/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 1992-2014 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 3d_draw_helper_functions.cpp */ #include #include #include #include #include #include #include #include <3d_viewer.h> #include <3d_canvas.h> #include #include <3d_draw_basic_functions.h> #define TEXTURE_PCB_SCALE 5.0 INFO3D_VISU& EDA_3D_CANVAS::GetPrm3DVisu() const { return g_Parm_3D_Visu; } wxSize EDA_3D_CANVAS::getBoardSize() const { // return the size of the board in pcb units return GetPrm3DVisu().m_BoardSize; } wxPoint EDA_3D_CANVAS::getBoardCenter() const { // return the position of the board center in pcb units return GetPrm3DVisu().m_BoardPos; } // return true if we are in realistic mode render bool EDA_3D_CANVAS::isRealisticMode() const { return GetPrm3DVisu().IsRealisticMode(); } // return true if aItem should be displayed bool EDA_3D_CANVAS::isEnabled( DISPLAY3D_FLG aItem ) const { return GetPrm3DVisu().GetFlag( aItem ); } // Helper function: initialize the copper color to draw the board // in realistic mode. void EDA_3D_CANVAS::setGLCopperColor() { glDisable( GL_TEXTURE_2D ); SetGLColor( GetPrm3DVisu().m_CopperColor, 1.0 ); } // Helper function: initialize the color to draw the epoxy // body board in realistic mode. void EDA_3D_CANVAS::setGLEpoxyColor( double aTransparency ) { // Generates an epoxy color, near board color SetGLColor( GetPrm3DVisu().m_BoardBodyColor, aTransparency ); if( isEnabled( FL_RENDER_TEXTURES ) ) { SetGLTexture( m_text_pcb, TEXTURE_PCB_SCALE ); } } // Helper function: initialize the color to draw the // solder mask layers in realistic mode. void EDA_3D_CANVAS::setGLSolderMaskColor( double aTransparency ) { // Generates a solder mask color SetGLColor( GetPrm3DVisu().m_SolderMaskColor, aTransparency ); if( isEnabled( FL_RENDER_TEXTURES ) ) { SetGLTexture( m_text_pcb, TEXTURE_PCB_SCALE ); } } // Helper function: initialize the color to draw the non copper layers // in realistic mode and normal mode. void EDA_3D_CANVAS::setGLTechLayersColor( LAYER_NUM aLayer ) { EDA_COLOR_T color; if( isRealisticMode() ) { switch( aLayer ) { case B_Paste: case F_Paste: SetGLColor( DARKGRAY, 0.7 ); break; case B_SilkS: case F_SilkS: SetGLColor( GetPrm3DVisu().m_SilkScreenColor, 0.96 ); if( isEnabled( FL_RENDER_TEXTURES ) ) { SetGLTexture( m_text_silk, 10.0f ); } break; case B_Mask: case F_Mask: setGLSolderMaskColor( 0.90 ); break; default: color = g_ColorsSettings.GetLayerColor( aLayer ); SetGLColor( color, 0.7 ); break; } } else { color = g_ColorsSettings.GetLayerColor( aLayer ); SetGLColor( color, 0.7 ); } } void EDA_3D_CANVAS::Draw3DAxis() { if( ! m_glLists[GL_ID_AXIS] ) { m_glLists[GL_ID_AXIS] = glGenLists( 1 ); glNewList( m_glLists[GL_ID_AXIS], GL_COMPILE ); glEnable( GL_COLOR_MATERIAL ); SetGLColor( WHITE ); glBegin( GL_LINES ); glNormal3f( 0.0f, 0.0f, 1.0f ); // Normal is Z axis glVertex3f( 0.0f, 0.0f, 0.0f ); glVertex3f( 1.0f, 0.0f, 0.0f ); // X axis glVertex3f( 0.0f, 0.0f, 0.0f ); glVertex3f( 0.0f, -1.0f, 0.0f ); // Y axis glNormal3f( 1.0f, 0.0f, 0.0f ); // Normal is Y axis glVertex3f( 0.0f, 0.0f, 0.0f ); glVertex3f( 0.0f, 0.0f, 0.3f ); // Z axis glEnd(); glEndList(); } } // draw a 3D grid: an horizontal grid (XY plane and Z = 0, // and a vertical grid (XZ plane and Y = 0) void EDA_3D_CANVAS::Draw3DGrid( double aGriSizeMM ) { double zpos = 0.0; EDA_COLOR_T gridcolor = DARKGRAY; // Color of grid lines EDA_COLOR_T gridcolor_marker = LIGHTGRAY; // Color of grid lines every 5 lines const double scale = GetPrm3DVisu().m_BiuTo3Dunits; const double transparency = 0.3; glNormal3f( 0.0, 0.0, 1.0 ); wxSize brd_size = getBoardSize(); wxPoint brd_center_pos = getBoardCenter(); NEGATE( brd_center_pos.y ); int xsize = std::max( brd_size.x, Millimeter2iu( 100 ) ); int ysize = std::max( brd_size.y, Millimeter2iu( 100 ) ); // Grid limits, in 3D units double xmin = (brd_center_pos.x - xsize / 2) * scale; double xmax = (brd_center_pos.x + xsize / 2) * scale; double ymin = (brd_center_pos.y - ysize / 2) * scale; double ymax = (brd_center_pos.y + ysize / 2) * scale; double zmin = Millimeter2iu( -50 ) * scale; double zmax = Millimeter2iu( 100 ) * scale; // Draw horizontal grid centered on 3D origin (center of the board) for( int ii = 0; ; ii++ ) { if( (ii % 5) ) SetGLColor( gridcolor, transparency ); else SetGLColor( gridcolor_marker, transparency ); int delta = KiROUND( ii * aGriSizeMM * IU_PER_MM ); if( delta <= xsize / 2 ) // Draw grid lines parallel to X axis { glBegin( GL_LINES ); glVertex3f( (brd_center_pos.x + delta) * scale, -ymin, zpos ); glVertex3f( (brd_center_pos.x + delta) * scale, -ymax, zpos ); glEnd(); if( ii != 0 ) { glBegin( GL_LINES ); glVertex3f( (brd_center_pos.x - delta) * scale, -ymin, zpos ); glVertex3f( (brd_center_pos.x - delta) * scale, -ymax, zpos ); glEnd(); } } if( delta <= ysize / 2 ) // Draw grid lines parallel to Y axis { glBegin( GL_LINES ); glVertex3f( xmin, -(brd_center_pos.y + delta) * scale, zpos ); glVertex3f( xmax, -(brd_center_pos.y + delta) * scale, zpos ); glEnd(); if( ii != 0 ) { glBegin( GL_LINES ); glVertex3f( xmin, -(brd_center_pos.y - delta) * scale, zpos ); glVertex3f( xmax, -(brd_center_pos.y - delta) * scale, zpos ); glEnd(); } } if( ( delta > ysize / 2 ) && ( delta > xsize / 2 ) ) break; } // Draw vertical grid n Z axis glNormal3f( 0.0, -1.0, 0.0 ); // Draw vertical grid lines (parallel to Z axis) for( int ii = 0; ; ii++ ) { if( (ii % 5) ) SetGLColor( gridcolor, transparency ); else SetGLColor( gridcolor_marker, transparency ); double delta = ii * aGriSizeMM * IU_PER_MM; glBegin( GL_LINES ); glVertex3f( (brd_center_pos.x + delta) * scale, -brd_center_pos.y * scale, zmin ); glVertex3f( (brd_center_pos.x + delta) * scale, -brd_center_pos.y * scale, zmax ); glEnd(); if( ii != 0 ) { glBegin( GL_LINES ); glVertex3f( (brd_center_pos.x - delta) * scale, -brd_center_pos.y * scale, zmin ); glVertex3f( (brd_center_pos.x - delta) * scale, -brd_center_pos.y * scale, zmax ); glEnd(); } if( delta > xsize / 2 ) break; } // Draw horizontal grid lines on Z axis for( int ii = 0; ; ii++ ) { if( (ii % 5) ) SetGLColor( gridcolor, transparency); else SetGLColor( gridcolor_marker, transparency ); double delta = ii * aGriSizeMM * IU_PER_MM * scale; if( delta <= zmax ) { // Draw grid lines on Z axis (positive Z axis coordinates) glBegin( GL_LINES ); glVertex3f( xmin, -brd_center_pos.y * scale, delta ); glVertex3f( xmax, -brd_center_pos.y * scale, delta ); glEnd(); } if( delta <= -zmin && ( ii != 0 ) ) { // Draw grid lines on Z axis (negative Z axis coordinates) glBegin( GL_LINES ); glVertex3f( xmin, -brd_center_pos.y * scale, -delta ); glVertex3f( xmax, -brd_center_pos.y * scale, -delta ); glEnd(); } if( ( delta > zmax ) && ( delta > -zmin ) ) break; } } // Draw 3D pads. void EDA_3D_CANVAS::Draw3DPadHole( const D_PAD* aPad ) { // Draw the pad hole wxSize drillsize = aPad->GetDrillSize(); bool hasHole = drillsize.x && drillsize.y; if( !hasHole ) return; // Store here the points to approximate hole by segments CPOLYGONS_LIST holecornersBuffer; int thickness = GetPrm3DVisu().GetCopperThicknessBIU(); int height = GetPrm3DVisu().GetLayerZcoordBIU( F_Cu ) - GetPrm3DVisu().GetLayerZcoordBIU( B_Cu ); if( isRealisticMode() ) setGLCopperColor(); else SetGLColor( DARKGRAY ); int holeZpoz = GetPrm3DVisu().GetLayerZcoordBIU( B_Cu ) + thickness / 2; int holeHeight = height - thickness; if( drillsize.x == drillsize.y ) // usual round hole { Draw3D_ZaxisCylinder( aPad->GetPosition(), (drillsize.x + thickness) / 2, holeHeight, thickness, holeZpoz, GetPrm3DVisu().m_BiuTo3Dunits ); } else // Oblong hole { wxPoint ends_offset; int width; if( drillsize.x > drillsize.y ) // Horizontal oval { ends_offset.x = ( drillsize.x - drillsize.y ) / 2; width = drillsize.y; } else // Vertical oval { ends_offset.y = ( drillsize.y - drillsize.x ) / 2; width = drillsize.x; } RotatePoint( &ends_offset, aPad->GetOrientation() ); wxPoint start = aPad->GetPosition() + ends_offset; wxPoint end = aPad->GetPosition() - ends_offset; int hole_radius = ( width + thickness ) / 2; // Draw the hole Draw3D_ZaxisOblongCylinder( start, end, hole_radius, holeHeight, thickness, holeZpoz, GetPrm3DVisu().m_BiuTo3Dunits ); } } void EDA_3D_CANVAS::Draw3DViaHole( const VIA* aVia ) { LAYER_ID top_layer, bottom_layer; int inner_radius = aVia->GetDrillValue() / 2; int thickness = GetPrm3DVisu().GetCopperThicknessBIU(); aVia->LayerPair( &top_layer, &bottom_layer ); // Drawing via hole: if( isRealisticMode() ) setGLCopperColor(); else { EDA_COLOR_T color = g_ColorsSettings.GetItemColor( VIAS_VISIBLE + aVia->GetViaType() ); SetGLColor( color ); } int height = GetPrm3DVisu().GetLayerZcoordBIU( top_layer ) - GetPrm3DVisu().GetLayerZcoordBIU( bottom_layer ) - thickness; int zpos = GetPrm3DVisu().GetLayerZcoordBIU( bottom_layer ) + thickness / 2; Draw3D_ZaxisCylinder( aVia->GetStart(), inner_radius + thickness / 2, height, thickness, zpos, GetPrm3DVisu().m_BiuTo3Dunits ); } /* Build a pad outline as non filled polygon, to draw pads on silkscreen layer * Used only to draw pads outlines on silkscreen layers. */ void EDA_3D_CANVAS::BuildPadShapeThickOutlineAsPolygon( const D_PAD* aPad, CPOLYGONS_LIST& aCornerBuffer, int aWidth, int aCircleToSegmentsCount, double aCorrectionFactor ) { if( aPad->GetShape() == PAD_CIRCLE ) // Draw a ring { TransformRingToPolygon( aCornerBuffer, aPad->ShapePos(), aPad->GetSize().x / 2, aCircleToSegmentsCount, aWidth ); return; } // For other shapes, draw polygon outlines CPOLYGONS_LIST corners; aPad->BuildPadShapePolygon( corners, wxSize( 0, 0 ), aCircleToSegmentsCount, aCorrectionFactor ); // Add outlines as thick segments in polygon buffer for( unsigned ii = 0, jj = corners.GetCornersCount() - 1; ii < corners.GetCornersCount(); jj = ii, ii++ ) { TransformRoundedEndsSegmentToPolygon( aCornerBuffer, corners.GetPos( jj ), corners.GetPos( ii ), aCircleToSegmentsCount, aWidth ); } }