/* * 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) 2012 Wayne Stambaugh * 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_aux.cpp */ #include #include #include #include #include #include #include #include #include #include #include <3d_viewer.h> #include <3d_canvas.h> #include #include // Exported function: void Set_Object_Data( std::vector< S3D_VERTEX >& aVertices, double aBiuTo3DUnits ); void S3D_MASTER::Set_Object_Coords( std::vector< S3D_VERTEX >& aVertices ) { unsigned ii; /* adjust object scale, rotation and offset position */ for( ii = 0; ii < aVertices.size(); ii++ ) { aVertices[ii].x *= m_MatScale.x; aVertices[ii].y *= m_MatScale.y; aVertices[ii].z *= m_MatScale.z; // adjust rotation if( m_MatRotation.x ) RotatePoint( &aVertices[ii].y, &aVertices[ii].z, m_MatRotation.x * 10 ); if( m_MatRotation.y ) RotatePoint( &aVertices[ii].z, &aVertices[ii].x, m_MatRotation.y * 10 ); if( m_MatRotation.z ) RotatePoint( &aVertices[ii].x, &aVertices[ii].y, m_MatRotation.z * 10 ); /* adjust offset position (offset is given in UNIT 3D (0.1 inch) */ #define SCALE_3D_CONV ((IU_PER_MILS * 1000) / UNITS3D_TO_UNITSPCB) aVertices[ii].x += m_MatPosition.x * SCALE_3D_CONV; aVertices[ii].y += m_MatPosition.y * SCALE_3D_CONV; aVertices[ii].z += m_MatPosition.z * SCALE_3D_CONV; } } void Set_Object_Data( std::vector< S3D_VERTEX >& aVertices, double aBiuTo3DUnits ) { unsigned ii; GLfloat ax, ay, az, bx, by, bz, nx, ny, nz, r; /* ignore faces with less than 3 points */ if( aVertices.size() < 3 ) return; /* calculate normal direction */ ax = aVertices[1].x - aVertices[0].x; ay = aVertices[1].y - aVertices[0].y; az = aVertices[1].z - aVertices[0].z; bx = aVertices[aVertices.size() - 1].x - aVertices[0].x; by = aVertices[aVertices.size() - 1].y - aVertices[0].y; bz = aVertices[aVertices.size() - 1].z - aVertices[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( aVertices.size() ) { 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 < aVertices.size(); ii++ ) { glVertex3d( aVertices[ii].x * aBiuTo3DUnits, aVertices[ii].y * aBiuTo3DUnits, aVertices[ii].z * aBiuTo3DUnits ); } glEnd(); } GLuint EDA_3D_CANVAS::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; } VERTEX_VALUE_CTRL::VERTEX_VALUE_CTRL( wxWindow* aParent, wxBoxSizer* aBoxSizer ) { wxString text; wxFlexGridSizer* gridSizer = new wxFlexGridSizer( 0, 2, 0, 0 ); gridSizer->AddGrowableCol( 1 ); gridSizer->SetFlexibleDirection( wxHORIZONTAL ); gridSizer->SetNonFlexibleGrowMode( wxFLEX_GROWMODE_SPECIFIED ); aBoxSizer->Add( gridSizer, 0, wxEXPAND, 5 ); wxStaticText* msgtitle = new wxStaticText( aParent, wxID_ANY, wxT( "X:" ) ); gridSizer->Add( msgtitle, 0, wxALL , 5 ); m_XValueCtrl = new wxTextCtrl( aParent, wxID_ANY, wxEmptyString, wxDefaultPosition,wxDefaultSize, 0 ); gridSizer->Add( m_XValueCtrl, 0, wxALL|wxEXPAND, 5 ); msgtitle = new wxStaticText( aParent, wxID_ANY, wxT( "Y:" ), wxDefaultPosition, wxDefaultSize, 0 ); gridSizer->Add( msgtitle, 0, wxALL, 5 ); m_YValueCtrl = new wxTextCtrl( aParent, wxID_ANY, wxEmptyString, wxDefaultPosition, wxDefaultSize, 0 ); gridSizer->Add( m_YValueCtrl, 0, wxALL|wxEXPAND, 5 ); msgtitle = new wxStaticText( aParent, wxID_ANY, wxT( "Z:" ), wxDefaultPosition, wxDefaultSize, 0 ); gridSizer->Add( msgtitle, 0, wxALL, 5 ); m_ZValueCtrl = new wxTextCtrl( aParent, wxID_ANY, wxEmptyString, wxDefaultPosition, wxDefaultSize, 0 ); gridSizer->Add( m_ZValueCtrl, 0, wxALL|wxEXPAND, 5 ); } VERTEX_VALUE_CTRL::~VERTEX_VALUE_CTRL() { } S3D_VERTEX VERTEX_VALUE_CTRL::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 VERTEX_VALUE_CTRL::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 VERTEX_VALUE_CTRL::Enable( bool onoff ) { m_XValueCtrl->Enable( onoff ); m_YValueCtrl->Enable( onoff ); m_ZValueCtrl->Enable( onoff ); }