/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2021 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 */ #pragma once // minimum width (mm) of a VRML line #define MIN_VRML_LINEWIDTH 0.05 // previously 0.12 // offset for art layers, mm (silk, paste, etc) #define ART_OFFSET 0.025 // offset for plating #define PLATE_OFFSET 0.005 enum VRML_COLOR_INDEX { VRML_COLOR_NONE = -1, VRML_COLOR_PCB = 0, VRML_COLOR_COPPER, VRML_COLOR_SOLDMASK, VRML_COLOR_PASTE, VRML_COLOR_SILK, VRML_COLOR_LAST // Sentinel }; struct VRML_COLOR { float diffuse_red; float diffuse_grn; float diffuse_blu; float spec_red; float spec_grn; float spec_blu; float emit_red; float emit_grn; float emit_blu; float ambient; float transp; float shiny; VRML_COLOR() { // default green diffuse_red = 0.13f; diffuse_grn = 0.81f; diffuse_blu = 0.22f; spec_red = 0.01f; spec_grn = 0.08f; spec_blu = 0.02f; emit_red = 0.0f; emit_grn = 0.0f; emit_blu = 0.0f; ambient = 0.8f; transp = 0.0f; shiny = 0.02f; } VRML_COLOR( float dr, float dg, float db, float sr, float sg, float sb, float er, float eg, float eb, float am, float tr, float sh ) { diffuse_red = dr; diffuse_grn = dg; diffuse_blu = db; spec_red = sr; spec_grn = sg; spec_blu = sb; emit_red = er; emit_grn = eg; emit_blu = eb; ambient = am; transp = tr; shiny = sh; } }; // Handle the board ans its board items to convert them to a VRML representation: class MODEL_VRML { private: VRML_COLOR vrml_colors_list[VRML_COLOR_LAST]; double m_layer_z[PCB_LAYER_ID_COUNT]; SHAPE_POLY_SET m_pcbOutlines; // stores the board main outlines int m_iMaxSeg; // max. sides to a small circle double m_arcMinLen, m_arcMaxLen; // min and max lengths of an arc chord int m_precision; // precision factor when exportin fp shapes // to separate files SGNODE* m_sgmaterial[VRML_COLOR_LAST]; public: IFSG_TRANSFORM m_OutputPCB; VRML_LAYER m_holes; VRML_LAYER m_3D_board; VRML_LAYER m_top_copper; VRML_LAYER m_bot_copper; VRML_LAYER m_top_silk; VRML_LAYER m_bot_silk; VRML_LAYER m_top_soldermask; VRML_LAYER m_bot_soldermask; VRML_LAYER m_top_paste; VRML_LAYER m_bot_paste; VRML_LAYER m_plated_holes; std::list< SGNODE* > m_components; S3D_CACHE* m_Cache3Dmodels; BOARD* m_Pcb; bool m_plainPCB; /* true to use VRML inline{} syntax for footprint 3D models, like: * Inline { url "F:/tmp/pic_programmer/shapes3D/DIP-18_W7.62mm_Socket.wrl" } * false to merge VRML 3D modeles in the .wrl board file */ bool m_UseInlineModelsInBrdfile; // 3D subdirectory to copy footprint vrml 3D models when not merged in board file wxString m_Subdir3DFpModels; // true to use relative paths in VRML inline{} for footprint 3D models // used only if m_UseInlineModelsInBrdfile = true bool m_UseRelPathIn3DModelFilename; // true to reuse component definitions bool m_ReuseDef; // scaling from 0.1 inch to desired VRML unit double m_WorldScale = 1.0; // scaling from mm to desired VRML world scale double m_BoardToVrmlScale; double m_minLineWidth; // minimum width of a VRML line segment double m_tx; // global translation along X double m_ty; // global translation along Y double m_brd_thickness; // depth of the PCB LAYER_NUM m_text_layer; int m_text_width; MODEL_VRML(); ~MODEL_VRML(); VRML_COLOR& GetColor( VRML_COLOR_INDEX aIndex ) { return vrml_colors_list[aIndex]; } void SetOffset( double aXoff, double aYoff ); double GetLayerZ( LAYER_NUM aLayer ) { if( unsigned( aLayer ) >= arrayDim( m_layer_z ) ) return 0; return m_layer_z[ aLayer ]; } void SetLayerZ( LAYER_NUM aLayer, double aValue ) { m_layer_z[aLayer] = aValue; } // set the scaling of the VRML world bool SetScale( double aWorldScale ); // Build and export the solder mask layer void ExportVrmlSolderMask(); // Build and exports the board outlines (board body) void ExportVrmlBoard(); void ExportVrmlZones(); void ExportVrmlTracks(); void ExportVrmlVia( const VIA* aVia ); void ExportVrmlDrawsegment( PCB_SHAPE* drawseg ); void ExportVrmlPcbtext( PCB_TEXT* text ); void ExportVrmlFpText( FP_TEXT* item ); void ExportFp3DModelsAsLinkedFile( const wxString& aFullFileName ); void ExportRoundPadstack( double x, double y, double r, LAYER_NUM bottom_layer, LAYER_NUM top_layer, double hole ); // Basic graphic shapes: void ExportVrmlLine( LAYER_NUM layer, double startx, double starty, double endx, double endy, double width ); void ExportVrmlFpShape( FP_SHAPE* aOutline, FOOTPRINT* aFootprint ); void ExportVrmlPad( PAD* aPad ); void ExportVrmlFootprint( FOOTPRINT* aFootprint, std::ostream* aOutputFile ); void ExportVrmlPadshape( VRML_LAYER* aTinLayer, PCB_LAYER_ID aPcbLayer, PAD* aPad ); void ExportVrmlDrawings(); void ExportVrmlArc( LAYER_NUM layer, double centerx, double centery, double arc_startx, double arc_starty, double width, double arc_angle ); void ExportVrmlCircle( LAYER_NUM layer, double startx, double starty, double endx, double endy, double width ); void ExportVrmlPolygon( LAYER_NUM layer, PCB_SHAPE *aOutline, double aOrientation, wxPoint aPos ); void ExportVrmlPolyPolygon( VRML_LAYER* aVlayer, SHAPE_POLY_SET& aOutlines, double aOrientation, wxPoint aPos ); void writeLayers( const char* aFileName, OSTREAM* aOutputFile ); // select the VRML layer object to draw on // return true if a layer has been selected. bool GetLayer3D( LAYER_NUM layer, VRML_LAYER** vlayer ); // Build the Z position of 3D layers void ComputeLayer3D_Zpos(); private: void write_triangle_bag( std::ostream& aOut_file, const VRML_COLOR& aColor, VRML_LAYER* aLayer, bool aPlane, bool aTop, double aTop_z, double aBottom_z ); void create_vrml_shell( IFSG_TRANSFORM& PcbOutput, VRML_COLOR_INDEX colorID, VRML_LAYER* layer, double top_z, double bottom_z ); void create_vrml_plane( IFSG_TRANSFORM& PcbOutput, VRML_COLOR_INDEX colorID, VRML_LAYER* layer, double aHeight, bool aTopPlane ); SGNODE* getSGColor( VRML_COLOR_INDEX colorIdx ); };