeParent( m_sgmaterial[j] ) ) S3D::DestroyNode( m_sgmaterial[j] ); m_sgmaterial[j] = nullptr; } if( !m_components.empty() ) { IFSG_TRANSFORM tmp( false ); for( auto i : m_components ) { tmp.Attach( i ); tmp.SetParent( nullptr ); } m_components.clear(); m_OutputPCB.Destroy(); } } bool EXPORTER_PCB_VRML::SetScale( double aWorldScale ) { // set the scaling of the VRML world if( aWorldScale < 0.001 || aWorldScale > 10.0 ) throw( std::runtime_error( "WorldScale out of range (valid range is 0.001 to 10.0)" ) ); m_OutputPCB.SetScale( aWorldScale * 2.54 ); m_WorldScale = aWorldScale * 2.54; return true; } void EXPORTER_PCB_VRML::SetOffset( double aXoff, double aYoff ) { m_tx = aXoff; m_ty = -aYoff; m_holes.SetVertexOffsets( aXoff, aYoff ); m_3D_board.SetVertexOffsets( aXoff, aYoff ); m_top_copper.SetVertexOffsets( aXoff, aYoff ); m_bot_copper.SetVertexOffsets( aXoff, aYoff ); m_top_silk.SetVertexOffsets( aXoff, aYoff ); m_bot_silk.SetVertexOffsets( aXoff, aYoff ); m_top_paste.SetVertexOffsets( aXoff, aYoff ); m_bot_paste.SetVertexOffsets( aXoff, aYoff ); m_top_soldermask.SetVertexOffsets( aXoff, aYoff ); m_bot_soldermask.SetVertexOffsets( aXoff, aYoff ); m_plated_holes.SetVertexOffsets( aXoff, aYoff ); } bool EXPORTER_PCB_VRML::GetLayer3D( int layer, VRML_LAYER** vlayer ) { // select the VRML layer object to draw on; return true if // a layer has been selected. switch( layer ) { case B_Cu: *vlayer = &m_bot_copper; return true; case F_Cu: *vlayer = &m_top_copper; return true; case B_SilkS: *vlayer = &m_bot_silk; return true; case F_SilkS: *vlayer = &m_top_silk; return true; case B_Mask: *vlayer = &m_bot_soldermask; return true; case F_Mask: *vlayer = &m_top_soldermask; return true; case B_Paste: *vlayer = &m_bot_paste; return true; case F_Paste: *vlayer = &m_top_paste; return true; default: return false; } } void EXPORTER_PCB_VRML::ExportVrmlSolderMask() { SHAPE_POLY_SET holes, outlines = m_pcbOutlines; // holes is the solder mask opening. // the actual shape is the negative shape of mask opening. PCB_LAYER_ID pcb_layer = F_Mask; VRML_LAYER* vrmllayer = &m_top_soldermask; for( int lcnt = 0; lcnt < 2; lcnt++ ) { holes.RemoveAllContours(); outlines.RemoveAllContours(); outlines = m_pcbOutlines; m_Pcb->ConvertBrdLayerToPolygonalContours( pcb_layer, holes ); outlines.BooleanSubtract( holes, SHAPE_POLY_SET::PM_FAST ); outlines.Fracture( SHAPE_POLY_SET::PM_FAST ); ExportVrmlPolygonSet( vrmllayer, outlines ); pcb_layer = B_Mask; vrmllayer = &m_bot_soldermask; } } void EXPORTER_PCB_VRML::ExportStandardLayers() { SHAPE_POLY_SET outlines; PCB_LAYER_ID pcb_layer[] = { F_Cu, B_Cu, F_SilkS, B_SilkS, F_Paste, B_Paste }; VRML_LAYER* vrmllayer[] = { &m_top_copper, &m_bot_copper, &m_top_silk, &m_bot_silk, &m_top_paste, &m_bot_paste, nullptr // Sentinel }; for( int lcnt = 0; ; lcnt++ ) { if( vrmllayer[lcnt] == nullptr ) break; outlines.RemoveAllContours(); m_Pcb->ConvertBrdLayerToPolygonalContours( pcb_layer[lcnt], outlines ); outlines.Fracture( SHAPE_POLY_SET::PM_FAST ); ExportVrmlPolygonSet( vrmllayer[lcnt], outlines ); } } static EXPORTER_PCB_VRML* model_vrml; void EXPORTER_PCB_VRML::write_triangle_bag( std::ostream& aOut_file, const VRML_COLOR& aColor, VRML_LAYER* aLayer, bool aPlane, bool aTop, double aTop_z, double aBottom_z ) { // A lot of nodes are not required, but blender sometimes chokes without them. static const char* shape_boiler[] = { "Transform {\n", " children [\n", " Group {\n", " children [\n", " Shape {\n", " appearance Appearance {\n", " material Material {\n", 0, // Material marker " }\n", " }\n", " geometry IndexedFaceSet {\n", " solid TRUE\n", " coord Coordinate {\n", " point [\n", 0, // Coordinates marker " ]\n", " }\n", " coordIndex [\n", 0, // Index marker " ]\n", " }\n", " }\n", " ]\n", " }\n", " ]\n", "}\n", 0 // End marker }; int marker_found = 0, lineno = 0; while( marker_found < 4 ) { if( shape_boiler[lineno] ) { aOut_file << shape_boiler[lineno]; } else { marker_found++; switch( marker_found ) { case 1: // Material marker { std::streamsize lastPrecision = aOut_file.precision(); aOut_file << " diffuseColor " << std::setprecision(3); aOut_file << aColor.diffuse_red << " "; aOut_file << aColor.diffuse_grn << " "; aOut_file << aColor.diffuse_blu << "\n"; aOut_file << " specularColor "; aOut_file << aColor.spec_red << " "; aOut_file << aColor.spec_grn << " "; aOut_file << aColor.spec_blu << "\n"; aOut_file << " emissiveColor "; aOut_file << aColor.emit_red << " "; aOut_file << aColor.emit_grn << " "; aOut_file << aColor.emit_blu << "\n"; aOut_file << " ambientIntensity " << aColor.ambient << "\n"; aOut_file << " transparency " << aColor.transp << "\n"; aOut_file << " shininess " << aColor.shiny << "\n"; aOut_file.precision( lastPrecision ); } break; case 2: if( aPlane ) aLayer->WriteVertices( aTop_z, aOut_file, m_precision ); else aLayer->Write3DVertices( aTop_z, aBottom_z, aOut_file, m_precision ); aOut_file << "\n"; break; case 3: if( aPlane ) aLayer->WriteIndices( aTop, aOut_file ); else aLayer->Write3DIndices( aOut_file ); aOut_file << "\n"; break; default: break; } } lineno++; } } void EXPORTER_PCB_VRML::writeLayers( const char* aFileName, OSTREAM* aOutputFile ) { // VRML_LAYER board; m_3D_board.Tesselate( &m_holes ); double brdz = m_brd_thickness / 2.0 - ( Millimeter2iu( ART_OFFSET / 2.0 ) ) * m_BoardToVrmlScale; if( m_UseInlineModelsInBrdfile ) { write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_PCB ), &m_3D_board, false, false, brdz, -brdz ); } else { create_vrml_shell( m_OutputPCB, VRML_COLOR_PCB, &m_3D_board, brdz, -brdz ); } // VRML_LAYER m_top_copper; m_top_copper.Tesselate( &m_holes ); if( m_UseInlineModelsInBrdfile ) { write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_COPPER ), &m_top_copper, true, true, GetLayerZ( F_Cu ), 0 ); } else { create_vrml_plane( m_OutputPCB, VRML_COLOR_COPPER, &m_top_copper, GetLayerZ( F_Cu ), true ); } // VRML_LAYER m_top_paste; m_top_paste.Tesselate( &m_holes ); if( m_UseInlineModelsInBrdfile ) { write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_PASTE ), &m_top_paste, true, true, GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale, 0 ); } else { create_vrml_plane( m_OutputPCB, VRML_COLOR_PASTE, &m_top_paste, GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale, true ); } // VRML_LAYER m_top_soldermask; m_top_soldermask.Tesselate( &m_holes ); if( m_UseInlineModelsInBrdfile ) { write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_TOP_SOLDMASK ), &m_top_soldermask, true, true, GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale, 0 ); } else { create_vrml_plane( m_OutputPCB, VRML_COLOR_TOP_SOLDMASK, &m_top_soldermask, GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale, true ); } // VRML_LAYER m_bot_copper; m_bot_copper.Tesselate( &m_holes ); if( m_UseInlineModelsInBrdfile ) { write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_COPPER ), &m_bot_copper, true, false, GetLayerZ( B_Cu ), 0 ); } else { create_vrml_plane( m_OutputPCB, VRML_COLOR_COPPER, &m_bot_copper, GetLayerZ( B_Cu ), false ); } // VRML_LAYER m_bot_paste; m_bot_paste.Tesselate( &m_holes ); if( m_UseInlineModelsInBrdfile ) { write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_PASTE ), &m_bot_paste, true, false, GetLayerZ( B_Cu ) - Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale, 0 ); } else { create_vrml_plane( m_OutputPCB, VRML_COLOR_PASTE, &m_bot_paste, GetLayerZ( B_Cu ) - Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale, false ); } // VRML_LAYER m_bot_mask: m_bot_soldermask.Tesselate( &m_holes ); if( m_UseInlineModelsInBrdfile ) { write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_BOT_SOLDMASK ), &m_bot_soldermask, true, false, GetLayerZ( B_Cu ) - Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale, 0 ); } else { create_vrml_plane( m_OutputPCB, VRML_COLOR_BOT_SOLDMASK, &m_bot_soldermask, GetLayerZ( B_Cu ) - Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale, false ); } // VRML_LAYER PTH; m_plated_holes.Tesselate( nullptr, true ); if( m_UseInlineModelsInBrdfile ) { write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_PASTE ), &m_plated_holes, false, false, GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale, GetLayerZ( B_Cu ) - Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale ); } else { create_vrml_shell( m_OutputPCB, VRML_COLOR_PASTE, &m_plated_holes, GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale, GetLayerZ( B_Cu ) - Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale ); } // VRML_LAYER m_top_silk; m_top_silk.Tesselate( &m_holes ); if( m_UseInlineModelsInBrdfile ) { write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_TOP_SILK ), &m_top_silk, true, true, GetLayerZ( F_SilkS ), 0 ); } else { create_vrml_plane( m_OutputPCB, VRML_COLOR_TOP_SILK, &m_top_silk, GetLayerZ( F_SilkS ), true ); } // VRML_LAYER m_bot_silk; m_bot_silk.Tesselate( &m_holes ); if( m_UseInlineModelsInBrdfile ) { write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_BOT_SILK ), &m_bot_silk, true, false, GetLayerZ( B_SilkS ), 0 ); } else { create_vrml_plane( m_OutputPCB, VRML_COLOR_BOT_SILK, &m_bot_silk, GetLayerZ( B_SilkS ), false ); } if( !m_UseInlineModelsInBrdfile ) S3D::WriteVRML( aFileName, true, m_OutputPCB.GetRawPtr(), true, true ); } void EXPORTER_PCB_VRML::ComputeLayer3D_Zpos() { int copper_layers = m_Pcb->GetCopperLayerCount(); // We call it 'layer' thickness, but it's the whole board thickness! m_brd_thickness = m_Pcb->GetDesignSettings().GetBoardThickness() * m_BoardToVrmlScale; double half_thickness = m_brd_thickness / 2; // Compute each layer's Z value, more or less like the 3d view for( LSEQ seq = LSET::AllCuMask().Seq(); seq; ++seq ) { PCB_LAYER_ID i = *seq; if( i < copper_layers ) SetLayerZ( i, half_thickness - m_brd_thickness * i / (copper_layers - 1) ); else SetLayerZ( i, - half_thickness ); // bottom layer } // To avoid rounding interference, we apply an epsilon to each successive layer double epsilon_z = Millimeter2iu( ART_OFFSET ) * m_BoardToVrmlScale; SetLayerZ( B_Paste, -half_thickness - epsilon_z ); SetLayerZ( B_Adhes, -half_thickness - epsilon_z ); SetLayerZ( B_SilkS, -half_thickness - epsilon_z * 3 ); SetLayerZ( B_Mask, -half_thickness - epsilon_z * 2 ); SetLayerZ( F_Mask, half_thickness + epsilon_z * 2 ); SetLayerZ( F_SilkS, half_thickness + epsilon_z * 3 ); SetLayerZ( F_Adhes, half_thickness + epsilon_z ); SetLayerZ( F_Paste, half_thickness + epsilon_z ); SetLayerZ( Dwgs_User, half_thickness + epsilon_z * 5 ); SetLayerZ( Cmts_User, half_thickness + epsilon_z * 6 ); SetLayerZ( Eco1_User, half_thickness + epsilon_z * 7 ); SetLayerZ( Eco2_User, half_thickness + epsilon_z * 8 ); SetLayerZ( Edge_Cuts, 0 ); } void EXPORTER_PCB_VRML::ExportVrmlPolygonSet( VRML_LAYER* aVlayer, const SHAPE_POLY_SET& aOutlines ) { // Polygons in SHAPE_POLY_SET must be without hole, i.e. holes must be linked // previously to their main outline. for( int icnt = 0; icnt < aOutlines.OutlineCount(); icnt++ ) { const SHAPE_LINE_CHAIN& outline = aOutlines.COutline( icnt ); int seg = aVlayer->NewContour(); for( int jj = 0; jj < outline.PointCount(); jj++ ) { if( !aVlayer->AddVertex( seg, outline.CPoint( jj ).x * m_BoardToVrmlScale, -outline.CPoint( jj ).y * m_BoardToVrmlScale ) ) throw( std::runtime_error( aVlayer->GetError() ) ); } aVlayer->EnsureWinding( seg, false ); } } void EXPORTER_PCB_VRML::ExportVrmlBoard() { if( !m_Pcb->GetBoardPolygonOutlines( m_pcbOutlines ) ) { wxLogWarning( _( "Board outline is malformed. Run DRC for a full analysis." ) ); } int seg; for( int cnt = 0; cnt < m_pcbOutlines.OutlineCount(); cnt++ ) { const SHAPE_LINE_CHAIN& outline = m_pcbOutlines.COutline( cnt ); seg = m_3D_board.NewContour(); for( int j = 0; j < outline.PointCount(); j++ ) { m_3D_board.AddVertex( seg, (double)outline.CPoint(j).x * m_BoardToVrmlScale, -((double)outline.CPoint(j).y * m_BoardToVrmlScale ) ); } m_3D_board.EnsureWinding( seg, false ); // Generate board holes from outlines: for( int ii = 0; ii < m_pcbOutlines.HoleCount( cnt ); ii++ ) { const SHAPE_LINE_CHAIN& hole = m_pcbOutlines.Hole( cnt, ii ); seg = m_holes.NewContour(); if( seg < 0 ) { wxLogError( _( "VRML Export Failed: Could not add holes to contours." ) ); return; } for( int j = 0; j < hole.PointCount(); j++ ) { m_holes.AddVertex( seg, (double) hole.CPoint(j).x * m_BoardToVrmlScale, -( (double) hole.CPoint(j).y * m_BoardToVrmlScale ) ); } m_holes.EnsureWinding( seg, true ); } } } void EXPORTER_PCB_VRML::ExportVrmlViaHoles() { PCB_LAYER_ID top_layer, bottom_layer; for( PCB_TRACK* track : m_Pcb->Tracks() ) { if( track->Type() != PCB_VIA_T ) continue; const PCB_VIA* via = static_cast( track ); via->LayerPair( &top_layer, &bottom_layer ); // do not render a buried via if( top_layer != F_Cu && bottom_layer != B_Cu ) continue; // Export all via holes to m_holes double hole_radius = via->GetDrillValue() * m_BoardToVrmlScale / 2.0; if( hole_radius <= 0 ) continue; double x = via->GetStart().x * m_BoardToVrmlScale; double y = via->GetStart().y * m_BoardToVrmlScale; // Set the optimal number of segments to approximate a circle. // SetArcParams needs a count max, and the minimal and maximal length // of segments double max_error = ERR_APPROX_MAX_MM; if( m_UseInlineModelsInBrdfile ) max_error /= 2.54; // The board is exported with a size reduced by 2.54 int nsides = GetArcToSegmentCount( via->GetDrillValue(), Millimeter2iu( max_error ), FULL_CIRCLE ); double minSegLength = M_PI * 2.0 * hole_radius / nsides; double maxSegLength = minSegLength*2.0; m_holes.SetArcParams( nsides*2, minSegLength, maxSegLength ); m_plated_holes.SetArcParams( nsides*2, minSegLength, maxSegLength ); m_holes.AddCircle( x, -y, hole_radius, true, true ); m_plated_holes.AddCircle( x, -y, hole_radius, true, false ); m_holes.ResetArcParams(); m_plated_holes.ResetArcParams(); } } void EXPORTER_PCB_VRML::ExportVrmlPadHole( PAD* aPad ) { double hole_drill_w = (double) aPad->GetDrillSize().x * m_BoardToVrmlScale / 2.0; double hole_drill_h = (double) aPad->GetDrillSize().y * m_BoardToVrmlScale / 2.0; double hole_drill = std::min( hole_drill_w, hole_drill_h ); double hole_x = aPad->GetPosition().x * m_BoardToVrmlScale; double hole_y = aPad->GetPosition().y * m_BoardToVrmlScale; // Export the hole on the edge layer if( hole_drill > 0 ) { double max_error = ERR_APPROX_MAX_MM; if( m_UseInlineModelsInBrdfile ) max_error /= 2.54; // The board is exported with a size reduced by 2.54 int nsides = GetArcToSegmentCount( hole_drill, Millimeter2iu( max_error ), FULL_CIRCLE ); double minSegLength = M_PI * hole_drill / nsides; double maxSegLength = minSegLength*2.0; m_holes.SetArcParams( nsides*2, minSegLength, maxSegLength ); m_plated_holes.SetArcParams( nsides*2, minSegLength, maxSegLength ); bool pth = false; if( ( aPad->GetAttribute() != PAD_ATTRIB::NPTH ) ) pth = true; if( aPad->GetDrillShape() == PAD_DRILL_SHAPE_OBLONG ) { // Oblong hole (slot) if( pth ) { m_holes.AddSlot( hole_x, -hole_y, hole_drill_w * 2.0 + PLATE_OFFSET, hole_drill_h * 2.0 + PLATE_OFFSET, aPad->GetOrientation().AsDegrees(), true, true ); m_plated_holes.AddSlot( hole_x, -hole_y, hole_drill_w * 2.0, hole_drill_h * 2.0, aPad->GetOrientation().AsDegrees(), true, false ); } else { m_holes.AddSlot( hole_x, -hole_y, hole_drill_w * 2.0, hole_drill_h * 2.0, aPad->GetOrientation().AsDegrees(), true, false ); } } else { // Drill a round hole if( pth ) { m_holes.AddCircle( hole_x, -hole_y, hole_drill + PLATE_OFFSET, true, true ); m_plated_holes.AddCircle( hole_x, -hole_y, hole_drill, true, false ); } else { m_holes.AddCircle( hole_x, -hole_y, hole_drill, true, false ); } } m_holes.ResetArcParams(); m_plated_holes.ResetArcParams(); } } // From axis/rot to quaternion static void build_quat( double x, double y, double z, double a, double q[4] ) { double sina = sin( a / 2 ); q[0] = x * sina; q[1] = y * sina; q[2] = z * sina; q[3] = cos( a / 2 ); } // From quaternion to axis/rot static void from_quat( double q[4], double rot[4] ) { rot[3] = acos( q[3] ) * 2; for( int i = 0; i < 3; i++ ) rot[i] = q[i] / sin( rot[3] / 2 ); } // Quaternion composition static void compose_quat( double q1[4], double q2[4], double qr[4] ) { double tmp[4]; tmp[0] = q2[3] * q1[0] + q2[0] * q1[3] + q2[1] * q1[2] - q2[2] * q1[1]; tmp[1] = q2[3] * q1[1] + q2[1] * q1[3] + q2[2] * q1[0] - q2[0] * q1[2]; tmp[2] = q2[3] * q1[2] + q2[2] * q1[3] + q2[0] * q1[1] - q2[1] * q1[0]; tmp[3] = q2[3] * q1[3] - q2[0] * q1[0] - q2[1] * q1[1] - q2[2] * q1[2]; qr[0] = tmp[0]; qr[1] = tmp[1]; qr[2] = tmp[2]; qr[3] = tmp[3]; } void EXPORTER_PCB_VRML::ExportVrmlFootprint( FOOTPRINT* aFootprint, std::ostream* aOutputFile ) { // Note: if m_UseInlineModelsInBrdfile is false, the 3D footprint shape is copied to // the vrml board file, and aOutputFile is not used (can be nullptr) // if m_UseInlineModelsInBrdfile is true, the 3D footprint shape is copied to // aOutputFile (with the suitable rotation/translation/scale transform, and the vrml board // file contains only the filename of 3D shapes to add to the full vrml scene wxCHECK( aFootprint, /* void */ ); // Export pad holes for( PAD* pad : aFootprint->Pads() ) ExportVrmlPadHole( pad ); bool isFlipped = aFootprint->GetLayer() == B_Cu; // Export the object VRML model(s) auto sM = aFootprint->Models().begin(); auto eM = aFootprint->Models().end(); wxFileName subdir( m_Subdir3DFpModels, wxT( "" ) ); while( sM != eM ) { if( !sM->m_Show ) { ++sM; continue; } SGNODE* mod3d = (SGNODE*) m_Cache3Dmodels->Load( sM->m_Filename ); if( nullptr == mod3d ) { ++sM; continue; } /* Calculate 3D shape rotation: * this is the rotation parameters, with an additional 180 deg rotation * for footprints that are flipped * When flipped, axis rotation is the horizontal axis (X axis) */ double rotx = -sM->m_Rotation.x; double roty = -sM->m_Rotation.y; double rotz = -sM->m_Rotation.z; if( isFlipped ) { rotx += 180.0; roty = -roty; rotz = -rotz; } // Do some quaternion munching double q1[4], q2[4], rot[4]; build_quat( 1, 0, 0, DEG2RAD( rotx ), q1 ); build_quat( 0, 1, 0, DEG2RAD( roty ), q2 ); compose_quat( q1, q2, q1 ); build_quat( 0, 0, 1, DEG2RAD( rotz ), q2 ); compose_quat( q1, q2, q1 ); // Note here aFootprint->GetOrientation() is in 0.1 degrees, so footprint rotation // has to be converted to radians build_quat( 0, 0, 1, aFootprint->GetOrientation().AsRadians(), q2 ); compose_quat( q1, q2, q1 ); from_quat( q1, rot ); double offsetFactor = 1000.0f * IU_PER_MILS / 25.4f; // adjust 3D shape local offset position // they are given in mm, so they are converted in board IU. double offsetx = sM->m_Offset.x * offsetFactor; double offsety = sM->m_Offset.y * offsetFactor; double offsetz = sM->m_Offset.z * offsetFactor; if( isFlipped ) offsetz = -offsetz; else offsety = -offsety; // In normal mode, Y axis is reversed in Pcbnew. RotatePoint( &offsetx, &offsety, aFootprint->GetOrientation() ); SGPOINT trans; trans.x = ( offsetx + aFootprint->GetPosition().x ) * m_BoardToVrmlScale + m_tx; trans.y = -( offsety + aFootprint->GetPosition().y) * m_BoardToVrmlScale - m_ty; trans.z = (offsetz * m_BoardToVrmlScale ) + GetLayerZ( aFootprint->GetLayer() ); if( m_UseInlineModelsInBrdfile ) { wxCHECK( aOutputFile, /* void */ ); int old_precision = aOutputFile->precision(); aOutputFile->precision( m_precision ); wxFileName srcFile = m_Cache3Dmodels->GetResolver()->ResolvePath( sM->m_Filename ); wxFileName dstFile; dstFile.SetPath( m_Subdir3DFpModels ); dstFile.SetName( srcFile.GetName() ); dstFile.SetExt( wxT( "wrl" ) ); // copy the file if necessary wxDateTime srcModTime = srcFile.GetModificationTime(); wxDateTime destModTime = srcModTime; destModTime.SetToCurrent(); if( dstFile.FileExists() ) destModTime = dstFile.GetModificationTime(); if( srcModTime != destModTime ) { wxString fileExt = srcFile.GetExt(); fileExt.LowerCase(); // copy VRML models and use the scenegraph library to // translate other model types if( fileExt == wxT( "wrl" ) ) { if( !wxCopyFile( srcFile.GetFullPath(), dstFile.GetFullPath() ) ) continue; } else { if( !S3D::WriteVRML( dstFile.GetFullPath().ToUTF8(), true, mod3d, m_ReuseDef, true ) ) continue; } } (*aOutputFile) << "Transform {\n"; // only write a rotation if it is >= 0.1 deg if( std::abs( rot[3] ) > 0.0001745 ) { (*aOutputFile) << " rotation "; (*aOutputFile) << rot[0] << " " << rot[1] << " " << rot[2] << " " << rot[3] << "\n"; } (*aOutputFile) << " translation "; (*aOutputFile) << trans.x << " "; (*aOutputFile) << trans.y << " "; (*aOutputFile) << trans.z << "\n"; (*aOutputFile) << " scale "; (*aOutputFile) << sM->m_Scale.x << " "; (*aOutputFile) << sM->m_Scale.y << " "; (*aOutputFile) << sM->m_Scale.z << "\n"; (*aOutputFile) << " children [\n Inline {\n url \""; if( m_UseRelPathIn3DModelFilename ) { wxFileName tmp = dstFile; tmp.SetExt( wxT( "" ) ); tmp.SetName( wxT( "" ) ); tmp.RemoveLastDir(); dstFile.MakeRelativeTo( tmp.GetPath() ); } wxString fn = dstFile.GetFullPath(); fn.Replace( wxT( "\\" ), wxT( "/" ) ); (*aOutputFile) << TO_UTF8( fn ) << "\"\n } ]\n"; (*aOutputFile) << " }\n"; aOutputFile->precision( old_precision ); } else { IFSG_TRANSFORM* modelShape = new IFSG_TRANSFORM( m_OutputPCB.GetRawPtr() ); // only write a rotation if it is >= 0.1 deg if( std::abs( rot[3] ) > 0.0001745 ) modelShape->SetRotation( SGVECTOR( rot[0], rot[1], rot[2] ), rot[3] ); modelShape->SetTranslation( trans ); modelShape->SetScale( SGPOINT( sM->m_Scale.x, sM->m_Scale.y, sM->m_Scale.z ) ); if( nullptr == S3D::GetSGNodeParent( mod3d ) ) { m_components.push_back( mod3d ); modelShape->AddChildNode( mod3d ); } else { modelShape->AddRefNode( mod3d ); } } ++sM; } } bool PCB_EDIT_FRAME::ExportVRML_File( const wxString& aFullFileName, double aMMtoWRMLunit, bool aExport3DFiles, bool aUseRelativePaths, const wxString& a3D_Subdir, double aXRef, double aYRef ) { bool success = true; EXPORTER_PCB_VRML model3d( GetBoard() ); model_vrml = &model3d; model3d.SetScale( aMMtoWRMLunit ); model3d.m_UseInlineModelsInBrdfile = aExport3DFiles; model3d.m_Subdir3DFpModels = a3D_Subdir; model3d.m_UseRelPathIn3DModelFilename = aUseRelativePaths; model3d.m_Cache3Dmodels = Prj().Get3DCacheManager(); // When 3D models are separate files, for historical reasons the VRML unit // is expected to be 0.1 inch (2.54mm) instead of 1mm, so we adjust the m_BoardToVrmlScale // to match the VRML scale of these external files. // Otherwise we use 1mm as VRML unit if( model3d.m_UseInlineModelsInBrdfile ) { model3d.m_BoardToVrmlScale = MM_PER_IU / 2.54; model3d.SetOffset( -aXRef / 2.54, aYRef / 2.54 ); } else { model3d.m_BoardToVrmlScale = MM_PER_IU; model3d.SetOffset( -aXRef, aYRef ); } try { // Preliminary computation: the z value for each layer model3d.ComputeLayer3D_Zpos(); // board edges and cutouts model3d.ExportVrmlBoard(); // Draw solder mask layer (negative layer) model3d.ExportVrmlSolderMask(); #if 1 model3d.ExportVrmlViaHoles(); model3d.ExportStandardLayers(); #else // Drawing and text on the board model3d.ExportVrmlDrawings(); // Export vias and trackage model3d.ExportVrmlTracks(); // Export zone fills model3d.ExportVrmlZones(); #endif if( model3d.m_UseInlineModelsInBrdfile ) { // Copy fp 3D models in a folder, and link these files in // the board .vrml file model3d.ExportFp3DModelsAsLinkedFile( aFullFileName ); } else { // merge footprints in the .vrml board file for( FOOTPRINT* footprint : GetBoard()->Footprints() ) model3d.ExportVrmlFootprint( footprint, nullptr ); // write out the board and all layers model3d.writeLayers( TO_UTF8( aFullFileName ), nullptr ); } } catch( const std::exception& e ) { wxString msg; msg << _( "IDF Export Failed:\n" ) << FROM_UTF8( e.what() ); wxMessageBox( msg ); success = false; } return success; } void EXPORTER_PCB_VRML::ExportFp3DModelsAsLinkedFile( const wxString& aFullFileName ) { // check if the 3D Subdir exists - create if not wxFileName subdir( m_Subdir3DFpModels, wxT( "" ) ); if( ! subdir.DirExists() ) { if( !wxDir::Make( subdir.GetFullPath() ) ) throw( std::runtime_error( "Could not create 3D model subdirectory" ) ); } OPEN_OSTREAM( output_file, TO_UTF8( aFullFileName ) ); if( output_file.fail() ) { std::ostringstream ostr; ostr << "Could not open file '" << TO_UTF8( aFullFileName ) << "'"; throw( std::runtime_error( ostr.str().c_str() ) ); } output_file.imbue( std::locale::classic() ); // Begin with the usual VRML boilerplate wxString fn = aFullFileName; fn.Replace( wxT( "\\" ) , wxT( "/" ) ); output_file << "#VRML V2.0 utf8\n"; output_file << "WorldInfo {\n"; output_file << " title \"" << TO_UTF8( fn ) << " - Generated by Pcbnew\"\n"; output_file << "}\n"; output_file << "Transform {\n"; output_file << " scale " << std::setprecision( m_precision ); output_file << m_WorldScale << " "; output_file << m_WorldScale << " "; output_file << m_WorldScale << "\n"; output_file << " children [\n"; // Export footprints for( FOOTPRINT* footprint : m_Pcb->Footprints() ) ExportVrmlFootprint( footprint, &output_file ); // write out the board and all layers writeLayers( TO_UTF8( aFullFileName ), &output_file ); // Close the outer 'transform' node output_file << "]\n}\n"; CLOSE_STREAM( output_file ); } SGNODE* EXPORTER_PCB_VRML::getSGColor( VRML_COLOR_INDEX colorIdx ) { if( colorIdx == -1 ) colorIdx = VRML_COLOR_PCB; else if( colorIdx == VRML_COLOR_LAST ) return nullptr; if( m_sgmaterial[colorIdx] ) return m_sgmaterial[colorIdx]; IFSG_APPEARANCE vcolor( (SGNODE*) nullptr ); VRML_COLOR* cp = &vrml_colors_list[colorIdx]; vcolor.SetSpecular( cp->spec_red, cp->spec_grn, cp->spec_blu ); vcolor.SetDiffuse( cp->diffuse_red, cp->diffuse_grn, cp->diffuse_blu ); vcolor.SetShininess( cp->shiny ); // NOTE: XXX - replace with a better equation; using this definition // of ambient will not yield the best results vcolor.SetAmbient( cp->ambient, cp->ambient, cp->ambient ); vcolor.SetTransparency( cp->transp ); m_sgmaterial[colorIdx] = vcolor.GetRawPtr(); return m_sgmaterial[colorIdx]; } void EXPORTER_PCB_VRML::create_vrml_plane( IFSG_TRANSFORM& PcbOutput, VRML_COLOR_INDEX colorID, VRML_LAYER* layer, double top_z, bool aTopPlane ) { std::vector< double > vertices; std::vector< int > idxPlane; if( !( *layer ).Get2DTriangles( vertices, idxPlane, top_z, aTopPlane ) ) { return; } if( ( idxPlane.size() % 3 ) ) { throw( std::runtime_error( "[BUG] index lists are not a multiple of 3 (not a triangle " "list)" ) ); } 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.emplace_back( vertices[j], vertices[j+1], vertices[j+2] ); // create the intermediate scenegraph IFSG_TRANSFORM tx0( PcbOutput.GetRawPtr() ); // tx0 = Transform for this outline IFSG_SHAPE shape( tx0 ); // shape will hold (a) all vertices and (b) a local list of normals IFSG_FACESET face( shape ); // this face shall represent the top and bottom planes IFSG_COORDS cp( face ); // coordinates for all faces cp.SetCoordsList( nvert, &vlist[0] ); IFSG_COORDINDEX coordIdx( face ); // coordinate indices for top and bottom planes only coordIdx.SetIndices( idxPlane.size(), &idxPlane[0] ); IFSG_NORMALS norms( face ); // normals for the top and bottom planes // set the normals if( aTopPlane ) { for( size_t i = 0; i < nvert; ++i ) norms.AddNormal( 0.0, 0.0, 1.0 ); } else { for( size_t i = 0; i < nvert; ++i ) norms.AddNormal( 0.0, 0.0, -1.0 ); } // assign a color from the palette SGNODE* modelColor = getSGColor( colorID ); if( nullptr != modelColor ) { if( nullptr == S3D::GetSGNodeParent( modelColor ) ) shape.AddChildNode( modelColor ); else shape.AddRefNode( modelColor ); } } void EXPORTER_PCB_VRML::create_vrml_shell( IFSG_TRANSFORM& PcbOutput, VRML_COLOR_INDEX colorID, VRML_LAYER* layer, double top_z, double bottom_z ) { std::vector< double > vertices; std::vector< int > idxPlane; std::vector< int > idxSide; if( top_z < bottom_z ) { double tmp = top_z; top_z = bottom_z; bottom_z = tmp; } if( !( *layer ).Get3DTriangles( vertices, idxPlane, idxSide, top_z, bottom_z ) || idxPlane.empty() || idxSide.empty() ) { return; } if( ( idxPlane.size() % 3 ) || ( idxSide.size() % 3 ) ) { throw( std::runtime_error( "[BUG] index lists are not a multiple of 3 (not a " "triangle list)" ) ); } 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.emplace_back( vertices[j], vertices[j+1], vertices[j+2] ); // create the intermediate scenegraph IFSG_TRANSFORM tx0( PcbOutput.GetRawPtr() ); // tx0 = Transform for this outline IFSG_SHAPE shape( tx0 ); // shape will hold (a) all vertices and (b) a local list of normals IFSG_FACESET face( shape ); // this face shall represent the top and bottom planes IFSG_COORDS cp( face ); // coordinates for all faces cp.SetCoordsList( nvert, &vlist[0] ); IFSG_COORDINDEX coordIdx( face ); // coordinate indices for top and bottom planes only coordIdx.SetIndices( idxPlane.size(), &idxPlane[0] ); IFSG_NORMALS norms( 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 = getSGColor( colorID ); if( nullptr != modelColor ) { if( nullptr == S3D::GetSGNodeParent( modelColor ) ) shape.AddChildNode( modelColor ); else shape.AddRefNode( modelColor ); } // create a second shape describing the vertical walls of the 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; } }