/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2012 Jean-Pierre Charras, jp.charras at wanadoo.fr * Copyright (C) 1992-2012 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_basic_functions.cpp */ #include #include #include #include <3d_viewer.h> #include #include <3d_draw_basic_functions.h> #include // Number of segments to approximate a circle by segments #define SEGM_PER_CIRCLE 24 #ifndef CALLBACK #define CALLBACK #endif // Variables used to pass a value to call back openGL functions static float s_textureScale; static double s_currentZpos; static double s_biuTo3Dunits; bool s_useTextures; // CALLBACK functions for GLU_TESS static void CALLBACK tessBeginCB( GLenum which ); static void CALLBACK tessEndCB(); static void CALLBACK tessErrorCB( GLenum errorCode ); static void CALLBACK tessCPolyPt2Vertex( const GLvoid* data ); void TransfertToGLlist( std::vector< S3D_VERTEX >& aVertices, double aBiuTo3DUnits ); /* Draw3D_VerticalPolygonalCylinder is a helper function. * * draws a "vertical cylinder" having a polygon shape * from Z position = aZpos to aZpos + aHeight * Used to create the vertical sides of 3D horizontal shapes with thickness. */ static void Draw3D_VerticalPolygonalCylinder( const SHAPE_POLY_SET& aPolysList, int aHeight, int aZpos, bool aInside, double aBiuTo3DUnits ) { if( aHeight == 0 ) return; std::vector coords; coords.resize( 4 ); // Init Z position of the 4 points of a GL_QUAD if( aInside ) { coords[0].z = aZpos; coords[1].z = aZpos + aHeight; } else { coords[0].z = aZpos + aHeight; coords[1].z = aZpos; } coords[2].z = coords[1].z; coords[3].z = coords[0].z; // Draw the vertical polygonal side for( int ii = 0; ii < aPolysList.OutlineCount(); ii++ ) { const SHAPE_LINE_CHAIN& path = aPolysList.COutline( ii ); for( int jj = 0; jj < path.PointCount(); jj++ ) { const VECTOR2I& a = path.CPoint( jj ); const VECTOR2I& b = path.CPoint( jj + 1 ); // Build the 4 vertices of each GL_QUAD coords[0].x = a.x; coords[0].y = -a.y; coords[1].x = coords[0].x; coords[1].y = coords[0].y; // only z change coords[2].x = b.x; coords[2].y = -b.y; coords[3].x = coords[2].x; coords[3].y = coords[2].y; // only z change // Creates the GL_QUAD TransfertToGLlist( coords, aBiuTo3DUnits ); } } } void SetGLColor( EDA_COLOR_T color, double alpha ) { const StructColors &colordata = g_ColorRefs[ColorGetBase( color )]; float red = colordata.m_Red / 255.0; float blue = colordata.m_Blue / 255.0; float green = colordata.m_Green / 255.0; glColor4f( red, green, blue, (float)alpha ); } void SetGLColor( S3D_COLOR& aColor, float aTransparency ) { glColor4f( aColor.m_Red, aColor.m_Green, aColor.m_Blue, aTransparency ); } void SetGLTexture( GLuint text_id, float scale ) { glEnable( GL_TEXTURE_2D ); glBindTexture( GL_TEXTURE_2D, text_id ); s_textureScale = scale; // for Tess callback functions } /* draw all solid polygons found in aPolysList * aZpos = z position in board internal units * aThickness = thickness in board internal units * If aThickness = 0, a polygon area is drawn in a XY plane at Z position = aZpos. * If aThickness > 0, a solid object is drawn. * The top side is located at aZpos + aThickness / 2 * The bottom side is located at aZpos - aThickness / 2 */ void Draw3D_SolidHorizontalPolyPolygons( const SHAPE_POLY_SET& aPolysList, int aZpos, int aThickness, double aBiuTo3DUnits, bool aUseTextures, float aNormal_Z_Orientation ) { // for Tess callback functions: s_biuTo3Dunits = aBiuTo3DUnits; s_useTextures = aUseTextures; GLUtesselator* tess = gluNewTess(); gluTessCallback( tess, GLU_TESS_BEGIN, ( void (CALLBACK*) () )tessBeginCB ); gluTessCallback( tess, GLU_TESS_END, ( void (CALLBACK*) () )tessEndCB ); gluTessCallback( tess, GLU_TESS_ERROR, ( void (CALLBACK*) () )tessErrorCB ); gluTessCallback( tess, GLU_TESS_VERTEX, ( void (CALLBACK*) () )tessCPolyPt2Vertex ); GLdouble v_data[3]; double zpos = ( aZpos + (aThickness / 2.0) ) * aBiuTo3DUnits; s_currentZpos = zpos; // for Tess callback functions v_data[2] = zpos; // Set normal toward positive Z axis, for a solid object on the top side //gluTessProperty( tess, GLU_TESS_BOUNDARY_ONLY, GL_TRUE ); //gluTessProperty( tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD ); glNormal3f( 0.0, 0.0, aNormal_Z_Orientation ); // Draw solid areas contained in this list SHAPE_POLY_SET polylist = aPolysList; // temporary copy for gluTessVertex int startContour; for( int side = 0; side < 2; side++ ) { startContour = 1; for ( SHAPE_POLY_SET::ITERATOR ii = polylist.Iterate(); ii; ++ii ) { if( startContour == 1 ) { gluTessBeginPolygon( tess, NULL ); gluTessBeginContour( tess ); startContour = 0; } v_data[0] = ii->x * aBiuTo3DUnits; v_data[1] = -ii->y * aBiuTo3DUnits; // gluTessVertex store pointers on data, not data, so do not store // different corners values in a temporary variable // but send pointer on each CPolyPt value in polylist // before calling gluDeleteTess gluTessVertex( tess, v_data, &ii.Get() ); if( ii.IsEndContour() ) { gluTessEndContour( tess ); gluTessEndPolygon( tess ); startContour = 1; } } if( aThickness == 0 ) break; // Prepare the bottom side of solid areas zpos = ( aZpos - (aThickness / 2.0) ) * aBiuTo3DUnits; s_currentZpos = zpos; // for Tess callback functions v_data[2] = zpos; glNormal3f( 0.0, 0.0, -aNormal_Z_Orientation ); } if( startContour == 0 ) { gluTessEndContour( tess ); gluTessEndPolygon( tess ); } gluDeleteTess( tess ); if( aThickness == 0 ) return; // Build the 3D data : vertical side Draw3D_VerticalPolygonalCylinder( polylist, aThickness, aZpos - (aThickness / 2.0), true, aBiuTo3DUnits ); } /* draw the solid polygon found in aPolysList * The first polygon is the main polygon, others are holes * See Draw3D_SolidHorizontalPolyPolygons for more info */ void Draw3D_SolidHorizontalPolygonWithHoles( const SHAPE_POLY_SET& aPolysList, int aZpos, int aThickness, double aBiuTo3DUnits, bool aUseTextures, float aNormal_Z_Orientation ) { SHAPE_POLY_SET polygon( aPolysList ); polygon.Fracture(); Draw3D_SolidHorizontalPolyPolygons( polygon, aZpos, aThickness, aBiuTo3DUnits, aUseTextures, aNormal_Z_Orientation ); } /* draw a cylinder (a tube) using 3D primitives. * the cylinder axis is parallel to the Z axis * If aHeight = height of the cylinder is 0, only one ring will be drawn * If aThickness = 0, only one cylinder will be drawn */ void Draw3D_ZaxisCylinder( wxPoint aCenterPos, int aRadius, int aHeight, int aThickness, int aZpos, double aBiuTo3DUnits ) { const int slice = SEGM_PER_CIRCLE; SHAPE_POLY_SET outer_cornerBuffer; TransformCircleToPolygon( outer_cornerBuffer, aCenterPos, aRadius + (aThickness / 2), slice ); std::vector coords; coords.resize( 4 ); SHAPE_POLY_SET inner_cornerBuffer; if( aThickness ) // build the the vertical inner polygon (hole) TransformCircleToPolygon( inner_cornerBuffer, aCenterPos, aRadius - (aThickness / 2), slice ); if( aHeight ) { // Draw the vertical outer side Draw3D_VerticalPolygonalCylinder( outer_cornerBuffer, aHeight, aZpos, false, aBiuTo3DUnits ); if( aThickness ) // Draws the vertical inner side (hole) Draw3D_VerticalPolygonalCylinder( inner_cornerBuffer, aHeight, aZpos, true, aBiuTo3DUnits ); } if( aThickness ) { // draw top (front) and bottom (back) horizontal sides (rings) outer_cornerBuffer.AddHole( inner_cornerBuffer.COutline( 0 ) ); SHAPE_POLY_SET polygon = outer_cornerBuffer; polygon.Fracture(); // draw top (front) horizontal ring Draw3D_SolidHorizontalPolyPolygons( polygon, aZpos + aHeight, 0, aBiuTo3DUnits, false, 1.0f ); if( aHeight ) { // draw bottom (back) horizontal ring Draw3D_SolidHorizontalPolyPolygons( polygon, aZpos, 0, aBiuTo3DUnits, false, -1.0f ); } } } /* * Function Draw3D_ZaxisOblongCylinder: * draw a segment with an oblong hole. * Used to draw oblong holes * If aHeight = height of the cylinder is 0, only one ring will be drawn * If aThickness = 0, only one cylinder will be drawn */ void Draw3D_ZaxisOblongCylinder( wxPoint aAxis1Pos, wxPoint aAxis2Pos, int aRadius, int aHeight, int aThickness, int aZpos, double aBiuTo3DUnits ) { const int slice = SEGM_PER_CIRCLE; // Build the points to approximate oblong cylinder by segments SHAPE_POLY_SET outer_cornerBuffer; int segm_width = (aRadius * 2) + aThickness; TransformRoundedEndsSegmentToPolygon( outer_cornerBuffer, aAxis1Pos, aAxis2Pos, slice, segm_width ); // Draw the oblong outer cylinder if( aHeight ) Draw3D_VerticalPolygonalCylinder( outer_cornerBuffer, aHeight, aZpos, false, aBiuTo3DUnits ); if( aThickness ) { SHAPE_POLY_SET inner_cornerBuffer; segm_width = aRadius * 2; TransformRoundedEndsSegmentToPolygon( inner_cornerBuffer, aAxis1Pos, aAxis2Pos, slice, segm_width ); // Draw the oblong inner cylinder if( aHeight ) Draw3D_VerticalPolygonalCylinder( inner_cornerBuffer, aHeight, aZpos, true, aBiuTo3DUnits ); // Build the horizontal full polygon shape // (outer polygon shape - inner polygon shape) outer_cornerBuffer.AddHole( inner_cornerBuffer.COutline( 0 ) ); SHAPE_POLY_SET polygon( outer_cornerBuffer ); polygon.Fracture(); // draw top (front) horizontal side (ring) Draw3D_SolidHorizontalPolyPolygons( polygon, aZpos + aHeight, 0, aBiuTo3DUnits, false, 1.0f ); if( aHeight ) { // draw bottom (back) horizontal side (ring) Draw3D_SolidHorizontalPolyPolygons( polygon, aZpos, 0, aBiuTo3DUnits, false, -1.0f ); } } } /* draw a thick segment using 3D primitives, in a XY plane * wxPoint aStart, wxPoint aEnd = YX position of end in board units * aWidth = width of segment in board units * aThickness = thickness of segment in board units * aZpos = z position of segment in board units */ void Draw3D_SolidSegment( const wxPoint& aStart, const wxPoint& aEnd, int aWidth, int aThickness, int aZpos, double aBiuTo3DUnits ) { SHAPE_POLY_SET cornerBuffer; const int slice = SEGM_PER_CIRCLE; TransformRoundedEndsSegmentToPolygon( cornerBuffer, aStart, aEnd, slice, aWidth ); Draw3D_SolidHorizontalPolyPolygons( cornerBuffer, aZpos, aThickness, aBiuTo3DUnits, false, 1.0f ); } void Draw3D_ArcSegment( const wxPoint& aCenterPos, const wxPoint& aStartPoint, double aArcAngle, int aWidth, int aThickness, int aZpos, double aBiuTo3DUnits ) { const int slice = SEGM_PER_CIRCLE; SHAPE_POLY_SET cornerBuffer; TransformArcToPolygon( cornerBuffer, aCenterPos, aStartPoint, aArcAngle, slice, aWidth ); Draw3D_SolidHorizontalPolyPolygons( cornerBuffer, aZpos, aThickness, aBiuTo3DUnits, false, 1.0f ); } // ///////////////////////////////////////////////////////////////////////////// // GLU_TESS CALLBACKS // ///////////////////////////////////////////////////////////////////////////// void CALLBACK tessBeginCB( GLenum which ) { glBegin( which ); } void CALLBACK tessEndCB() { glEnd(); } void CALLBACK tessCPolyPt2Vertex( const GLvoid* data ) { // cast back to double type const VECTOR2I* ptr = (const VECTOR2I*) data; if( s_useTextures ) { glTexCoord2f( ptr->x * s_biuTo3Dunits * s_textureScale, -ptr->y * s_biuTo3Dunits * s_textureScale); } glVertex3d( ptr->x * s_biuTo3Dunits, -ptr->y * s_biuTo3Dunits, s_currentZpos ); } void CALLBACK tessErrorCB( GLenum errorCode ) { #if defined(DEBUG) const GLubyte* errorStr; errorStr = gluErrorString( errorCode ); // DEBUG // DBG( printf( "Tess ERROR: %s\n", errorStr ); ) #endif }