///////////////////////////////////////////////////////////////////////////// // Name: 3d_aux.cpp ///////////////////////////////////////////////////////////////////////////// #ifdef __GNUG__ #pragma implementation #pragma interface #endif #include "fctsys.h" #if !wxUSE_GLCANVAS #error Please set wxUSE_GLCANVAS to 1 in setup.h. #endif #include "common.h" #include "trigo.h" #include "bitmaps.h" #include "3d_viewer.h" #include "trackball.h" void S3D_MASTER::Set_Object_Coords( S3D_Vertex* coord, int nbcoord ) { int ii; /* adjust object scale, rotation and offset position */ for( ii = 0; ii < nbcoord; ii++ ) { coord[ii].x *= m_MatScale.x; coord[ii].y *= m_MatScale.y; coord[ii].z *= m_MatScale.z; /* adjust rotation */ if( m_MatRotation.x ) RotatePoint( &coord[ii].y, &coord[ii].z, (int) (m_MatRotation.x * 10) ); if( m_MatRotation.y ) RotatePoint( &coord[ii].z, &coord[ii].x, (int) (m_MatRotation.y * 10) ); if( m_MatRotation.z ) RotatePoint( &coord[ii].x, &coord[ii].y, (int) (m_MatRotation.z * 10) ); /* adjust offset position (offset is given in UNIT 3D (0.1 inch) */ #define SCALE_3D_CONV (PCB_INTERNAL_UNIT / UNITS3D_TO_UNITSPCB) coord[ii].x += m_MatPosition.x * SCALE_3D_CONV; coord[ii].y += m_MatPosition.y * SCALE_3D_CONV; coord[ii].z += m_MatPosition.z * SCALE_3D_CONV; } } void Set_Object_Data( const S3D_Vertex* coord, int nbcoord ) { int ii; GLfloat ax, ay, az, bx, by, bz, nx, ny, nz, r; /* ignore faces with less than 3 points */ if( nbcoord < 3 ) return; /* calculate normal direction */ ax = coord[1].x - coord[0].x; ay = coord[1].y - coord[0].y; az = coord[1].z - coord[0].z; bx = coord[nbcoord - 1].x - coord[0].x; by = coord[nbcoord - 1].y - coord[0].y; bz = coord[nbcoord - 1].z - coord[0].z; nx = ay * bz - az * by; ny = az * bx - ax * bz; nz = ax * by - ay * bx; r = sqrt( nx * nx + ny * ny + nz * nz ); if( r >= 0.000001 ) /* avoid division by zero */ { nx /= r; ny /= r; nz /= r; glNormal3f( nx, ny, nz ); } /* glBegin/glEnd */ switch( nbcoord ) { case 3: glBegin( GL_TRIANGLES ); break; case 4: glBegin( GL_QUADS ); break; default: glBegin( GL_POLYGON ); break; } /* draw polygon/triangle/quad */ for( ii = 0; ii < nbcoord; ii++ ) { glVertex3f( coord[ii].x * DataScale3D, coord[ii].y * DataScale3D, coord[ii].z * DataScale3D ); } glEnd(); } GLuint Pcb3D_GLCanvas::DisplayCubeforTest() { GLuint gllist = glGenLists( 1 ); glNewList( gllist, GL_COMPILE_AND_EXECUTE ); /* draw six faces of a cube */ glBegin( GL_QUADS ); glNormal3f( 0.0F, 0.0F, 1.0F ); glVertex3f( 0.5F, 0.5F, 0.5F ); glVertex3f( -0.5F, 0.5F, 0.5F ); glVertex3f( -0.5F, -0.5F, 0.5F ); glVertex3f( 0.5F, -0.5F, 0.5F ); glNormal3f( 0.0F, 0.0F, -1.0F ); glVertex3f( -0.5F, -0.5F, -0.5F ); glVertex3f( -0.5F, 0.5F, -0.5F ); glVertex3f( 0.5F, 0.5F, -0.5F ); glVertex3f( 0.5F, -0.5F, -0.5F ); glNormal3f( 0.0F, 1.0F, 0.0F ); glVertex3f( 0.5F, 0.5F, 0.5F ); glVertex3f( 0.5F, 0.5F, -0.5F ); glVertex3f( -0.5F, 0.5F, -0.5F ); glVertex3f( -0.5F, 0.5F, 0.5F ); glNormal3f( 0.0F, -1.0F, 0.0F ); glVertex3f( -0.5F, -0.5F, -0.5F ); glVertex3f( 0.5F, -0.5F, -0.5F ); glVertex3f( 0.5F, -0.5F, 0.5F ); glVertex3f( -0.5F, -0.5F, 0.5F ); glNormal3f( 1.0F, 0.0F, 0.0F ); glVertex3f( 0.5F, 0.5F, 0.5F ); glVertex3f( 0.5F, -0.5F, 0.5F ); glVertex3f( 0.5F, -0.5F, -0.5F ); glVertex3f( 0.5F, 0.5F, -0.5F ); glNormal3f( -1.0F, 0.0F, 0.0F ); glVertex3f( -0.5F, -0.5F, -0.5F ); glVertex3f( -0.5F, -0.5F, 0.5F ); glVertex3f( -0.5F, 0.5F, 0.5F ); glVertex3f( -0.5F, 0.5F, -0.5F ); glEnd(); glEndList(); return gllist; } /**********************/ /* class Info_3D_Visu */ /**********************/ Info_3D_Visu::Info_3D_Visu() { int ii; m_Beginx = m_Beginy = 0.0; /* position of mouse */ m_Zoom = 1.0; /* field of view in degrees */ trackball( m_Quat, 0.0, 0.0, 0.0, 0.0 ); for( ii = 0; ii < 4; ii++ ) m_Rot[ii] = 0.0; m_Layers = 1; m_BoardSettings = NULL; m_Draw3DAxis = TRUE; m_Draw3DModule = TRUE; m_Draw3DZone = TRUE; m_Draw3DComments = TRUE; m_Draw3DDrawings = TRUE; m_Draw3DEco1 = TRUE; m_Draw3DEco2 = TRUE; } Info_3D_Visu::~Info_3D_Visu() { } /* Display and edit a Vertex (triplet of values) in INCHES or MM or without * units */ WinEDA_VertexCtrl::WinEDA_VertexCtrl( wxWindow* parent, const wxString& title, wxBoxSizer* BoxSizer, UserUnitType units, int internal_unit ) { wxString text; wxStaticText* msgtitle; m_Units = units; m_Internal_Unit = internal_unit; if( title.IsEmpty() ) text = _( "Vertex " ); else text = title; text += ReturnUnitSymbol( units ); msgtitle = new wxStaticText( parent, -1, text, wxDefaultPosition, wxSize( -1, -1 ), 0 ); BoxSizer->Add( msgtitle, wxGROW | wxLEFT | wxRIGHT | wxTOP | wxBOTTOM | wxADJUST_MINSIZE ); wxFlexGridSizer* GridSizer = new wxFlexGridSizer( 3, 2, 0, 0 ); BoxSizer->Add( GridSizer, 0, wxGROW | wxALL, 5 ); msgtitle = new wxStaticText( parent, -1, wxT( "X:" ) ); GridSizer->Add( msgtitle, 0, wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL | wxLEFT | wxRIGHT | wxADJUST_MINSIZE, 5 ); m_XValueCtrl = new wxTextCtrl( parent, -1, wxEmptyString, wxDefaultPosition, wxSize( -1, -1 ), 0 ); GridSizer->Add( m_XValueCtrl, 0, wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL | wxLEFT | wxRIGHT, 5 ); msgtitle = new wxStaticText( parent, -1, wxT( "Y:" ), wxDefaultPosition, wxSize( -1, -1 ), 0 ); GridSizer->Add( msgtitle, 0, wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL | wxLEFT | wxRIGHT | wxADJUST_MINSIZE, 5 ); m_YValueCtrl = new wxTextCtrl( parent, -1, wxEmptyString, wxDefaultPosition, wxSize( -1, -1 ), 0 ); GridSizer->Add( m_YValueCtrl, 0, wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL | wxLEFT | wxRIGHT, 5 ); msgtitle = new wxStaticText( parent, -1, wxT( "Z:" ), wxDefaultPosition, wxSize( -1, -1 ), 0 ); GridSizer->Add( msgtitle, 0, wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL | wxLEFT | wxRIGHT | wxADJUST_MINSIZE, 5 ); m_ZValueCtrl = new wxTextCtrl( parent, -1, wxEmptyString, wxDefaultPosition, wxSize( -1, -1 ), 0 ); GridSizer->Add( m_ZValueCtrl, 0, wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL | wxLEFT | wxRIGHT, 5 ); } WinEDA_VertexCtrl::~WinEDA_VertexCtrl() { } /* Returns (in internal units) to coordinate between (in user units) */ S3D_Vertex WinEDA_VertexCtrl::GetValue() { S3D_Vertex value; double dtmp; m_XValueCtrl->GetValue().ToDouble( &dtmp ); value.x = dtmp; m_YValueCtrl->GetValue().ToDouble( &dtmp ); value.y = dtmp; m_ZValueCtrl->GetValue().ToDouble( &dtmp ); value.z = dtmp; return value; } void WinEDA_VertexCtrl::SetValue( S3D_Vertex vertex ) { wxString text; text.Printf( wxT( "%f" ), vertex.x ); m_XValueCtrl->Clear(); m_XValueCtrl->AppendText( text ); text.Printf( wxT( "%f" ), vertex.y ); m_YValueCtrl->Clear(); m_YValueCtrl->AppendText( text ); text.Printf( wxT( "%f" ), vertex.z ); m_ZValueCtrl->Clear(); m_ZValueCtrl->AppendText( text ); } void WinEDA_VertexCtrl::Enable( bool onoff ) { m_XValueCtrl->Enable( onoff ); m_YValueCtrl->Enable( onoff ); m_ZValueCtrl->Enable( onoff ); }