270 lines
7.6 KiB
C++
270 lines
7.6 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: 3d_aux.cpp
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/////////////////////////////////////////////////////////////////////////////
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#ifdef __GNUG__
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#pragma implementation
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#pragma interface
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#endif
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#include "fctsys.h"
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#if !wxUSE_GLCANVAS
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#error Please set wxUSE_GLCANVAS to 1 in setup.h.
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#endif
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#include "common.h"
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#include "trigo.h"
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#include "bitmaps.h"
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#include "3d_viewer.h"
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#include "3d_struct.h"
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#include "trackball.h"
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/**************************************************************************/
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void Struct3D_Master::Set_Object_Coords(S3D_Vertex * coord, int nbcoord )
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/**************************************************************************/
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{
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int ii;
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/* adjust object scale, rotation and offset position */
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for ( ii = 0; ii < nbcoord; ii++ )
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{
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coord[ii].x *= m_MatScale.x;
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coord[ii].y *= m_MatScale.y;
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coord[ii].z *= m_MatScale.z;
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/* adjust rotation */
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if ( m_MatRotation.x )
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RotatePoint(&coord[ii].y, &coord[ii].z,
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(int)(m_MatRotation.x * 10));
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if ( m_MatRotation.y )
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RotatePoint(&coord[ii].z, &coord[ii].x,
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(int)(m_MatRotation.y * 10));
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if ( m_MatRotation.z )
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RotatePoint(&coord[ii].x, &coord[ii].y,
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(int)(m_MatRotation.z * 10));
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/* adjust offset position (offset is given in UNIT 3D (0.1 inch) */
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#define SCALE_3D_CONV (PCB_INTERNAL_UNIT/UNITS3D_TO_UNITSPCB)
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coord[ii].x += m_MatPosition.x * SCALE_3D_CONV;
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coord[ii].y += m_MatPosition.y * SCALE_3D_CONV;
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coord[ii].z += m_MatPosition.z * SCALE_3D_CONV;
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}
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}
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/************************************************************/
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void Set_Object_Data(const S3D_Vertex * coord, int nbcoord )
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/************************************************************/
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{
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int ii;
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GLfloat ax,ay,az,bx,by,bz,nx,ny,nz,r;
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/* ignore faces with less than 3 points */
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if (nbcoord < 3) return;
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/* calculate normal direction */
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ax = coord[1].x - coord[0].x;
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ay = coord[1].y - coord[0].y;
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az = coord[1].z - coord[0].z;
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bx = coord[nbcoord-1].x - coord[0].x;
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by = coord[nbcoord-1].y - coord[0].y;
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bz = coord[nbcoord-1].z - coord[0].z;
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nx = ay * bz - az * by;
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ny = az * bx - ax * bz;
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nz = ax * by - ay * bx;
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r = sqrt(nx*nx + ny*ny + nz*nz);
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if (r >= 0.000001) /* avoid division by zero */
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{
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nx /= r; ny /= r; nz /= r;
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glNormal3f(nx,ny,nz);
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}
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/* glBegin/glEnd */
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switch (nbcoord)
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{
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case 3:
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glBegin(GL_TRIANGLES);
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break;
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case 4:
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glBegin(GL_QUADS);
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break;
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default:
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glBegin(GL_POLYGON);
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break;
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}
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/* draw polygon/triangle/quad */
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for (ii = 0; ii < nbcoord; ii++)
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{
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glVertex3f(coord[ii].x * DataScale3D,
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coord[ii].y * DataScale3D,
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coord[ii].z * DataScale3D);
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}
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glEnd();
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}
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/**********************************************/
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GLuint Pcb3D_GLCanvas::DisplayCubeforTest(void)
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/**********************************************/
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{
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GLuint gllist = glGenLists( 1 );
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glNewList( gllist, GL_COMPILE_AND_EXECUTE );
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/* draw six faces of a cube */
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glBegin(GL_QUADS);
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glNormal3f( 0.0F, 0.0F, 1.0F);
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glVertex3f( 0.5F, 0.5F, 0.5F); glVertex3f(-0.5F, 0.5F, 0.5F);
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glVertex3f(-0.5F,-0.5F, 0.5F); glVertex3f( 0.5F,-0.5F, 0.5F);
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glNormal3f( 0.0F, 0.0F,-1.0F);
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glVertex3f(-0.5F,-0.5F,-0.5F); glVertex3f(-0.5F, 0.5F,-0.5F);
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glVertex3f( 0.5F, 0.5F,-0.5F); glVertex3f( 0.5F,-0.5F,-0.5F);
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glNormal3f( 0.0F, 1.0F, 0.0F);
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glVertex3f( 0.5F, 0.5F, 0.5F); glVertex3f( 0.5F, 0.5F,-0.5F);
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glVertex3f(-0.5F, 0.5F,-0.5F); glVertex3f(-0.5F, 0.5F, 0.5F);
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glNormal3f( 0.0F,-1.0F, 0.0F);
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glVertex3f(-0.5F,-0.5F,-0.5F); glVertex3f( 0.5F,-0.5F,-0.5F);
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glVertex3f( 0.5F,-0.5F, 0.5F); glVertex3f(-0.5F,-0.5F, 0.5F);
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glNormal3f( 1.0F, 0.0F, 0.0F);
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glVertex3f( 0.5F, 0.5F, 0.5F); glVertex3f( 0.5F,-0.5F, 0.5F);
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glVertex3f( 0.5F,-0.5F,-0.5F); glVertex3f( 0.5F, 0.5F,-0.5F);
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glNormal3f(-1.0F, 0.0F, 0.0F);
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glVertex3f(-0.5F,-0.5F,-0.5F); glVertex3f(-0.5F,-0.5F, 0.5F);
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glVertex3f(-0.5F, 0.5F, 0.5F); glVertex3f(-0.5F, 0.5F,-0.5F);
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glEnd();
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glEndList();
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return gllist;
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}
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/**********************/
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/* class Info_3D_Visu */
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/**********************/
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/* Constructor */
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Info_3D_Visu::Info_3D_Visu(void)
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{
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int ii;
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m_Beginx = m_Beginy = 0.0; /* position of mouse */
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m_Zoom = 1.0; /* field of view in degrees */
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trackball( m_Quat, 0.0, 0.0, 0.0, 0.0 );
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for ( ii = 0; ii < 4; ii++ ) m_Rot[ii] = 0.0;
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m_Layers = 1;
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m_BoardSettings = NULL;
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}
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Info_3D_Visu::~Info_3D_Visu(void)
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{
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}
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/*****************************************************************/
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/* Classe pour afficher et editer un Vertex (triplet de valeurs),*/
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/* en INCHES ou MM ou sans unites */
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/*****************************************************************/
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WinEDA_VertexCtrl::WinEDA_VertexCtrl(wxWindow *parent, const wxString & title,
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wxBoxSizer * BoxSizer,
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int units, int internal_unit)
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{
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wxString text;
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wxStaticText * msgtitle;
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m_Units = units;
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m_Internal_Unit = internal_unit;
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if ( title.IsEmpty() ) text = _("Vertex ");
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else text = title;
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text += ReturnUnitSymbol(units);
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msgtitle = new wxStaticText(parent, -1, text, wxDefaultPosition, wxSize(-1,-1), 0 );
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BoxSizer->Add(msgtitle, wxGROW|wxLEFT|wxRIGHT|wxTOP|wxBOTTOM|wxADJUST_MINSIZE);
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wxFlexGridSizer * GridSizer = new wxFlexGridSizer(3, 2, 0, 0);
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BoxSizer->Add(GridSizer, 0, wxGROW|wxALL, 5);
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msgtitle = new wxStaticText(parent, -1, wxT("X:"));
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GridSizer->Add(msgtitle, 0, wxALIGN_CENTER_HORIZONTAL|wxALIGN_CENTER_VERTICAL|wxLEFT|wxRIGHT|wxADJUST_MINSIZE, 5);
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m_XValueCtrl = new wxTextCtrl(parent, -1, wxEmptyString, wxDefaultPosition, wxSize(-1,-1), 0 );
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GridSizer->Add(m_XValueCtrl, 0, wxALIGN_CENTER_HORIZONTAL|wxALIGN_CENTER_VERTICAL|wxLEFT|wxRIGHT, 5);
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msgtitle = new wxStaticText(parent, -1, wxT("Y:"), wxDefaultPosition, wxSize(-1,-1), 0 );
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GridSizer->Add(msgtitle, 0, wxALIGN_CENTER_HORIZONTAL|wxALIGN_CENTER_VERTICAL|wxLEFT|wxRIGHT|wxADJUST_MINSIZE, 5);
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m_YValueCtrl = new wxTextCtrl(parent, -1, wxEmptyString, wxDefaultPosition, wxSize(-1,-1), 0 );
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GridSizer->Add(m_YValueCtrl, 0, wxALIGN_CENTER_HORIZONTAL|wxALIGN_CENTER_VERTICAL|wxLEFT|wxRIGHT, 5);
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msgtitle = new wxStaticText(parent, -1, wxT("Z:"), wxDefaultPosition, wxSize(-1,-1), 0 );
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GridSizer->Add(msgtitle, 0, wxALIGN_CENTER_HORIZONTAL|wxALIGN_CENTER_VERTICAL|wxLEFT|wxRIGHT|wxADJUST_MINSIZE, 5);
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m_ZValueCtrl = new wxTextCtrl(parent, -1, wxEmptyString, wxDefaultPosition, wxSize(-1,-1), 0 );
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GridSizer->Add(m_ZValueCtrl, 0, wxALIGN_CENTER_HORIZONTAL|wxALIGN_CENTER_VERTICAL|wxLEFT|wxRIGHT, 5);
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}
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WinEDA_VertexCtrl::~WinEDA_VertexCtrl(void)
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{
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}
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/*******************************************/
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S3D_Vertex WinEDA_VertexCtrl::GetValue(void)
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/*******************************************/
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/* Retourne (en unites internes) les coordonnes entrees (en unites utilisateur)
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*/
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{
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S3D_Vertex value;
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double dtmp;
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m_XValueCtrl->GetValue().ToDouble(&dtmp);
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value.x = dtmp;
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m_YValueCtrl->GetValue().ToDouble(&dtmp);
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value.y = dtmp;
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m_ZValueCtrl->GetValue().ToDouble(&dtmp);
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value.z = dtmp;
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return value;
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}
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/**************************************************/
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void WinEDA_VertexCtrl::SetValue(S3D_Vertex vertex)
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/**************************************************/
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{
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wxString text;
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text.Printf( wxT("%f"), vertex.x);
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m_XValueCtrl->Clear();
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m_XValueCtrl->AppendText(text);
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text.Printf(wxT("%f"), vertex.y);
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m_YValueCtrl->Clear();
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m_YValueCtrl->AppendText(text);
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text.Printf(wxT("%f"), vertex.z);
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m_ZValueCtrl->Clear();
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m_ZValueCtrl->AppendText(text);
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}
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/*****************************************/
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void WinEDA_VertexCtrl::Enable(bool onoff)
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/*****************************************/
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{
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m_XValueCtrl->Enable(onoff);
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m_YValueCtrl->Enable(onoff);
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m_ZValueCtrl->Enable(onoff);
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}
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