kicad/3d-viewer/3d_canvas/cinfo3d_visu.cpp

568 lines
17 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2016 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 cinfo3d_visu.cpp
* @brief Handles data related with the board to be visualized
*/
#include "../3d_rendering/ccamera.h"
#include "cinfo3d_visu.h"
#include <3d_rendering/3d_render_raytracing/shapes2D/cpolygon2d.h>
#include <class_board.h>
#include <3d_math.h>
#include "3d_fastmath.h"
#include <colors_selection.h>
/**
* Trace mask used to enable or disable the trace output of this class.
* The debug output can be turned on by setting the WXTRACE environment variable to
* "KI_TRACE_EDA_CINFO3D_VISU". See the wxWidgets documentation on wxLogTrace for
* more information.
*/
const wxChar *CINFO3D_VISU::m_logTrace = wxT( "KI_TRACE_EDA_CINFO3D_VISU" );
CINFO3D_VISU G_null_CINFO3D_VISU;
CINFO3D_VISU::CINFO3D_VISU() :
m_currentCamera( m_trackBallCamera ),
m_trackBallCamera( RANGE_SCALE_3D )
{
wxLogTrace( m_logTrace, wxT( "CINFO3D_VISU::CINFO3D_VISU" ) );
m_board = NULL;
m_3d_model_manager = NULL;
m_3D_grid_type = GRID3D_NONE;
m_drawFlags.resize( FL_LAST, false );
m_render_engine = RENDER_ENGINE_OPENGL_LEGACY;
m_material_mode = MATERIAL_MODE_NORMAL;
m_boardPos = wxPoint();
m_boardSize = wxSize();
m_boardCenter = SFVEC3F();
m_boardBoudingBox.Reset();
m_board2dBBox3DU.Reset();
m_layers_container2D.clear();
m_layers_holes2D.clear();
m_through_holes_inner.Clear();
m_through_holes_outer.Clear();
m_copperLayersCount = -1;
m_epoxyThickness3DU = 0.0f;
m_copperThickness3DU = 0.0f;
m_nonCopperLayerThickness3DU = 0.0f;
m_biuTo3Dunits = 1.0;
m_stats_nr_tracks = 0;
m_stats_nr_vias = 0;
m_stats_via_med_hole_diameter = 0.0f;
m_stats_nr_holes = 0;
m_stats_hole_med_diameter = 0.0f;
m_stats_track_med_width = 0.0f;
m_calc_seg_min_factor3DU = 0.0f;
m_calc_seg_max_factor3DU = 0.0f;
memset( m_layerZcoordTop, 0, sizeof( m_layerZcoordTop ) );
memset( m_layerZcoordBottom, 0, sizeof( m_layerZcoordBottom ) );
SetFlag( FL_USE_REALISTIC_MODE, true );
SetFlag( FL_MODULE_ATTRIBUTES_NORMAL, true );
SetFlag( FL_SHOW_BOARD_BODY, true );
SetFlag( FL_RENDER_OPENGL_COPPER_THICKNESS, true );
SetFlag( FL_MODULE_ATTRIBUTES_NORMAL, true );
SetFlag( FL_MODULE_ATTRIBUTES_NORMAL_INSERT, true );
SetFlag( FL_MODULE_ATTRIBUTES_VIRTUAL, true );
SetFlag( FL_ZONE, true );
SetFlag( FL_SILKSCREEN, true );
SetFlag( FL_SOLDERMASK, true );
m_BgColorBot = SFVEC3D( 0.4, 0.4, 0.5 );
m_BgColorTop = SFVEC3D( 0.8, 0.8, 0.9 );
m_BoardBodyColor = SFVEC3D( 0.4, 0.4, 0.5 );
m_SolderMaskColor = SFVEC3D( 0.1, 0.2, 0.1 );
m_SolderPasteColor = SFVEC3D( 0.4, 0.4, 0.4 );
m_SilkScreenColor = SFVEC3D( 0.9, 0.9, 0.9 );
m_CopperColor = SFVEC3D( 0.75, 0.61, 0.23 );
}
CINFO3D_VISU::~CINFO3D_VISU()
{
destroyLayers();
}
bool CINFO3D_VISU::Is3DLayerEnabled( LAYER_ID aLayer ) const
{
wxASSERT( aLayer < LAYER_ID_COUNT );
DISPLAY3D_FLG flg;
// see if layer needs to be shown
// check the flags
switch( aLayer )
{
case B_Adhes:
case F_Adhes:
flg = FL_ADHESIVE;
break;
case B_Paste:
case F_Paste:
flg = FL_SOLDERPASTE;
break;
case B_SilkS:
case F_SilkS:
flg = FL_SILKSCREEN;
break;
case B_Mask:
case F_Mask:
flg = FL_SOLDERMASK;
break;
case Dwgs_User:
case Cmts_User:
if( GetFlag( FL_USE_REALISTIC_MODE ) )
return false;
flg = FL_COMMENTS;
break;
case Eco1_User:
case Eco2_User:
if( GetFlag( FL_USE_REALISTIC_MODE ) )
return false;
flg = FL_ECO;
break;
case Edge_Cuts:
if( GetFlag( FL_SHOW_BOARD_BODY ) || GetFlag( FL_USE_REALISTIC_MODE ) )
return false;
return true;
break;
case Margin:
if( GetFlag( FL_USE_REALISTIC_MODE ) )
return false;
return true;
break;
case B_Cu:
case F_Cu:
return m_board->GetDesignSettings().IsLayerVisible( aLayer ) ||
GetFlag( FL_USE_REALISTIC_MODE );
break;
default:
// the layer is an internal copper layer, used the visibility
if( GetFlag( FL_SHOW_BOARD_BODY ) &&
(m_render_engine == RENDER_ENGINE_OPENGL_LEGACY) )
{
// Do not render internal layers if it is overlap with the board
// (on OpenGL render)
return false;
}
return m_board->GetDesignSettings().IsLayerVisible( aLayer );
}
// The layer has a flag, return the flag
return GetFlag( flg );
}
bool CINFO3D_VISU::GetFlag( DISPLAY3D_FLG aFlag ) const
{
wxASSERT( aFlag < FL_LAST );
return m_drawFlags[aFlag];
}
void CINFO3D_VISU::SetFlag( DISPLAY3D_FLG aFlag, bool aState )
{
wxASSERT( aFlag < FL_LAST );
m_drawFlags[aFlag] = aState;
}
bool CINFO3D_VISU::ShouldModuleBeDisplayed( MODULE_ATTR_T aModuleAttributs ) const
{
if( ( ( aModuleAttributs == MOD_DEFAULT ) &&
GetFlag( FL_MODULE_ATTRIBUTES_NORMAL ) ) ||
( ( ( aModuleAttributs & MOD_CMS) == MOD_CMS ) &&
GetFlag( FL_MODULE_ATTRIBUTES_NORMAL_INSERT ) ) ||
( ( ( aModuleAttributs & MOD_VIRTUAL) == MOD_VIRTUAL ) &&
GetFlag( FL_MODULE_ATTRIBUTES_VIRTUAL ) ) )
{
return true;
}
return false;
}
// !TODO: define the actual copper thickness by user
#define COPPER_THICKNESS KiROUND( 0.035 * IU_PER_MM ) // for 35 um
#define TECH_LAYER_THICKNESS KiROUND( 0.04 * IU_PER_MM )
int CINFO3D_VISU::GetCopperThicknessBIU() const
{
return COPPER_THICKNESS;
}
// Constant factors used for number of segments approximation calcs
#define MIN_SEG_PER_CIRCLE 12
#define MAX_SEG_PER_CIRCLE 48
#define SEG_MIN_FACTOR_BIU ( 0.10f * IU_PER_MM )
#define SEG_MAX_FACTOR_BIU ( 6.00f * IU_PER_MM )
unsigned int CINFO3D_VISU::GetNrSegmentsCircle( float aDiameter3DU ) const
{
wxASSERT( aDiameter3DU > 0.0f );
unsigned int result = mapf( aDiameter3DU,
m_calc_seg_min_factor3DU, m_calc_seg_max_factor3DU,
(float)MIN_SEG_PER_CIRCLE, (float)MAX_SEG_PER_CIRCLE );
wxASSERT( result > 1 );
return result;
}
unsigned int CINFO3D_VISU::GetNrSegmentsCircle( int aDiameterBUI ) const
{
wxASSERT( aDiameterBUI > 0 );
unsigned int result = mapf( (float)aDiameterBUI,
(float)SEG_MIN_FACTOR_BIU, (float)SEG_MAX_FACTOR_BIU,
(float)MIN_SEG_PER_CIRCLE, (float)MAX_SEG_PER_CIRCLE );
wxASSERT( result > 1 );
return result;
}
double CINFO3D_VISU::GetCircleCorrectionFactor( int aNrSides ) const
{
wxASSERT( aNrSides >= 3 );
return 1.0 / cos( M_PI / ( (double)aNrSides * 2.0 ) );
}
void CINFO3D_VISU::InitSettings( REPORTER *aStatusTextReporter )
{
wxLogTrace( m_logTrace, wxT( "CINFO3D_VISU::InitSettings" ) );
// Calculates the board bounding box
// First, use only the board outlines
EDA_RECT bbbox = m_board->ComputeBoundingBox( true );
// If no outlines, use the board with items
if( ( bbbox.GetWidth() == 0 ) && ( bbbox.GetHeight() == 0 ) )
bbbox = m_board->ComputeBoundingBox( false );
// Gives a non null size to avoid issues in zoom / scale calculations
if( ( bbbox.GetWidth() == 0 ) && ( bbbox.GetHeight() == 0 ) )
bbbox.Inflate( Millimeter2iu( 10 ) );
m_boardSize = bbbox.GetSize();
m_boardPos = bbbox.Centre();
wxASSERT( (m_boardSize.x > 0) && (m_boardSize.y > 0) );
m_boardPos.y = -m_boardPos.y; // The y coord is inverted in 3D viewer
m_copperLayersCount = m_board->GetCopperLayerCount();
// Ensure the board has 2 sides for 3D views, because it is hard to find
// a *really* single side board in the true life...
if( m_copperLayersCount < 2 )
m_copperLayersCount = 2;
// Calculate the convertion to apply to all positions.
m_biuTo3Dunits = RANGE_SCALE_3D / std::max( m_boardSize.x, m_boardSize.y );
// Calculate factors for cicle segment approximation
m_calc_seg_min_factor3DU = (float)( SEG_MIN_FACTOR_BIU * m_biuTo3Dunits );
m_calc_seg_max_factor3DU = (float)( SEG_MAX_FACTOR_BIU * m_biuTo3Dunits );
m_epoxyThickness3DU = m_board->GetDesignSettings().GetBoardThickness() *
m_biuTo3Dunits;
// !TODO: use value defined by user (currently use default values by ctor
m_copperThickness3DU = COPPER_THICKNESS * m_biuTo3Dunits;
m_nonCopperLayerThickness3DU = TECH_LAYER_THICKNESS * m_biuTo3Dunits;
// Init Z position of each layer
// calculate z position for each copper layer
// Zstart = -m_epoxyThickness / 2.0 is the z position of the back (bottom layer) (layer id = 31)
// Zstart = +m_epoxyThickness / 2.0 is the z position of the front (top layer) (layer id = 0)
// all unused copper layer z position are set to 0
// ____==__________==________==______ <- Bottom = +m_epoxyThickness / 2.0,
// | | Top = Bottom + m_copperThickness
// |__________________________________|
// == == == == <- Bottom = -m_epoxyThickness / 2.0,
// Top = Bottom - m_copperThickness
unsigned int layer;
for( layer = 0; layer < m_copperLayersCount; ++layer )
{
m_layerZcoordBottom[layer] = m_epoxyThickness3DU / 2.0f -
(m_epoxyThickness3DU * layer / (m_copperLayersCount - 1) );
if( layer < (m_copperLayersCount / 2) )
m_layerZcoordTop[layer] = m_layerZcoordBottom[layer] + m_copperThickness3DU;
else
m_layerZcoordTop[layer] = m_layerZcoordBottom[layer] - m_copperThickness3DU;
}
#define layerThicknessMargin 1.1
const float zpos_offset = m_nonCopperLayerThickness3DU * layerThicknessMargin;
// Fill remaining unused copper layers and back layer zpos
// with -m_epoxyThickness / 2.0
for( ; layer < MAX_CU_LAYERS; layer++ )
{
m_layerZcoordBottom[layer] = -(m_epoxyThickness3DU / 2.0f);
m_layerZcoordTop[layer] = -(m_epoxyThickness3DU / 2.0f) - m_copperThickness3DU;
}
// This is the top of the copper layer thickness.
const float zpos_copperTop_back = m_layerZcoordTop[B_Cu];
const float zpos_copperTop_front = m_layerZcoordTop[F_Cu];
// calculate z position for each non copper layer
// Solder mask and Solder paste have the same Z position
for( int layer_id = MAX_CU_LAYERS; layer_id < LAYER_ID_COUNT; ++layer_id )
{
float zposTop;
float zposBottom;
switch( layer_id )
{
case B_Adhes:
zposBottom = zpos_copperTop_back - 2.0f * zpos_offset;
zposTop = zposBottom - m_nonCopperLayerThickness3DU;
break;
case F_Adhes:
zposBottom = zpos_copperTop_front + 2.0f * zpos_offset;
zposTop = zposBottom + m_nonCopperLayerThickness3DU;
break;
case B_Mask:
case B_Paste:
zposBottom = zpos_copperTop_back;
zposTop = zpos_copperTop_back - m_nonCopperLayerThickness3DU;
break;
case F_Mask:
case F_Paste:
zposTop = zpos_copperTop_front + m_nonCopperLayerThickness3DU;
zposBottom = zpos_copperTop_front;
break;
case B_SilkS:
zposBottom = zpos_copperTop_back - 1.0f * zpos_offset;
zposTop = zposBottom - m_nonCopperLayerThickness3DU;
break;
case F_SilkS:
zposBottom = zpos_copperTop_front + 1.0f * zpos_offset;
zposTop = zposBottom + m_nonCopperLayerThickness3DU;
break;
// !TODO: review
default:
zposTop = zpos_copperTop_front + (layer_id - MAX_CU_LAYERS + 3.0f) * zpos_offset;
zposBottom = zposTop - m_nonCopperLayerThickness3DU;
break;
}
m_layerZcoordTop[layer_id] = zposTop;
m_layerZcoordBottom[layer_id] = zposBottom;
}
m_boardCenter = SFVEC3F( m_boardPos.x * m_biuTo3Dunits,
m_boardPos.y * m_biuTo3Dunits,
0.0f );
SFVEC3F boardSize = SFVEC3F( m_boardSize.x * m_biuTo3Dunits,
m_boardSize.y * m_biuTo3Dunits,
0.0f );
boardSize /= 2.0f;
SFVEC3F boardMin = (m_boardCenter - boardSize);
SFVEC3F boardMax = (m_boardCenter + boardSize);
boardMin.z = m_layerZcoordTop[B_Adhes];
boardMax.z = m_layerZcoordTop[F_Adhes];
m_boardBoudingBox = CBBOX( boardMin, boardMax );
#ifdef PRINT_STATISTICS_3D_VIEWER
unsigned stats_startCreateBoardPolyTime = GetRunningMicroSecs();
#endif
if( aStatusTextReporter )
aStatusTextReporter->Report( _( "Build board body" ) );
createBoardPolygon();
#ifdef PRINT_STATISTICS_3D_VIEWER
unsigned stats_stopCreateBoardPolyTime = GetRunningMicroSecs();
unsigned stats_startCreateLayersTime = stats_stopCreateBoardPolyTime;
#endif
if( aStatusTextReporter )
aStatusTextReporter->Report( _( "Create layers" ) );
createLayers( aStatusTextReporter );
#ifdef PRINT_STATISTICS_3D_VIEWER
unsigned stats_stopCreateLayersTime = GetRunningMicroSecs();
printf( "CINFO3D_VISU::InitSettings times\n" );
printf( " CreateBoardPoly: %.3f ms\n",
(float)( stats_stopCreateBoardPolyTime - stats_startCreateBoardPolyTime ) / 1e3 );
printf( " CreateLayers and holes: %.3f ms\n",
(float)( stats_stopCreateLayersTime - stats_startCreateLayersTime ) / 1e3 );
printf( "\n" );
#endif
}
void CINFO3D_VISU::createBoardPolygon()
{
m_board_poly.RemoveAllContours();
// Create board outlines and board holes
SHAPE_POLY_SET allLayerHoles;
wxString errmsg;
if( !m_board->GetBoardPolygonOutlines( m_board_poly, allLayerHoles, &errmsg ) )
{
errmsg.append( wxT( "\n\n" ) );
errmsg.append( _( "Unable to calculate the board outlines." ) );
errmsg.append( wxT( "\n" ) );
errmsg.append( _( "Therefore use the board boundary box." ) );
wxLogMessage( "%s", errmsg.ToUTF8() );
}
m_board_poly.BooleanSubtract( allLayerHoles, SHAPE_POLY_SET::PM_FAST );
Polygon_Calc_BBox_3DU( m_board_poly, m_board2dBBox3DU, m_biuTo3Dunits );
}
float CINFO3D_VISU::GetModulesZcoord3DIU( bool aIsFlipped ) const
{
if( aIsFlipped )
{
if( GetFlag( FL_SOLDERPASTE ) )
return m_layerZcoordBottom[B_SilkS];
else
return m_layerZcoordBottom[B_Paste];
}
else
{
if( GetFlag( FL_SOLDERPASTE ) )
return m_layerZcoordTop[F_SilkS];
else
return m_layerZcoordTop[F_Paste];
}
}
void CINFO3D_VISU::CameraSetType( CAMERA_TYPE aCameraType )
{
switch( aCameraType )
{
case CAMERA_TRACKBALL:
m_currentCamera = m_trackBallCamera;
break;
default:
wxLogMessage( wxT( "CINFO3D_VISU::CameraSetType() error: unknown camera type %d" ),
(int)aCameraType );
break;
}
}
SFVEC3F CINFO3D_VISU::GetLayerColor( LAYER_ID aLayerId ) const
{
wxASSERT( aLayerId < LAYER_ID_COUNT );
const EDA_COLOR_T color = g_ColorsSettings.GetLayerColor( aLayerId );
const StructColors &colordata = g_ColorRefs[ColorGetBase( color )];
static const float inv_255 = 1.0f / 255.0f;
const float red = colordata.m_Red * inv_255;
const float green = colordata.m_Green * inv_255;
const float blue = colordata.m_Blue * inv_255;
return SFVEC3F( red, green, blue );
}
SFVEC3F CINFO3D_VISU::GetItemColor( int aItemId ) const
{
return GetColor( g_ColorsSettings.GetItemColor( aItemId ) );
}
SFVEC3F CINFO3D_VISU::GetColor( EDA_COLOR_T aColor ) const
{
const StructColors &colordata = g_ColorRefs[ColorGetBase( aColor )];
static const float inv_255 = 1.0f / 255.0f;
const float red = colordata.m_Red * inv_255;
const float green = colordata.m_Green * inv_255;
const float blue = colordata.m_Blue * inv_255;
return SFVEC3F( red, green, blue );
}