///////////////////////////////////////////////////////////////////////////// // Name: 3d_class.cpp ///////////////////////////////////////////////////////////////////////////// #ifdef __GNUG__ #pragma implementation #pragma interface #endif #include "fctsys.h" #include "3d_viewer.h" S3D_Vertex::S3D_Vertex() { x = y = z = 0.0; } S3D_MATERIAL::S3D_MATERIAL( S3D_MASTER* father, const wxString& name ) : EDA_ITEM( father, NOT_USED ) { m_DiffuseColor.x = m_DiffuseColor.y = m_DiffuseColor.z = 1.0; m_SpecularColor.x = m_SpecularColor.y = m_SpecularColor.z = 1.0; m_AmbientIntensity = 1.0; m_Transparency = 0.0; m_Shininess = 1.0; m_Name = name; } void S3D_MATERIAL::SetMaterial() { glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); glColor4f( m_DiffuseColor.x * m_AmbientIntensity, m_DiffuseColor.y * m_AmbientIntensity, m_DiffuseColor.z * m_AmbientIntensity, 1.0 - m_Transparency ); #if 0 glColorMaterial( GL_FRONT_AND_BACK, GL_SPECULAR ); glColor3f( m_SpecularColor.x, m_SpecularColor.y, m_SpecularColor.z ); #endif glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); } void S3D_MASTER::Copy( S3D_MASTER* pattern ) { m_Shape3DName = pattern->m_Shape3DName; m_MatScale = pattern->m_MatScale; m_MatRotation = pattern->m_MatRotation; m_MatPosition = pattern->m_MatPosition; m_3D_Drawings = NULL; m_Materials = NULL; } S3D_MASTER::S3D_MASTER( EDA_ITEM* aParent ) : EDA_ITEM( aParent, NOT_USED ) { m_MatScale.x = m_MatScale.y = m_MatScale.z = 1.0; m_3D_Drawings = NULL; m_Materials = NULL; } S3D_MASTER:: ~S3D_MASTER() { Struct3D_Shape* next; S3D_MATERIAL* nextmat; for( ; m_3D_Drawings != NULL; m_3D_Drawings = next ) { next = m_3D_Drawings->Next(); delete m_3D_Drawings; } for( ; m_Materials != NULL; m_Materials = nextmat ) { nextmat = m_Materials->Next(); delete m_Materials; } } Struct3D_Shape::Struct3D_Shape( EDA_ITEM* aParent ) : EDA_ITEM( aParent, NOT_USED ) { m_3D_Coord = NULL; m_3D_CoordIndex = NULL; m_3D_Points = 0; } Struct3D_Shape:: ~Struct3D_Shape() { delete m_3D_Coord; delete m_3D_CoordIndex; }