////////////////////////////////////// // 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 "pcbnew.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); /**********************************/ void Pcb3D_GLCanvas::Redraw( bool finish ) /**********************************/ { SetCurrent(); InitGL(); glMatrixMode(GL_MODELVIEW); /* position viewer */ /* transformations */ GLfloat mat[4][4]; build_rotmatrix( mat, g_Parm_3D_Visu.m_Quat ); glMultMatrixf( &mat[0][0] ); glTranslatef(g_Draw3d_dx, g_Draw3d_dy, 0.0F); 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 { m_gllist = CreateDrawGL_List(); // m_gllist = DisplayCubeforTest(); // Only for test } glFlush(); if (finish) glFinish(); SwapBuffers(); } /**********************************************/ GLuint Pcb3D_GLCanvas::CreateDrawGL_List(void) /**********************************************/ /* Creation de la liste des elements a afficher */ { GLuint gllist = glGenLists( 1 ); WinEDA_BasePcbFrame * pcbframe = m_Parent->m_Parent; BOARD * pcb = pcbframe->m_Pcb; TRACK * pt_piste; int ii; wxBusyCursor dummy; 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); float 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; /* calcul de l'altitude de chaque couche */ 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 = 500 * 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( gllist, GL_COMPILE_AND_EXECUTE ); glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE); /* draw axes*/ 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,& param); param = g_Parm_3D_Visu.m_LayerZcoord[15]; glFogfv(GL_FOG_END,& param); 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[CUIVRE_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 /* Translation du tracé du BOARD pour placer son centre en 0, 0 */ 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 /* Tracé des pistes : */ for (pt_piste = pcb->m_Track ; pt_piste != NULL ; pt_piste = (TRACK*) pt_piste->Pnext ) { if ( pt_piste->m_StructType == TYPEVIA ) Draw3D_Via((SEGVIA*)pt_piste); else Draw3D_Track( pt_piste); } /* Tracé des edges */ EDA_BaseStruct * PtStruct; for ( PtStruct = pcb->m_Drawings; PtStruct != NULL; PtStruct = PtStruct->Pnext) { #define STRUCT ((DRAWSEGMENT *) PtStruct) if( PtStruct->m_StructType != TYPEDRAWSEGMENT ) continue; Draw3D_DrawSegment(STRUCT); } /* tracé des modules */ MODULE * Module = (MODULE*) pcb->m_Modules; for ( ; Module != NULL; Module = (MODULE *) Module->Pnext ) { Module->Draw3D(this); } glEndList(); /* Test for errors */ GLenum err = glGetError(); if ( err != GL_NO_ERROR ) DisplayError(this, wxT("Error in GL commands") ); return 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 == CMP_N ) layer = g_Parm_3D_Visu.m_Layers -1; zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; SetGLColor(color); glNormal3f( 0.0, 0.0, (layer == CUIVRE_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 = g_Parm_3D_Visu.m_BoardSettings->m_ViaDrill * 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); glNormal3f( 0.0, 0.0, (layer == CUIVRE_N) ? -1.0 : 1.0); Draw3D_FilledCircle(x, -y, r, hole, zpos); if ( layer >= top_layer) break; } // Drawing hole: SetGLColor(DARKGRAY); 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 == CUIVRE_N) ? -1.0 : 1.0); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos); } } else { zpos = g_Parm_3D_Visu.m_LayerZcoord[segment->GetLayer()]; Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos); } } /*********************************************/ 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 == CUIVRE_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 = (D_PAD*) pad->Pnext ) { pad->Draw3D(glcanvas); } /* Draw module shape: 3D shape if exists (or module edge if not exists)*/ Struct3D_Master * Struct3D = m_3D_Drawings; bool As3dShape = FALSE; 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 == CUIVRE_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_Master *) Struct3D->Pnext ) { if ( ! Struct3D->m_Shape3DName.IsEmpty() ) { As3dShape = TRUE; Struct3D->ReadData(); } } glPopMatrix(); if ( ! As3dShape) { EDA_BaseStruct * Struct = m_Drawings; glNormal3f( 0.0, 0.0, 1.0); // Normal is Z axis for( ;Struct != NULL; Struct = Struct->Pnext ) { switch( Struct->m_StructType ) { case TYPETEXTEMODULE: break; case TYPEEDGEMODULE: ((EDGE_MODULE *) Struct)->Draw3D(glcanvas); break; default: break; } } } } /***************************************************/ void EDGE_MODULE::Draw3D(Pcb3D_GLCanvas * glcanvas) /***************************************************/ { int ux0, uy0, dx, dy,rayon, StAngle, EndAngle; 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 == CUIVRE_N) ? -1.0 : 1.0); scale = g_Parm_3D_Visu.m_BoardScale; ux0 = m_Start.x; uy0 = m_Start.y; 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; switch (m_Shape ) { case S_SEGMENT: 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; Draw3D_FilledSegment(x, -y, fx, -fy, w, zpos); break ; case S_CIRCLE: rayon = (int)hypot((double)(dx-ux0),(double)(dy-uy0) ); /* TO DO */ break; case S_ARC: rayon = (int)hypot((double)(dx-ux0),(double)(dy-uy0) ); StAngle = (int)ArcTangente( dy-uy0, dx-ux0 ); EndAngle = StAngle + m_Angle; /* TO DO */ 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]; float 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 CIRCLE : x = xc * scale; y = yc * scale; r = (double)dx * scale; for ( layer = CUIVRE_N; layer <= CMP_N; layer ++) { if (layer && (layer == nlmax) ) layer = CMP_N; if ( (layer == CMP_N) && ! Oncmp ) continue; if ( (layer == CUIVRE_N) && ! Oncu ) continue; if ( (layer > CUIVRE_N) && (layer < CMP_N) && !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 == CUIVRE_N) ? -1.0 : 1.0); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; Draw3D_FilledCircle(x, -y, r, hole, zpos); } break; case OVALE : /* 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 = CUIVRE_N; layer <= CMP_N; layer ++) { if (layer && (layer == nlmax) ) layer = CMP_N; if ( (layer == CMP_N) && ! Oncmp ) continue; if ( (layer == CUIVRE_N) && ! Oncu ) continue; if ( (layer > CUIVRE_N) && (layer < CMP_N) && !Both) continue; color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer]; glNormal3f( 0.0, 0.0, (layer == CUIVRE_N) ? -1.0 : 1.0); if ( color & ITEM_NOT_SHOW ) continue; SetGLColor(color); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; Draw3D_FilledSegmentWithHole(ox, -oy, fx, -fy, w, drillx, -drilly, hole, zpos); } } break; case RECT : case SPECIAL_PAD: case TRAPEZE: { 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 = CUIVRE_N; layer <= CMP_N; layer ++) { if (layer && (layer == nlmax) ) layer = CMP_N; if ( (layer == CMP_N) && ! Oncmp ) continue; if ( (layer == CUIVRE_N) && ! Oncu ) continue; if ( (layer > CUIVRE_N) && (layer < CMP_N) && !Both) continue; color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer]; glNormal3f( 0.0, 0.0, (layer == CUIVRE_N) ? -1.0 : 1.0); if ( color & ITEM_NOT_SHOW ) continue; SetGLColor(color); zpos = g_Parm_3D_Visu.m_LayerZcoord[layer]; 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 ) / M_PI * 1800)+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 ) / M_PI * 1800)+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(); }