478 lines
17 KiB
C++
478 lines
17 KiB
C++
/*
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* file: vrml_layer.h
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*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2013 Cirilo Bernardo
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file vrml_layer.h
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*/
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/*
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* Classes and structures to support the tesselation of a
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* PCB for VRML output.
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*/
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#ifndef VRML_LAYER_H
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#define VRML_LAYER_H
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#include <wx/glcanvas.h> // CALLBACK definition, needed on Windows
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// alse needed on OSX to define __DARWIN__
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#ifdef __WXMAC__
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# ifdef __DARWIN__
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# include <OpenGL/glu.h>
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# else
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# include <glu.h>
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# endif
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#else
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# include <GL/glu.h>
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#endif
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#include <fstream>
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#include <vector>
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#include <list>
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#include <utility>
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#ifndef M_PI2
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#define M_PI2 ( M_PI / 2.0 )
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#endif
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#ifndef M_PI4
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#define M_PI4 ( M_PI / 4.0 )
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#endif
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struct VERTEX_3D
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{
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double x;
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double y;
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int i; // vertex index
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int o; // vertex order
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bool pth; // true for plate-through hole
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};
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struct TRIPLET_3D
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{
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int i1, i2, i3;
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TRIPLET_3D( int p1, int p2, int p3 )
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{
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i1 = p1;
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i2 = p2;
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i3 = p3;
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}
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};
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class VRML_LAYER
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{
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private:
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// Arc parameters
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int maxArcSeg; // maximum number of arc segments in a small circle
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double minSegLength; // min. segment length
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double maxSegLength; // max. segment length
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// Vertex offsets to work around a suspected GLU tesselator bug
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double offsetX;
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double offsetY;
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bool fix; // when true, no more vertices may be added by the user
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int idx; // vertex index (number of contained vertices)
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int ord; // vertex order (number of ordered vertices)
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std::vector<VERTEX_3D*> vertices; // vertices of all contours
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std::vector<std::list<int>*> contours; // lists of vertices for each contour
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std::vector<bool>pth; // indicates whether a 'contour' is a PTH or not
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std::vector<bool>solid; // indicates whether a 'contour' is a solid or a hole
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std::vector< double > areas; // area of the contours (positive if winding is CCW)
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std::list<TRIPLET_3D> triplets; // output facet triplet list (triplet of ORDER values)
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std::list<std::list<int>*> outline; // indices for outline outputs (index by ORDER values)
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std::vector<int> ordmap; // mapping of ORDER to INDEX
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std::string error; // error message
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int hidx; // number of vertices in the holes
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int eidx; // index for extra vertices
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std::vector<VERTEX_3D*> extra_verts; // extra vertices added for outlines and facets
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std::vector<VERTEX_3D*> vlist; // vertex list for the GL command in progress
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VRML_LAYER* pholes; // pointer to another layer object used for tesselation;
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// this object is normally expected to hold only holes
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GLUtesselator* tess; // local instance of the GLU tesselator
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GLenum glcmd; // current GL command type ( fan, triangle, tri-strip, loop )
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void clearTmp( void ); // clear ephemeral data used by the tesselation routine
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// add a triangular facet (triplet) to the output index list
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bool addTriplet( VERTEX_3D* p0, VERTEX_3D* p1, VERTEX_3D* p2 );
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// retrieve a vertex given its index; the vertex may be contained in the
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// vertices vector, extra_verts vector, or foreign VRML_LAYER object
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VERTEX_3D* getVertexByIndex( int aPointIndex, VRML_LAYER* holes );
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void processFan( void ); // process a GL_TRIANGLE_FAN list
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void processStrip( void ); // process a GL_TRIANGLE_STRIP list
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void processTri( void ); // process a GL_TRIANGLES list
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void pushVertices( bool holes ); // push the internal vertices
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bool pushOutline( VRML_LAYER* holes ); // push the outline vertices
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// calculate number of sides on an arc (angle is in radians)
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int calcNSides( double aRadius, double aAngle );
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// returns the number of solid or hole contours
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int checkNContours( bool holes );
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public:
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/// set to true when a fault is encountered during tesselation
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bool Fault;
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VRML_LAYER();
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virtual ~VRML_LAYER();
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/**
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* Function GetArcParams
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* retieves the parameters used in calculating the number of vertices in an arc
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*
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* @param aMaxSeg is the maximum number of segments for an arc with cords of length aMinLength
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* @param aMinLength is the minimum length of cords in an arc
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* @param aMaxLength is the maximum length of cords in an arc
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*/
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void GetArcParams( int& aMaxSeg, double& aMinLength, double& aMaxLength );
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/**
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* Function SetArcParams
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* sets the parameters used in calculating the number of vertices in an arc.
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* The default settings are reasonable for rendering for unit lengths of 1mm
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*
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* @param aMaxSeg is the maximum number of segments for an arc with cords of length aMinLength
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* @param aMinLength is the minimum length of cords in an arc
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* @param aMaxLength is the maximum length of cords in an arc
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*
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* @return bool: true if the parameters were accepted
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*/
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bool SetArcParams( int aMaxSeg, double aMinLength, double aMaxLength );
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/**
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* Function Clear
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* erases all data except for arc parameters.
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*/
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void Clear( void );
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/**
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* Function GetSize
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* returns the total number of vertices indexed
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*/
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int GetSize( void );
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/**
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* Function GetNConours
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* returns the number of stored contours
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*/
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int GetNContours( void )
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{
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return contours.size();
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}
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/**
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* Function NewContour
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* creates a new list of vertices and returns an index to the list
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*
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* @param aPlatedHole is true if the new contour will represent a plated hole
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*
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* @return int: index to the list or -1 if the operation failed
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*/
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int NewContour( bool aPlatedHole = false );
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/**
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* Function AddVertex
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* adds a point to the requested contour
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*
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* @param aContour is an index previously returned by a call to NewContour()
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* @param aXpos is the X coordinate of the vertex
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* @param aYpos is the Y coordinate of the vertex
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*
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* @return bool: true if the vertex was added
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*/
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bool AddVertex( int aContourID, double aXpos, double aYpos );
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/**
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* Function EnsureWinding
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* checks the winding of a contour and ensures that it is a hole or
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* a solid depending on the value of @param hole
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*
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* @param aContour is an index to a contour as returned by NewContour()
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* @param aHoleFlag determines if the contour must be a hole
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*
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* @return bool: true if the operation suceeded
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*/
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bool EnsureWinding( int aContourID, bool aHoleFlag );
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/**
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* Function AppendCircle
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* adds a circular contour to the specified (empty) contour
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*
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* @param aXpos is the X coordinate of the hole center
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* @param aYpos is the Y coordinate of the hole center
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* @param aRadius is the radius of the hole
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* @param aContourID is the contour index
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* @param aHoleFlag determines if the contour to be created is a cutout
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*
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* @return bool: true if the new contour was successfully created
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*/
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bool AppendCircle( double aXpos, double aYpos, double aRadius,
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int aContourID, bool aHoleFlag = false );
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/**
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* Function AddCircle
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* creates a circular contour and adds it to the internal list
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*
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* @param aXpos is the X coordinate of the hole center
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* @param aYpos is the Y coordinate of the hole center
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* @param aRadius is the radius of the hole
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* @param aHoleFlag determines if the contour to be created is a cutout
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* @param aPlatedHole is true if this is a plated hole
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*
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* @return bool: true if the new contour was successfully created
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*/
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bool AddCircle( double aXpos, double aYpos, double aRadius,
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bool aHoleFlag = false, bool aPlatedHole = false );
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/**
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* Function AddSlot
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* creates and adds a slot feature to the list of contours
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*
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* @param aCenterX is the X coordinate of the slot's center
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* @param aCenterY is the Y coordinate of the slot's center
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* @param aSlotLength is the length of the slot along the major axis
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* @param aSlotWidth is the width of the slot along the minor axis
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* @param aAngle (degrees) is the orientation of the slot
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* @param aHoleFlag determines whether the slot is a hole or a solid
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* @param aPlatedHole is true if this is a plated slot
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*
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* @return bool: true if the slot was successfully created
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*/
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bool AddSlot( double aCenterX, double aCenterY, double aSlotLength, double aSlotWidth,
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double aAngle, bool aHoleFlag = false, bool aPlatedHole = false );
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/**
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* Function AppendArc
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* adds an arc to the specified contour
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*
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* @param aCenterX is the X coordinate of the arc's center
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* @param aCenterY is the Y coordinate of the arc's center
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* @param aRadius is the radius of the arc
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* @param aStartAngle (degrees) is the starting angle of the arc
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* @param aAngle (degrees) is the measure of the arc
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* @param aContourID is the contour's index
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*
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* @return bool: true if the slot was successfully created
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*/
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bool AppendArc( double aCenterX, double aCenterY, double aRadius,
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double aStartAngle, double aAngle, int aContourID );
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/**
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* Function AddArc
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* creates a slotted arc and adds it to the internal list of contours
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*
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* @param aCenterX is the X coordinate of the arc's center
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* @param aCenterY is the Y coordinate of the arc's center
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* @param aStartX is the X coordinate of the starting point
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* @param aStartY is the Y coordinate of the starting point
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* @param aArcWidth is the width of the arc
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* @param aAngle is the included angle (degrees)
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* @param aHoleFlag determines whether the arc is to be a hole or a solid
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* @param aPlatedHole is true if this is a plated slotted arc
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*
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* @return bool: true if the feature was successfully created
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*/
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bool AddArc( double aCenterX, double aCenterY,
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double aStartX, double aStartY,
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double aArcWidth, double aAngle,
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bool aHoleFlag = false, bool aPlatedHole = false );
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/**
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* Function Tesselate
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* creates a list of outline vertices as well as the
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* vertex sets required to render the surface.
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*
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* @param holes is an optional pointer to cutouts to be imposed on the
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* surface.
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* @param aHolesOnly is true if the outline contains only holes
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*
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* @return bool: true if the operation succeeded
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*/
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bool Tesselate( VRML_LAYER* holes = NULL, bool aHolesOnly = false );
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/**
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* Function WriteVertices
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* writes out the list of vertices required to render a
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* planar surface.
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*
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* @param aZcoord is the Z coordinate of the plane
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* @param aOutFile is the file to write to
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* @param aPrecision is the precision of the output coordinates
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*
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* @return bool: true if the operation succeeded
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*/
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bool WriteVertices( double aZcoord, std::ofstream& aOutFile, int aPrecision );
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/**
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* Function Write3DVertices
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* writes out the list of vertices required to render an extruded solid
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*
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* @param aTopZ is the Z coordinate of the top plane
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* @param aBottomZ is the Z coordinate of the bottom plane
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* @param aOutFile is the file to write to
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* @param aPrecision is the precision of the output coordinates
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*
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* @return bool: true if the operation succeeded
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*/
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bool Write3DVertices( double aTopZ, double aBottomZ, std::ofstream& aOutFile, int aPrecision );
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/**
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* Function WriteIndices
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* writes out the vertex sets required to render a planar
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* surface.
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*
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* @param aTopFlag is true if the surface is to be visible from above;
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* if false the surface will be visible from below.
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* @param aOutFile is the file to write to
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*
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* @return bool: true if the operation succeeded
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*/
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bool WriteIndices( bool aTopFlag, std::ofstream& aOutFile );
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/**
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* Function Write3DIndices
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* writes out the vertex sets required to render an extruded solid
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*
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* @param aOutFile is the file to write to
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* @param aIncludePlatedHoles is true if holes marked as plated should
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* be rendered. Default is false since the user will usually
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* render these holes in a different color
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*
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* @return bool: true if the operation succeeded
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*/
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bool Write3DIndices( std::ofstream& aOutFile, bool aIncludePlatedHoles = false );
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/**
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* Function AddExtraVertex
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* adds an extra vertex as required by the GLU tesselator.
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*
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* @param aXpos is the X coordinate of the newly created point
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* @param aYpos is the Y coordinate of the newly created point
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* @param aPlatedHole is true if this point is part of a plated hole
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*
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* @return VERTEX_3D*: is the new vertex or NULL if a vertex
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* could not be created.
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*/
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VERTEX_3D* AddExtraVertex( double aXpos, double aYpos, bool aPlatedHole );
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/**
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* Function glStart
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* is invoked by the GLU tesselator callback to notify this object
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* of the type of GL command which is applicable to the upcoming
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* vertex list.
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*
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* @param cmd is the GL command
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*/
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void glStart( GLenum cmd );
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/**
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* Function glPushVertex
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* is invoked by the GLU tesselator callback; the supplied vertex is
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* added to the internal list of vertices awaiting processing upon
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* execution of glEnd()
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*
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* @param vertex is a vertex forming part of the GL command as previously
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* set by glStart
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*/
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void glPushVertex( VERTEX_3D* vertex );
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/**
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* Function glEnd
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* is invoked by the GLU tesselator callback to notify this object
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* that the vertex list is complete and ready for processing
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*/
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void glEnd( void );
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/**
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* Function SetGLError
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* sets the error message according to the specified OpenGL error
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*/
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void SetGLError( GLenum error_id );
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/**
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* Function Import
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* inserts all contours into the given tesselator; this
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* results in the renumbering of all vertices from @param start.
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* Take care when using this call since tesselators cannot work on
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* the internal data concurrently.
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*
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* @param start is the starting number for vertex indices
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* @param tess is a pointer to a GLU Tesselator object
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*
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* @return int: the number of vertices exported
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*/
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int Import( int start, GLUtesselator* tess );
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/**
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* Function GetVertexByIndex
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* returns a pointer to the requested vertex or
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* NULL if no such vertex exists.
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*
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* @param aPointIndex is a vertex index
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*
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* @return VERTEX_3D*: the requested vertex or NULL
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*/
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VERTEX_3D* GetVertexByIndex( int aPointIndex );
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/*
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* Function GetError
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* Returns the error message related to the last failed operation
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*/
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const std::string& GetError( void );
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void SetVertexOffsets( double aXoffset, double aYoffset );
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/**
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* Function Get3DTriangles
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* Allocates and populates the 3D vertex and index lists with
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* triangular vertices which may be used for rendering.
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*
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* @param aVertexList will store the vertices
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* @param aIndexPlane will store the indices for the top + bottom planes
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* @param aIndexSide will store the indices for the vertical wall
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* @param aTopZ is the top plane of the model
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* @param aBotZ is the bottom plane of the model
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*/
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bool Get3DTriangles( std::vector< double >& aVertexList,
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std::vector< int > &aIndexPlane, std::vector< int > &aIndexSide,
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double aTopZ, double aBotZ );
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};
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#endif // VRML_LAYER_H
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