/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * Copyright (C) 1992-2016 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 */ /** * @file cinfo3d_visu.cpp * @brief Handles data related with the board to be visualized */ #include "../3d_rendering/ccamera.h" #include "cinfo3d_visu.h" #include <3d_rendering/3d_render_raytracing/shapes2D/cpolygon2d.h> #include #include <3d_math.h> #include "3d_fastmath.h" #include /** * Trace mask used to enable or disable the trace output of this class. * The debug output can be turned on by setting the WXTRACE environment variable to * "KI_TRACE_EDA_CINFO3D_VISU". See the wxWidgets documentation on wxLogTrace for * more information. */ const wxChar *CINFO3D_VISU::m_logTrace = wxT( "KI_TRACE_EDA_CINFO3D_VISU" ); CINFO3D_VISU G_null_CINFO3D_VISU; CINFO3D_VISU::CINFO3D_VISU() : m_currentCamera( m_trackBallCamera ), m_trackBallCamera( RANGE_SCALE_3D ) { wxLogTrace( m_logTrace, wxT( "CINFO3D_VISU::CINFO3D_VISU" ) ); m_board = NULL; m_3d_model_manager = NULL; m_3D_grid_type = GRID3D_NONE; m_drawFlags.resize( FL_LAST, false ); m_render_engine = RENDER_ENGINE_OPENGL_LEGACY; m_material_mode = MATERIAL_MODE_NORMAL; m_boardPos = wxPoint(); m_boardSize = wxSize(); m_boardCenter = SFVEC3F(); m_boardBoudingBox.Reset(); m_board2dBBox3DU.Reset(); m_layers_container2D.clear(); m_layers_holes2D.clear(); m_through_holes_inner.Clear(); m_through_holes_outer.Clear(); m_copperLayersCount = -1; m_epoxyThickness3DU = 0.0f; m_copperThickness3DU = 0.0f; m_nonCopperLayerThickness3DU = 0.0f; m_biuTo3Dunits = 1.0; m_stats_nr_tracks = 0; m_stats_nr_vias = 0; m_stats_via_med_hole_diameter = 0.0f; m_stats_nr_holes = 0; m_stats_hole_med_diameter = 0.0f; m_stats_track_med_width = 0.0f; m_calc_seg_min_factor3DU = 0.0f; m_calc_seg_max_factor3DU = 0.0f; memset( m_layerZcoordTop, 0, sizeof( m_layerZcoordTop ) ); memset( m_layerZcoordBottom, 0, sizeof( m_layerZcoordBottom ) ); SetFlag( FL_USE_REALISTIC_MODE, true ); SetFlag( FL_MODULE_ATTRIBUTES_NORMAL, true ); SetFlag( FL_SHOW_BOARD_BODY, true ); SetFlag( FL_RENDER_OPENGL_COPPER_THICKNESS, true ); SetFlag( FL_MODULE_ATTRIBUTES_NORMAL, true ); SetFlag( FL_MODULE_ATTRIBUTES_NORMAL_INSERT, true ); SetFlag( FL_MODULE_ATTRIBUTES_VIRTUAL, true ); SetFlag( FL_ZONE, true ); SetFlag( FL_SILKSCREEN, true ); SetFlag( FL_SOLDERMASK, true ); m_BgColorBot = SFVEC3D( 0.4, 0.4, 0.5 ); m_BgColorTop = SFVEC3D( 0.8, 0.8, 0.9 ); m_BoardBodyColor = SFVEC3D( 0.4, 0.4, 0.5 ); m_SolderMaskColor = SFVEC3D( 0.1, 0.2, 0.1 ); m_SolderPasteColor = SFVEC3D( 0.4, 0.4, 0.4 ); m_SilkScreenColor = SFVEC3D( 0.9, 0.9, 0.9 ); m_CopperColor = SFVEC3D( 0.75, 0.61, 0.23 ); } CINFO3D_VISU::~CINFO3D_VISU() { destroyLayers(); } bool CINFO3D_VISU::Is3DLayerEnabled( LAYER_ID aLayer ) const { wxASSERT( aLayer < LAYER_ID_COUNT ); DISPLAY3D_FLG flg; // see if layer needs to be shown // check the flags switch( aLayer ) { case B_Adhes: case F_Adhes: flg = FL_ADHESIVE; break; case B_Paste: case F_Paste: flg = FL_SOLDERPASTE; break; case B_SilkS: case F_SilkS: flg = FL_SILKSCREEN; break; case B_Mask: case F_Mask: flg = FL_SOLDERMASK; break; case Dwgs_User: case Cmts_User: if( GetFlag( FL_USE_REALISTIC_MODE ) ) return false; flg = FL_COMMENTS; break; case Eco1_User: case Eco2_User: if( GetFlag( FL_USE_REALISTIC_MODE ) ) return false; flg = FL_ECO; break; case Edge_Cuts: if( GetFlag( FL_SHOW_BOARD_BODY ) || GetFlag( FL_USE_REALISTIC_MODE ) ) return false; return true; break; case Margin: if( GetFlag( FL_USE_REALISTIC_MODE ) ) return false; return true; break; case B_Cu: case F_Cu: return m_board->GetDesignSettings().IsLayerVisible( aLayer ) || GetFlag( FL_USE_REALISTIC_MODE ); break; default: // the layer is an internal copper layer, used the visibility if( GetFlag( FL_SHOW_BOARD_BODY ) && (m_render_engine == RENDER_ENGINE_OPENGL_LEGACY) ) { // Do not render internal layers if it is overlap with the board // (on OpenGL render) return false; } return m_board->GetDesignSettings().IsLayerVisible( aLayer ); } // The layer has a flag, return the flag return GetFlag( flg ); } bool CINFO3D_VISU::GetFlag( DISPLAY3D_FLG aFlag ) const { wxASSERT( aFlag < FL_LAST ); return m_drawFlags[aFlag]; } void CINFO3D_VISU::SetFlag( DISPLAY3D_FLG aFlag, bool aState ) { wxASSERT( aFlag < FL_LAST ); m_drawFlags[aFlag] = aState; } bool CINFO3D_VISU::ShouldModuleBeDisplayed( MODULE_ATTR_T aModuleAttributs ) const { if( ( ( aModuleAttributs == MOD_DEFAULT ) && GetFlag( FL_MODULE_ATTRIBUTES_NORMAL ) ) || ( ( ( aModuleAttributs & MOD_CMS) == MOD_CMS ) && GetFlag( FL_MODULE_ATTRIBUTES_NORMAL_INSERT ) ) || ( ( ( aModuleAttributs & MOD_VIRTUAL) == MOD_VIRTUAL ) && GetFlag( FL_MODULE_ATTRIBUTES_VIRTUAL ) ) ) { return true; } return false; } // !TODO: define the actual copper thickness by user #define COPPER_THICKNESS KiROUND( 0.035 * IU_PER_MM ) // for 35 um #define TECH_LAYER_THICKNESS KiROUND( 0.04 * IU_PER_MM ) int CINFO3D_VISU::GetCopperThicknessBIU() const { return COPPER_THICKNESS; } // Constant factors used for number of segments approximation calcs #define MIN_SEG_PER_CIRCLE 12 #define MAX_SEG_PER_CIRCLE 48 #define SEG_MIN_FACTOR_BIU ( 0.10f * IU_PER_MM ) #define SEG_MAX_FACTOR_BIU ( 6.00f * IU_PER_MM ) unsigned int CINFO3D_VISU::GetNrSegmentsCircle( float aDiameter3DU ) const { wxASSERT( aDiameter3DU > 0.0f ); unsigned int result = mapf( aDiameter3DU, m_calc_seg_min_factor3DU, m_calc_seg_max_factor3DU, (float)MIN_SEG_PER_CIRCLE, (float)MAX_SEG_PER_CIRCLE ); wxASSERT( result > 1 ); return result; } unsigned int CINFO3D_VISU::GetNrSegmentsCircle( int aDiameterBUI ) const { wxASSERT( aDiameterBUI > 0 ); unsigned int result = mapf( (float)aDiameterBUI, (float)SEG_MIN_FACTOR_BIU, (float)SEG_MAX_FACTOR_BIU, (float)MIN_SEG_PER_CIRCLE, (float)MAX_SEG_PER_CIRCLE ); wxASSERT( result > 1 ); return result; } double CINFO3D_VISU::GetCircleCorrectionFactor( int aNrSides ) const { wxASSERT( aNrSides >= 3 ); return 1.0 / cos( M_PI / ( (double)aNrSides * 2.0 ) ); } void CINFO3D_VISU::InitSettings( REPORTER *aStatusTextReporter ) { wxLogTrace( m_logTrace, wxT( "CINFO3D_VISU::InitSettings" ) ); // Calculates the board bounding box // First, use only the board outlines EDA_RECT bbbox = m_board->ComputeBoundingBox( true ); // If no outlines, use the board with items if( ( bbbox.GetWidth() == 0 ) && ( bbbox.GetHeight() == 0 ) ) bbbox = m_board->ComputeBoundingBox( false ); // Gives a non null size to avoid issues in zoom / scale calculations if( ( bbbox.GetWidth() == 0 ) && ( bbbox.GetHeight() == 0 ) ) bbbox.Inflate( Millimeter2iu( 10 ) ); m_boardSize = bbbox.GetSize(); m_boardPos = bbbox.Centre(); wxASSERT( (m_boardSize.x > 0) && (m_boardSize.y > 0) ); m_boardPos.y = -m_boardPos.y; // The y coord is inverted in 3D viewer m_copperLayersCount = m_board->GetCopperLayerCount(); // Ensure the board has 2 sides for 3D views, because it is hard to find // a *really* single side board in the true life... if( m_copperLayersCount < 2 ) m_copperLayersCount = 2; // Calculate the convertion to apply to all positions. m_biuTo3Dunits = RANGE_SCALE_3D / std::max( m_boardSize.x, m_boardSize.y ); // Calculate factors for cicle segment approximation m_calc_seg_min_factor3DU = (float)( SEG_MIN_FACTOR_BIU * m_biuTo3Dunits ); m_calc_seg_max_factor3DU = (float)( SEG_MAX_FACTOR_BIU * m_biuTo3Dunits ); m_epoxyThickness3DU = m_board->GetDesignSettings().GetBoardThickness() * m_biuTo3Dunits; // !TODO: use value defined by user (currently use default values by ctor m_copperThickness3DU = COPPER_THICKNESS * m_biuTo3Dunits; m_nonCopperLayerThickness3DU = TECH_LAYER_THICKNESS * m_biuTo3Dunits; // Init Z position of each layer // calculate z position for each copper layer // Zstart = -m_epoxyThickness / 2.0 is the z position of the back (bottom layer) (layer id = 31) // Zstart = +m_epoxyThickness / 2.0 is the z position of the front (top layer) (layer id = 0) // all unused copper layer z position are set to 0 // ____==__________==________==______ <- Bottom = +m_epoxyThickness / 2.0, // | | Top = Bottom + m_copperThickness // |__________________________________| // == == == == <- Bottom = -m_epoxyThickness / 2.0, // Top = Bottom - m_copperThickness unsigned int layer; for( layer = 0; layer < m_copperLayersCount; ++layer ) { m_layerZcoordBottom[layer] = m_epoxyThickness3DU / 2.0f - (m_epoxyThickness3DU * layer / (m_copperLayersCount - 1) ); if( layer < (m_copperLayersCount / 2) ) m_layerZcoordTop[layer] = m_layerZcoordBottom[layer] + m_copperThickness3DU; else m_layerZcoordTop[layer] = m_layerZcoordBottom[layer] - m_copperThickness3DU; } #define layerThicknessMargin 1.1 const float zpos_offset = m_nonCopperLayerThickness3DU * layerThicknessMargin; // Fill remaining unused copper layers and back layer zpos // with -m_epoxyThickness / 2.0 for( ; layer < MAX_CU_LAYERS; layer++ ) { m_layerZcoordBottom[layer] = -(m_epoxyThickness3DU / 2.0f); m_layerZcoordTop[layer] = -(m_epoxyThickness3DU / 2.0f) - m_copperThickness3DU; } // This is the top of the copper layer thickness. const float zpos_copperTop_back = m_layerZcoordTop[B_Cu]; const float zpos_copperTop_front = m_layerZcoordTop[F_Cu]; // calculate z position for each non copper layer // Solder mask and Solder paste have the same Z position for( int layer_id = MAX_CU_LAYERS; layer_id < LAYER_ID_COUNT; ++layer_id ) { float zposTop; float zposBottom; switch( layer_id ) { case B_Adhes: zposBottom = zpos_copperTop_back - 2.0f * zpos_offset; zposTop = zposBottom - m_nonCopperLayerThickness3DU; break; case F_Adhes: zposBottom = zpos_copperTop_front + 2.0f * zpos_offset; zposTop = zposBottom + m_nonCopperLayerThickness3DU; break; case B_Mask: case B_Paste: zposBottom = zpos_copperTop_back; zposTop = zpos_copperTop_back - m_nonCopperLayerThickness3DU; break; case F_Mask: case F_Paste: zposTop = zpos_copperTop_front + m_nonCopperLayerThickness3DU; zposBottom = zpos_copperTop_front; break; case B_SilkS: zposBottom = zpos_copperTop_back - 1.0f * zpos_offset; zposTop = zposBottom - m_nonCopperLayerThickness3DU; break; case F_SilkS: zposBottom = zpos_copperTop_front + 1.0f * zpos_offset; zposTop = zposBottom + m_nonCopperLayerThickness3DU; break; // !TODO: review default: zposTop = zpos_copperTop_front + (layer_id - MAX_CU_LAYERS + 3.0f) * zpos_offset; zposBottom = zposTop - m_nonCopperLayerThickness3DU; break; } m_layerZcoordTop[layer_id] = zposTop; m_layerZcoordBottom[layer_id] = zposBottom; } m_boardCenter = SFVEC3F( m_boardPos.x * m_biuTo3Dunits, m_boardPos.y * m_biuTo3Dunits, 0.0f ); SFVEC3F boardSize = SFVEC3F( m_boardSize.x * m_biuTo3Dunits, m_boardSize.y * m_biuTo3Dunits, 0.0f ); boardSize /= 2.0f; SFVEC3F boardMin = (m_boardCenter - boardSize); SFVEC3F boardMax = (m_boardCenter + boardSize); boardMin.z = m_layerZcoordTop[B_Adhes]; boardMax.z = m_layerZcoordTop[F_Adhes]; m_boardBoudingBox = CBBOX( boardMin, boardMax ); #ifdef PRINT_STATISTICS_3D_VIEWER unsigned stats_startCreateBoardPolyTime = GetRunningMicroSecs(); #endif if( aStatusTextReporter ) aStatusTextReporter->Report( _( "Build board body" ) ); createBoardPolygon(); #ifdef PRINT_STATISTICS_3D_VIEWER unsigned stats_stopCreateBoardPolyTime = GetRunningMicroSecs(); unsigned stats_startCreateLayersTime = stats_stopCreateBoardPolyTime; #endif if( aStatusTextReporter ) aStatusTextReporter->Report( _( "Create layers" ) ); createLayers( aStatusTextReporter ); #ifdef PRINT_STATISTICS_3D_VIEWER unsigned stats_stopCreateLayersTime = GetRunningMicroSecs(); printf( "CINFO3D_VISU::InitSettings times\n" ); printf( " CreateBoardPoly: %.3f ms\n", (float)( stats_stopCreateBoardPolyTime - stats_startCreateBoardPolyTime ) / 1e3 ); printf( " CreateLayers and holes: %.3f ms\n", (float)( stats_stopCreateLayersTime - stats_startCreateLayersTime ) / 1e3 ); printf( "\n" ); #endif } void CINFO3D_VISU::createBoardPolygon() { m_board_poly.RemoveAllContours(); // Create board outlines and board holes SHAPE_POLY_SET allLayerHoles; wxString errmsg; if( !m_board->GetBoardPolygonOutlines( m_board_poly, allLayerHoles, &errmsg ) ) { errmsg.append( wxT( "\n\n" ) ); errmsg.append( _( "Unable to calculate the board outlines." ) ); errmsg.append( wxT( "\n" ) ); errmsg.append( _( "Therefore use the board boundary box." ) ); wxLogMessage( "%s", errmsg.ToUTF8() ); } m_board_poly.BooleanSubtract( allLayerHoles, SHAPE_POLY_SET::PM_FAST ); Polygon_Calc_BBox_3DU( m_board_poly, m_board2dBBox3DU, m_biuTo3Dunits ); } float CINFO3D_VISU::GetModulesZcoord3DIU( bool aIsFlipped ) const { if( aIsFlipped ) { if( GetFlag( FL_SOLDERPASTE ) ) return m_layerZcoordBottom[B_SilkS]; else return m_layerZcoordBottom[B_Paste]; } else { if( GetFlag( FL_SOLDERPASTE ) ) return m_layerZcoordTop[F_SilkS]; else return m_layerZcoordTop[F_Paste]; } } void CINFO3D_VISU::CameraSetType( CAMERA_TYPE aCameraType ) { switch( aCameraType ) { case CAMERA_TRACKBALL: m_currentCamera = m_trackBallCamera; break; default: wxLogMessage( wxT( "CINFO3D_VISU::CameraSetType() error: unknown camera type %d" ), (int)aCameraType ); break; } } SFVEC3F CINFO3D_VISU::GetLayerColor( LAYER_ID aLayerId ) const { wxASSERT( aLayerId < LAYER_ID_COUNT ); const EDA_COLOR_T color = g_ColorsSettings.GetLayerColor( aLayerId ); const StructColors &colordata = g_ColorRefs[ColorGetBase( color )]; static const float inv_255 = 1.0f / 255.0f; const float red = colordata.m_Red * inv_255; const float green = colordata.m_Green * inv_255; const float blue = colordata.m_Blue * inv_255; return SFVEC3F( red, green, blue ); } SFVEC3F CINFO3D_VISU::GetItemColor( int aItemId ) const { return GetColor( g_ColorsSettings.GetItemColor( aItemId ) ); } SFVEC3F CINFO3D_VISU::GetColor( EDA_COLOR_T aColor ) const { const StructColors &colordata = g_ColorRefs[ColorGetBase( aColor )]; static const float inv_255 = 1.0f / 255.0f; const float red = colordata.m_Red * inv_255; const float green = colordata.m_Green * inv_255; const float blue = colordata.m_Blue * inv_255; return SFVEC3F( red, green, blue ); }