kicad/3d-viewer/3d_draw.cpp

1250 lines
43 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* 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_draw.cpp
*/
#include <fctsys.h>
#include <common.h>
#include <trigo.h>
#include <pcbstruct.h>
#include <drawtxt.h>
#include <layers_id_colors_and_visibility.h>
#include <wxBasePcbFrame.h>
#include <class_board.h>
#include <class_module.h>
#include <class_track.h>
#include <class_edge_mod.h>
#include <class_zone.h>
#include <class_drawsegment.h>
#include <class_pcb_text.h>
#include <colors_selection.h>
#include <convert_basic_shapes_to_polygon.h>
#include <3d_viewer.h>
#include <3d_canvas.h>
#include <info3d_visu.h>
#include <trackball.h>
#include <3d_draw_basic_functions.h>
// Imported function:
extern void CheckGLError();
/* Helper function
* returns true if aLayer should be displayed, false otherwise
*/
static bool Is3DLayerEnabled( LAYER_NUM aLayer );
/* returns the Z orientation parameter 1.0 or -1.0 for aLayer
* Z orientation is 1.0 for all layers but "back" layers:
* LAYER_N_BACK , ADHESIVE_N_BACK, SOLDERPASTE_N_BACK ), SILKSCREEN_N_BACK
* used to calculate the Z orientation parameter for glNormal3f
*/
static GLfloat Get3DLayer_Z_Orientation( LAYER_NUM aLayer );
/* Helper function BuildPadShapeThickOutlineAsPolygon:
* Build a pad shape outline as polygon, to draw pads on silkscreen layer
* with a line thickness = aWidth
* Used only to draw pads outlines on silkscreen layers.
*/
static void BuildPadShapeThickOutlineAsPolygon( D_PAD* aPad,
CPOLYGONS_LIST& aCornerBuffer,
int aWidth,
int aCircleToSegmentsCount,
double aCorrectionFactor )
{
if( aPad->GetShape() == PAD_CIRCLE ) // Draw a ring
{
TransformRingToPolygon( aCornerBuffer, aPad->ReturnShapePos(),
aPad->GetSize().x / 2, aCircleToSegmentsCount, aWidth );
return;
}
// For other shapes, draw polygon outlines
CPOLYGONS_LIST corners;
aPad->BuildPadShapePolygon( corners, wxSize( 0, 0 ),
aCircleToSegmentsCount, aCorrectionFactor );
// Add outlines as thick segments in polygon buffer
for( unsigned ii = 0, jj = corners.GetCornersCount() - 1;
ii < corners.GetCornersCount(); jj = ii, ii++ )
{
TransformRoundedEndsSegmentToPolygon( aCornerBuffer,
corners.GetPos( jj ),
corners.GetPos( ii ),
aCircleToSegmentsCount, aWidth );
}
}
void EDA_3D_CANVAS::Redraw()
{
// SwapBuffer requires the window to be shown before calling
if( !IsShown() )
return;
SetCurrent( *m_glRC );
// Set the OpenGL viewport according to the client size of this canvas.
// This is done here rather than in a wxSizeEvent handler because our
// OpenGL rendering context (and thus viewport setting) is used with
// multiple canvases: If we updated the viewport in the wxSizeEvent
// handler, changing the size of one canvas causes a viewport setting that
// is wrong when next another canvas is repainted.
const wxSize ClientSize = GetClientSize();
// *MUST* be called *after* SetCurrent( ):
glViewport( 0, 0, ClientSize.x, ClientSize.y );
InitGL();
glMatrixMode( GL_MODELVIEW ); // position viewer
// transformations
GLfloat mat[4][4];
// Translate motion first, so rotations don't mess up the orientation...
glTranslatef( m_draw3dOffset.x, m_draw3dOffset.y, 0.0F );
build_rotmatrix( mat, g_Parm_3D_Visu.m_Quat );
glMultMatrixf( &mat[0][0] );
glRotatef( g_Parm_3D_Visu.m_Rot[0], 1.0, 0.0, 0.0 );
glRotatef( g_Parm_3D_Visu.m_Rot[1], 0.0, 1.0, 0.0 );
glRotatef( g_Parm_3D_Visu.m_Rot[2], 0.0, 0.0, 1.0 );
if( ! m_glLists[GL_ID_BOARD] || ! m_glLists[GL_ID_TECH_LAYERS] )
CreateDrawGL_List();
if( g_Parm_3D_Visu.GetFlag( FL_AXIS ) && m_glLists[GL_ID_AXIS] )
glCallList( m_glLists[GL_ID_AXIS] );
// move the board in order to draw it with its center at 0,0 3D coordinates
glTranslatef( -g_Parm_3D_Visu.m_BoardPos.x * g_Parm_3D_Visu.m_BiuTo3Dunits,
-g_Parm_3D_Visu.m_BoardPos.y * g_Parm_3D_Visu.m_BiuTo3Dunits,
0.0F );
// draw all objects in lists
// transparent objects should be drawn after opaque objects
glCallList( m_glLists[GL_ID_BOARD] );
glCallList( m_glLists[GL_ID_TECH_LAYERS] );
if( g_Parm_3D_Visu.GetFlag( FL_COMMENTS ) || g_Parm_3D_Visu.GetFlag( FL_COMMENTS ) )
{
if( ! m_glLists[GL_ID_AUX_LAYERS] )
CreateDrawGL_List();
glCallList( m_glLists[GL_ID_AUX_LAYERS] );
}
if( g_Parm_3D_Visu.GetFlag( FL_MODULE ) )
{
if( ! m_glLists[GL_ID_3DSHAPES_SOLID] )
CreateDrawGL_List();
glCallList( m_glLists[GL_ID_3DSHAPES_SOLID] );
}
// Grid uses transparency: draw it after all objects
if( g_Parm_3D_Visu.GetFlag( FL_GRID ) && m_glLists[GL_ID_GRID] )
glCallList( m_glLists[GL_ID_GRID] );
// This list must be drawn last, because it contains the
// transparent gl objects, which should be drawn after all
// non transparent objects
if( g_Parm_3D_Visu.GetFlag( FL_MODULE ) && m_glLists[GL_ID_3DSHAPES_TRANSP] )
glCallList( m_glLists[GL_ID_3DSHAPES_TRANSP] );
SwapBuffers();
}
// Helper function: initialize the copper color to draw the board
// in realistic mode.
static inline void SetGLCopperColor()
{
// Generates a golden yellow color, near board "copper" color
const double lum = 0.7/255.0;
glColor4f( 255.0*lum, 223.0*lum, 0.0*lum, 1.0 );
}
// Helper function: initialize the color to draw the epoxy layers
// ( body board and solder mask layers) in realistic mode.
static inline void SetGLEpoxyColor( double aTransparency = 1.0 )
{
// Generates an epoxy color, near board color
const double lum = 0.2/255.0;
glColor4f( 100.0*lum, 255.0*lum, 180.0*lum, aTransparency );
}
// Helper function: initialize the color to draw the non copper layers
// in realistic mode and normal mode.
static inline void SetGLTechLayersColor( LAYER_NUM aLayer )
{
if( g_Parm_3D_Visu.IsRealisticMode() )
{
switch( aLayer )
{
case SOLDERPASTE_N_BACK:
case SOLDERPASTE_N_FRONT:
SetGLColor( DARKGRAY, 0.7 );
break;
case SILKSCREEN_N_BACK:
case SILKSCREEN_N_FRONT:
SetGLColor( LIGHTGRAY, 0.9 );
break;
case SOLDERMASK_N_BACK:
case SOLDERMASK_N_FRONT:
SetGLEpoxyColor( 0.7 );
break;
default:
EDA_COLOR_T color = g_ColorsSettings.GetLayerColor( aLayer );
SetGLColor( color, 0.7 );
break;
}
}
else
{
EDA_COLOR_T color = g_ColorsSettings.GetLayerColor( aLayer );
SetGLColor( color, 0.7 );
}
}
void EDA_3D_CANVAS::BuildBoard3DView()
{
BOARD* pcb = GetBoard();
bool realistic_mode = g_Parm_3D_Visu.IsRealisticMode();
// Number of segments to draw a circle using segments
const int segcountforcircle = 16;
double correctionFactor = 1.0 / cos( M_PI / (segcountforcircle * 2) );
const int segcountLowQuality = 12; // segments to draw a circle with low quality
// to reduce time calculations
// for holes and items which do not need
// a fine representation
double correctionFactorLQ = 1.0 / cos( M_PI / (segcountLowQuality * 2) );
CPOLYGONS_LIST bufferPolys;
bufferPolys.reserve( 200000 ); // Reserve for large board (tracks mainly)
CPOLYGONS_LIST bufferPcbOutlines; // stores the board main outlines
CPOLYGONS_LIST allLayerHoles; // Contains through holes, calculated only once
allLayerHoles.reserve( 20000 );
// Build a polygon from edge cut items
wxString msg;
if( ! pcb->GetBoardPolygonOutlines( bufferPcbOutlines,
allLayerHoles, &msg ) )
{
msg << wxT("\n\n") <<
_("Unable to calculate the board outlines.\n"
"Therefore use the board boundary box.");
wxMessageBox( msg );
}
CPOLYGONS_LIST bufferZonesPolys;
bufferZonesPolys.reserve( 500000 ); // Reserve for large board ( copper zones mainly )
CPOLYGONS_LIST currLayerHoles; // Contains holes for the current layer
bool throughHolesListBuilt = false; // flag to build the through hole polygon list only once
bool hightQualityMode = false;
for( LAYER_NUM layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER;
layer++ )
{
if( layer != LAST_COPPER_LAYER
&& layer >= g_Parm_3D_Visu.m_CopperLayersCount )
continue;
// Skip non enabled layers in normal mode,
// and internal layers in realistic mode
if( !Is3DLayerEnabled( layer ) )
continue;
bufferPolys.RemoveAllContours();
bufferZonesPolys.RemoveAllContours();
currLayerHoles.RemoveAllContours();
// Draw tracks:
for( TRACK* track = pcb->m_Track; track != NULL; track = track->Next() )
{
if( !track->IsOnLayer( layer ) )
continue;
track->TransformShapeWithClearanceToPolygon( bufferPolys,
0, segcountforcircle,
correctionFactor );
// Add via hole
if( track->Type() == PCB_VIA_T )
{
int shape = track->GetShape();
int holediameter = track->GetDrillValue();
int thickness = g_Parm_3D_Visu.GetCopperThicknessBIU();
int hole_outer_radius = (holediameter + thickness) / 2;
if( shape != VIA_THROUGH )
TransformCircleToPolygon( currLayerHoles,
track->GetStart(), hole_outer_radius,
segcountLowQuality );
else if( !throughHolesListBuilt )
TransformCircleToPolygon( allLayerHoles,
track->GetStart(), hole_outer_radius,
segcountLowQuality );
}
}
// draw pads
for( MODULE* module = pcb->m_Modules; module != NULL; module = module->Next() )
{
module->TransformPadsShapesWithClearanceToPolygon( layer,
bufferPolys,
0,
segcountforcircle,
correctionFactor );
// Micro-wave modules may have items on copper layers
module->TransformGraphicShapesWithClearanceToPolygonSet( layer,
bufferPolys,
0,
segcountforcircle,
correctionFactor );
// Add pad hole, if any
if( !throughHolesListBuilt )
{
D_PAD* pad = module->Pads();
for( ; pad != NULL; pad = pad->Next() )
pad->BuildPadDrillShapePolygon( allLayerHoles, 0,
segcountLowQuality );
}
}
// Draw copper zones
if( g_Parm_3D_Visu.GetFlag( FL_ZONE ) )
{
for( int ii = 0; ii < pcb->GetAreaCount(); ii++ )
{
ZONE_CONTAINER* zone = pcb->GetArea( ii );
LAYER_NUM zonelayer = zone->GetLayer();
if( zonelayer == layer )
zone->TransformSolidAreasShapesToPolygonSet(
hightQualityMode ? bufferPolys : bufferZonesPolys,
segcountLowQuality, correctionFactorLQ );
}
}
// draw graphic items on copper layers (texts)
for( BOARD_ITEM* item = pcb->m_Drawings; item; item = item->Next() )
{
if( !item->IsOnLayer( layer ) )
continue;
switch( item->Type() )
{
case PCB_LINE_T: // should not exist on copper layers
( (DRAWSEGMENT*) item )->TransformShapeWithClearanceToPolygon(
bufferPolys, 0, segcountforcircle, correctionFactor );
break;
case PCB_TEXT_T:
( (TEXTE_PCB*) item )->TransformShapeWithClearanceToPolygonSet(
bufferPolys, 0, segcountforcircle, correctionFactor );
break;
default:
break;
}
}
// bufferPolys contains polygons to merge. Many overlaps .
// Calculate merged polygons
if( bufferPolys.GetCornersCount() == 0 )
continue;
KI_POLYGON_SET currLayerPolyset;
KI_POLYGON_SET polysetHoles;
// Add polygons, without holes
bufferPolys.ExportTo( currLayerPolyset );
// Add holes in polygon list
currLayerHoles.Append( allLayerHoles );
if( currLayerHoles.GetCornersCount() > 0 )
currLayerHoles.ExportTo( polysetHoles );
// Merge polygons, remove holes
currLayerPolyset -= polysetHoles;
int thickness = g_Parm_3D_Visu.GetLayerObjectThicknessBIU( layer );
int zpos = g_Parm_3D_Visu.GetLayerZcoordBIU( layer );
if( realistic_mode )
SetGLCopperColor();
else
{
EDA_COLOR_T color = g_ColorsSettings.GetLayerColor( layer );
SetGLColor( color );
}
glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( layer ) );
bufferPolys.RemoveAllContours();
bufferPolys.ImportFrom( currLayerPolyset );
Draw3D_SolidHorizontalPolyPolygons( bufferPolys, zpos,
thickness,
g_Parm_3D_Visu.m_BiuTo3Dunits );
if( bufferZonesPolys.GetCornersCount() )
Draw3D_SolidHorizontalPolyPolygons( bufferZonesPolys, zpos,
thickness,
g_Parm_3D_Visu.m_BiuTo3Dunits );
throughHolesListBuilt = true;
}
// Draw vias holes (vertical cylinders)
for( TRACK* track = pcb->m_Track; track != NULL; track = track->Next() )
{
if( track->Type() == PCB_VIA_T )
Draw3DViaHole( (SEGVIA*) track );
}
// Draw pads holes (vertical cylinders)
for( MODULE* module = pcb->m_Modules; module != NULL; module = module->Next() )
{
for( D_PAD* pad = module->Pads(); pad != NULL; pad = pad->Next() )
Draw3DPadHole( pad );
}
// Draw board substrate:
if( bufferPcbOutlines.GetCornersCount() &&
( realistic_mode || g_Parm_3D_Visu.GetFlag( FL_SHOW_BOARD_BODY ) ) )
{
int copper_thickness = g_Parm_3D_Visu.GetCopperThicknessBIU();
// a small offset between substrate and external copper layer to avoid artifacts
// when drawing copper items on board
int epsilon = Millimeter2iu( 0.01 );
int zpos = g_Parm_3D_Visu.GetLayerZcoordBIU( LAYER_N_BACK );
int board_thickness = g_Parm_3D_Visu.GetLayerZcoordBIU( LAYER_N_FRONT )
- g_Parm_3D_Visu.GetLayerZcoordBIU( LAYER_N_BACK );
// items on copper layers and having a thickness = copper_thickness
// are drawn from zpos - copper_thickness/2 to zpos + copper_thickness
// therefore substrate position is copper_thickness/2 to
// substrate_height - copper_thickness/2
zpos += (copper_thickness + epsilon) / 2;
board_thickness -= copper_thickness + epsilon;
if( realistic_mode )
SetGLEpoxyColor();
else
{
EDA_COLOR_T color = g_ColorsSettings.GetLayerColor( EDGE_N );
SetGLColor( color, 0.7 );
}
glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( LAYER_N_FRONT ) );
KI_POLYGON_SET currLayerPolyset;
KI_POLYGON_SET polysetHoles;
// Add polygons, without holes
bufferPcbOutlines.ExportTo( currLayerPolyset );
// Build holes list
allLayerHoles.ExportTo( polysetHoles );
// remove holes
currLayerPolyset -= polysetHoles;
bufferPcbOutlines.RemoveAllContours();
bufferPcbOutlines.ImportFrom( currLayerPolyset );
// for Draw3D_SolidHorizontalPolyPolygons, zpos it the middle between bottom and top
// sides
Draw3D_SolidHorizontalPolyPolygons( bufferPcbOutlines, zpos + board_thickness/2,
board_thickness, g_Parm_3D_Visu.m_BiuTo3Dunits );
}
}
void EDA_3D_CANVAS::BuildTechLayers3DView()
{
BOARD* pcb = GetBoard();
// Number of segments to draw a circle using segments
const int segcountforcircle = 16;
double correctionFactor = 1.0 / cos( M_PI / (segcountforcircle * 2) );
const int segcountLowQuality = 12; // segments to draw a circle with low quality
// to reduce time calculations
// for holes and items which do not need
// a fine representation
CPOLYGONS_LIST bufferPolys;
bufferPolys.reserve( 100000 ); // Reserve for large board
CPOLYGONS_LIST allLayerHoles; // Contains through holes, calculated only once
allLayerHoles.reserve( 20000 );
CPOLYGONS_LIST bufferPcbOutlines; // stores the board main outlines
// Build a polygon from edge cut items
wxString msg;
if( ! pcb->GetBoardPolygonOutlines( bufferPcbOutlines,
allLayerHoles, &msg ) )
{
msg << wxT("\n\n") <<
_("Unable to calculate the board outlines.\n"
"Therefore use the board boundary box.");
wxMessageBox( msg );
}
int thickness = g_Parm_3D_Visu.GetCopperThicknessBIU();
for( TRACK* track = pcb->m_Track; track != NULL; track = track->Next() )
{
// Add via hole
if( track->Type() == PCB_VIA_T )
{
int shape = track->GetShape();
int holediameter = track->GetDrillValue();
int hole_outer_radius = (holediameter + thickness) / 2;
if( shape == VIA_THROUGH )
TransformCircleToPolygon( allLayerHoles,
track->GetStart(), hole_outer_radius,
segcountLowQuality );
}
}
// draw pads holes
for( MODULE* module = pcb->m_Modules; module != NULL; module = module->Next() )
{
// Add pad hole, if any
D_PAD* pad = module->Pads();
for( ; pad != NULL; pad = pad->Next() )
pad->BuildPadDrillShapePolygon( allLayerHoles, 0,
segcountLowQuality );
}
// draw graphic items, on technical layers
KI_POLYGON_SET brdpolysetHoles;
allLayerHoles.ExportTo( brdpolysetHoles );
for( LAYER_NUM layer = FIRST_NON_COPPER_LAYER; layer <= LAST_NON_COPPER_LAYER;
layer++ )
{
// Skip user layers, which are not drawn here
if( IsUserLayer( layer) )
continue;
if( !Is3DLayerEnabled( layer ) )
continue;
if( layer == EDGE_N && g_Parm_3D_Visu.GetFlag( FL_SHOW_BOARD_BODY ) )
continue;
bufferPolys.RemoveAllContours();
for( BOARD_ITEM* item = pcb->m_Drawings; item; item = item->Next() )
{
if( !item->IsOnLayer( layer ) )
continue;
switch( item->Type() )
{
case PCB_LINE_T:
( (DRAWSEGMENT*) item )->TransformShapeWithClearanceToPolygon(
bufferPolys, 0, segcountforcircle, correctionFactor );
break;
case PCB_TEXT_T:
( (TEXTE_PCB*) item )->TransformShapeWithClearanceToPolygonSet(
bufferPolys, 0, segcountforcircle, correctionFactor );
break;
default:
break;
}
}
for( MODULE* module = pcb->m_Modules; module != NULL; module = module->Next() )
{
if( layer == SILKSCREEN_N_FRONT || layer == SILKSCREEN_N_BACK )
{
D_PAD* pad = module->Pads();
int linewidth = g_DrawDefaultLineThickness;
for( ; pad != NULL; pad = pad->Next() )
{
if( !pad->IsOnLayer( layer ) )
continue;
BuildPadShapeThickOutlineAsPolygon( pad, bufferPolys,
linewidth,
segcountforcircle, correctionFactor );
}
}
else
module->TransformPadsShapesWithClearanceToPolygon( layer,
bufferPolys,
0,
segcountforcircle,
correctionFactor );
module->TransformGraphicShapesWithClearanceToPolygonSet( layer,
bufferPolys,
0,
segcountforcircle,
correctionFactor );
}
// bufferPolys contains polygons to merge. Many overlaps .
// Calculate merged polygons and remove pads and vias holes
if( bufferPolys.GetCornersCount() == 0 )
continue;
KI_POLYGON_SET currLayerPolyset;
KI_POLYGON_SET polyset;
// Solder mask layers are "negative" layers.
// Shapes should be removed from the full board area.
if( layer == SOLDERMASK_N_BACK || layer == SOLDERMASK_N_FRONT )
{
bufferPcbOutlines.ExportTo( currLayerPolyset );
bufferPolys.Append( allLayerHoles );
bufferPolys.ExportTo( polyset );
currLayerPolyset -= polyset;
}
// Remove holes from Solder paste layers and siklscreen
else if( layer == SOLDERPASTE_N_BACK || layer == SOLDERPASTE_N_FRONT
|| layer == SILKSCREEN_N_BACK || layer == SILKSCREEN_N_FRONT )
{
bufferPolys.ExportTo( currLayerPolyset );
currLayerPolyset -= brdpolysetHoles;
}
else // usuall layers, merge polys built from each item shape:
{
bufferPolys.ExportTo( polyset );
currLayerPolyset += polyset;
}
int thickness = g_Parm_3D_Visu.GetLayerObjectThicknessBIU( layer );
int zpos = g_Parm_3D_Visu.GetLayerZcoordBIU( layer );
if( layer == EDGE_N )
{
thickness = g_Parm_3D_Visu.GetLayerZcoordBIU( LAYER_N_FRONT )
- g_Parm_3D_Visu.GetLayerZcoordBIU( LAYER_N_BACK );
zpos = g_Parm_3D_Visu.GetLayerZcoordBIU( LAYER_N_BACK )
+ (thickness / 2);
}
else
{
// for Draw3D_SolidHorizontalPolyPolygons, zpos it the middle between bottom and top
// sides.
// However for top layers, zpos should be the bottom layer pos,
// and for bottom layers, zpos should be the top layer pos.
if( Get3DLayer_Z_Orientation( layer ) > 0 )
zpos += thickness/2;
else
zpos -= thickness/2 ;
}
bufferPolys.RemoveAllContours();
bufferPolys.ImportFrom( currLayerPolyset );
SetGLTechLayersColor( layer );
glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( layer ) );
Draw3D_SolidHorizontalPolyPolygons( bufferPolys, zpos,
thickness, g_Parm_3D_Visu.m_BiuTo3Dunits );
}
}
/**
* Function BuildBoard3DAuxLayers
* Called by CreateDrawGL_List()
* Fills the OpenGL GL_ID_BOARD draw list with items
* on aux layers only
*/
void EDA_3D_CANVAS::BuildBoard3DAuxLayers()
{
const int segcountforcircle = 16;
double correctionFactor = 1.0 / cos( M_PI / (segcountforcircle * 2) );
BOARD* pcb = GetBoard();
CPOLYGONS_LIST bufferPolys;
bufferPolys.reserve( 5000 ); // Reserve for items not on board
for( LAYER_NUM layer = FIRST_USER_LAYER; layer <= LAST_USER_LAYER;
layer++ )
{
if( !Is3DLayerEnabled( layer ) )
continue;
bufferPolys.RemoveAllContours();
for( BOARD_ITEM* item = pcb->m_Drawings; item; item = item->Next() )
{
if( !item->IsOnLayer( layer ) )
continue;
switch( item->Type() )
{
case PCB_LINE_T:
( (DRAWSEGMENT*) item )->TransformShapeWithClearanceToPolygon(
bufferPolys, 0, segcountforcircle, correctionFactor );
break;
case PCB_TEXT_T:
( (TEXTE_PCB*) item )->TransformShapeWithClearanceToPolygonSet(
bufferPolys, 0, segcountforcircle, correctionFactor );
break;
default:
break;
}
}
for( MODULE* module = pcb->m_Modules; module != NULL; module = module->Next() )
{
module->TransformPadsShapesWithClearanceToPolygon( layer,
bufferPolys,
0,
segcountforcircle,
correctionFactor );
module->TransformGraphicShapesWithClearanceToPolygonSet( layer,
bufferPolys,
0,
segcountforcircle,
correctionFactor );
}
// bufferPolys contains polygons to merge. Many overlaps .
// Calculate merged polygons and remove pads and vias holes
if( bufferPolys.GetCornersCount() == 0 )
continue;
KI_POLYGON_SET currLayerPolyset;
KI_POLYGON_SET polyset;
bufferPolys.ExportTo( polyset );
currLayerPolyset += polyset;
int thickness = g_Parm_3D_Visu.GetLayerObjectThicknessBIU( layer );
int zpos = g_Parm_3D_Visu.GetLayerZcoordBIU( layer );
// for Draw3D_SolidHorizontalPolyPolygons,
// zpos it the middle between bottom and top sides.
// However for top layers, zpos should be the bottom layer pos,
// and for bottom layers, zpos should be the top layer pos.
if( Get3DLayer_Z_Orientation( layer ) > 0 )
zpos += thickness/2;
else
zpos -= thickness/2 ;
bufferPolys.RemoveAllContours();
bufferPolys.ImportFrom( currLayerPolyset );
SetGLTechLayersColor( layer );
glNormal3f( 0.0, 0.0, Get3DLayer_Z_Orientation( layer ) );
Draw3D_SolidHorizontalPolyPolygons( bufferPolys, zpos,
thickness, g_Parm_3D_Visu.m_BiuTo3Dunits );
}
}
void EDA_3D_CANVAS::CreateDrawGL_List()
{
BOARD* pcb = GetBoard();
wxBusyCursor dummy;
// Build 3D board parameters:
g_Parm_3D_Visu.InitSettings( pcb );
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
// Create axis gl list (if it is not shown, the list will be not called
Draw3DAxis();
// Create grid gl list
if( ! m_glLists[GL_ID_GRID] )
{
m_glLists[GL_ID_GRID] = glGenLists( 1 );
glNewList( m_glLists[GL_ID_GRID], GL_COMPILE );
Draw3DGrid( g_Parm_3D_Visu.m_3D_Grid );
glEndList();
}
// Create Board full gl lists:
// For testing purpose only, display calculation time to generate 3D data
// #define PRINT_CALCULATION_TIME
#ifdef PRINT_CALCULATION_TIME
unsigned strtime = GetRunningMicroSecs();
#endif
if( ! m_glLists[GL_ID_BOARD] )
{
m_glLists[GL_ID_BOARD] = glGenLists( 1 );
glNewList( m_glLists[GL_ID_BOARD], GL_COMPILE );
BuildBoard3DView();
glEndList();
}
if( ! m_glLists[GL_ID_TECH_LAYERS] )
{
m_glLists[GL_ID_TECH_LAYERS] = glGenLists( 1 );
glNewList( m_glLists[GL_ID_TECH_LAYERS], GL_COMPILE );
BuildTechLayers3DView();
glEndList();
}
if( ! m_glLists[GL_ID_AUX_LAYERS] )
{
m_glLists[GL_ID_AUX_LAYERS] = glGenLists( 1 );
glNewList( m_glLists[GL_ID_AUX_LAYERS], GL_COMPILE );
BuildBoard3DAuxLayers();
glEndList();
}
// draw modules 3D shapes
if( ! m_glLists[GL_ID_3DSHAPES_SOLID] && g_Parm_3D_Visu.GetFlag( FL_MODULE ) )
{
m_glLists[GL_ID_3DSHAPES_SOLID] = glGenLists( 1 );
// GL_ID_3DSHAPES_TRANSP is an auxiliary list for 3D shapes;
// Ensure it is cleared before rebuilding it
if( m_glLists[GL_ID_3DSHAPES_TRANSP] )
glDeleteLists( m_glLists[GL_ID_3DSHAPES_TRANSP], 1 );
m_glLists[GL_ID_3DSHAPES_TRANSP] = glGenLists( 1 );
BuildFootprintShape3DList( m_glLists[GL_ID_3DSHAPES_SOLID],
m_glLists[GL_ID_3DSHAPES_TRANSP] );
}
// Test for errors
CheckGLError();
#ifdef PRINT_CALCULATION_TIME
unsigned endtime = GetRunningMicroSecs();
wxString msg;
msg.Printf( "Built data %.1f ms", (double) (endtime - strtime) / 1000 );
Parent()->SetStatusText( msg, 0 );
#endif
}
void EDA_3D_CANVAS::BuildFootprintShape3DList( GLuint aOpaqueList,
GLuint aTransparentList)
{
// aOpaqueList is the gl list for non transparent items
// aTransparentList is the gl list for non transparent items,
// which need to be drawn after all other items
BOARD* pcb = GetBoard();
glNewList( aOpaqueList, GL_COMPILE );
bool loadTransparentObjects = false;
for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
module->ReadAndInsert3DComponentShape( this, !loadTransparentObjects,
loadTransparentObjects );
glEndList();
glNewList( aTransparentList, GL_COMPILE );
loadTransparentObjects = true;
for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
module->ReadAndInsert3DComponentShape( this, !loadTransparentObjects,
loadTransparentObjects );
glEndList();
}
void EDA_3D_CANVAS::Draw3DAxis()
{
if( ! m_glLists[GL_ID_AXIS] )
{
m_glLists[GL_ID_AXIS] = glGenLists( 1 );
glNewList( m_glLists[GL_ID_AXIS], GL_COMPILE );
glEnable( GL_COLOR_MATERIAL );
SetGLColor( WHITE );
glBegin( GL_LINES );
glNormal3f( 0.0f, 0.0f, 1.0f ); // Normal is Z axis
glVertex3f( 0.0f, 0.0f, 0.0f );
glVertex3f( 1.0f, 0.0f, 0.0f ); // X axis
glVertex3f( 0.0f, 0.0f, 0.0f );
glVertex3f( 0.0f, -1.0f, 0.0f ); // Y axis
glNormal3f( 1.0f, 0.0f, 0.0f ); // Normal is Y axis
glVertex3f( 0.0f, 0.0f, 0.0f );
glVertex3f( 0.0f, 0.0f, 0.3f ); // Z axis
glEnd();
glEndList();
}
}
// draw a 3D grid: an horizontal grid (XY plane and Z = 0,
// and a vertical grid (XZ plane and Y = 0)
void EDA_3D_CANVAS::Draw3DGrid( double aGriSizeMM )
{
double zpos = 0.0;
EDA_COLOR_T gridcolor = DARKGRAY; // Color of grid lines
EDA_COLOR_T gridcolor_marker = LIGHTGRAY; // Color of grid lines every 5 lines
const double scale = g_Parm_3D_Visu.m_BiuTo3Dunits;
const double transparency = 0.3;
glNormal3f( 0.0, 0.0, 1.0 );
wxSize brd_size = g_Parm_3D_Visu.m_BoardSize;
wxPoint brd_center_pos = g_Parm_3D_Visu.m_BoardPos;
NEGATE( brd_center_pos.y );
int xsize = std::max( brd_size.x, Millimeter2iu( 100 ) );
int ysize = std::max( brd_size.y, Millimeter2iu( 100 ) );
// Grid limits, in 3D units
double xmin = (brd_center_pos.x - xsize / 2) * scale;
double xmax = (brd_center_pos.x + xsize / 2) * scale;
double ymin = (brd_center_pos.y - ysize / 2) * scale;
double ymax = (brd_center_pos.y + ysize / 2) * scale;
double zmin = Millimeter2iu( -50 ) * scale;
double zmax = Millimeter2iu( 100 ) * scale;
// Draw horizontal grid centered on 3D origin (center of the board)
for( int ii = 0; ; ii++ )
{
if( (ii % 5) )
SetGLColor( gridcolor, transparency );
else
SetGLColor( gridcolor_marker, transparency );
int delta = KiROUND( ii * aGriSizeMM * IU_PER_MM );
if( delta <= xsize / 2 ) // Draw grid lines parallel to X axis
{
glBegin( GL_LINES );
glVertex3f( (brd_center_pos.x + delta) * scale, -ymin, zpos );
glVertex3f( (brd_center_pos.x + delta) * scale, -ymax, zpos );
glEnd();
if( ii != 0 )
{
glBegin( GL_LINES );
glVertex3f( (brd_center_pos.x - delta) * scale, -ymin, zpos );
glVertex3f( (brd_center_pos.x - delta) * scale, -ymax, zpos );
glEnd();
}
}
if( delta <= ysize / 2 ) // Draw grid lines parallel to Y axis
{
glBegin( GL_LINES );
glVertex3f( xmin, -(brd_center_pos.y + delta) * scale, zpos );
glVertex3f( xmax, -(brd_center_pos.y + delta) * scale, zpos );
glEnd();
if( ii != 0 )
{
glBegin( GL_LINES );
glVertex3f( xmin, -(brd_center_pos.y - delta) * scale, zpos );
glVertex3f( xmax, -(brd_center_pos.y - delta) * scale, zpos );
glEnd();
}
}
if( ( delta > ysize / 2 ) && ( delta > xsize / 2 ) )
break;
}
// Draw vertical grid n Z axis
glNormal3f( 0.0, -1.0, 0.0 );
// Draw vertical grid lines (parallel to Z axis)
for( int ii = 0; ; ii++ )
{
if( (ii % 5) )
SetGLColor( gridcolor, transparency );
else
SetGLColor( gridcolor_marker, transparency );
double delta = ii * aGriSizeMM * IU_PER_MM;
glBegin( GL_LINES );
glVertex3f( (brd_center_pos.x + delta) * scale, -brd_center_pos.y * scale, zmin );
glVertex3f( (brd_center_pos.x + delta) * scale, -brd_center_pos.y * scale, zmax );
glEnd();
if( ii != 0 )
{
glBegin( GL_LINES );
glVertex3f( (brd_center_pos.x - delta) * scale, -brd_center_pos.y * scale, zmin );
glVertex3f( (brd_center_pos.x - delta) * scale, -brd_center_pos.y * scale, zmax );
glEnd();
}
if( delta > xsize / 2 )
break;
}
// Draw horizontal grid lines on Z axis
for( int ii = 0; ; ii++ )
{
if( (ii % 5) )
SetGLColor( gridcolor, transparency);
else
SetGLColor( gridcolor_marker, transparency );
double delta = ii * aGriSizeMM * IU_PER_MM * scale;
if( delta <= zmax )
{
// Draw grid lines on Z axis (positive Z axis coordinates)
glBegin( GL_LINES );
glVertex3f( xmin, -brd_center_pos.y * scale, delta );
glVertex3f( xmax, -brd_center_pos.y * scale, delta );
glEnd();
}
if( delta <= -zmin && ( ii != 0 ) )
{
// Draw grid lines on Z axis (negative Z axis coordinates)
glBegin( GL_LINES );
glVertex3f( xmin, -brd_center_pos.y * scale, -delta );
glVertex3f( xmax, -brd_center_pos.y * scale, -delta );
glEnd();
}
if( ( delta > zmax ) && ( delta > -zmin ) )
break;
}
}
void EDA_3D_CANVAS::Draw3DViaHole( SEGVIA* aVia )
{
LAYER_NUM top_layer, bottom_layer;
int inner_radius = aVia->GetDrillValue() / 2;
int thickness = g_Parm_3D_Visu.GetCopperThicknessBIU();
aVia->ReturnLayerPair( &top_layer, &bottom_layer );
// Drawing via hole:
if( g_Parm_3D_Visu.IsRealisticMode() )
SetGLCopperColor();
else
{
EDA_COLOR_T color = g_ColorsSettings.GetItemColor( VIAS_VISIBLE + aVia->GetShape() );
SetGLColor( color );
}
int height = g_Parm_3D_Visu.GetLayerZcoordBIU( top_layer ) -
g_Parm_3D_Visu.GetLayerZcoordBIU( bottom_layer ) - thickness;
int zpos = g_Parm_3D_Visu.GetLayerZcoordBIU( bottom_layer ) + thickness / 2;
Draw3D_ZaxisCylinder( aVia->GetStart(), inner_radius + thickness / 2, height,
thickness, zpos, g_Parm_3D_Visu.m_BiuTo3Dunits );
}
void MODULE::ReadAndInsert3DComponentShape( EDA_3D_CANVAS* glcanvas,
bool aAllowNonTransparentObjects,
bool aAllowTransparentObjects )
{
// Read from disk and draws the footprint 3D shapes if exists
S3D_MASTER* shape3D = m_3D_Drawings;
double zpos = g_Parm_3D_Visu.GetModulesZcoord3DIU( IsFlipped() );
glPushMatrix();
glTranslatef( m_Pos.x * g_Parm_3D_Visu.m_BiuTo3Dunits,
-m_Pos.y * g_Parm_3D_Visu.m_BiuTo3Dunits,
zpos );
if( m_Orient )
glRotatef( (double) m_Orient / 10, 0.0, 0.0, 1.0 );
if( IsFlipped() )
{
glRotatef( 180.0, 0.0, 1.0, 0.0 );
glRotatef( 180.0, 0.0, 0.0, 1.0 );
}
for( ; shape3D != NULL; shape3D = shape3D->Next() )
{
shape3D->SetLoadNonTransparentObjects( aAllowNonTransparentObjects );
shape3D->SetLoadTransparentObjects( aAllowTransparentObjects );
if( shape3D->Is3DType( S3D_MASTER::FILE3D_VRML ) )
shape3D->ReadData();
}
glPopMatrix();
}
// Draw 3D pads.
void EDA_3D_CANVAS::Draw3DPadHole( D_PAD* aPad )
{
// Draw the pad hole
wxSize drillsize = aPad->GetDrillSize();
bool hasHole = drillsize.x && drillsize.y;
if( !hasHole )
return;
// Store here the points to approximate hole by segments
CPOLYGONS_LIST holecornersBuffer;
int thickness = g_Parm_3D_Visu.GetCopperThicknessBIU();
int height = g_Parm_3D_Visu.GetLayerZcoordBIU( LAYER_N_FRONT ) -
g_Parm_3D_Visu.GetLayerZcoordBIU( LAYER_N_BACK );
if( g_Parm_3D_Visu.IsRealisticMode() )
SetGLCopperColor();
else
SetGLColor( DARKGRAY );
int holeZpoz = g_Parm_3D_Visu.GetLayerZcoordBIU( LAYER_N_BACK ) + thickness / 2;
int holeHeight = height - thickness;
if( drillsize.x == drillsize.y ) // usual round hole
{
Draw3D_ZaxisCylinder( aPad->GetPosition(),
(drillsize.x + thickness) / 2, holeHeight,
thickness, holeZpoz, g_Parm_3D_Visu.m_BiuTo3Dunits );
}
else // Oblong hole
{
wxPoint ends_offset;
int width;
if( drillsize.x > drillsize.y ) // Horizontal oval
{
ends_offset.x = ( drillsize.x - drillsize.y ) / 2;
width = drillsize.y;
}
else // Vertical oval
{
ends_offset.y = ( drillsize.y - drillsize.x ) / 2;
width = drillsize.x;
}
RotatePoint( &ends_offset, aPad->GetOrientation() );
wxPoint start = aPad->GetPosition() + ends_offset;
wxPoint end = aPad->GetPosition() - ends_offset;
int hole_radius = ( width + thickness ) / 2;
// Draw the hole
Draw3D_ZaxisOblongCylinder( start, end, hole_radius, holeHeight,
thickness, holeZpoz, g_Parm_3D_Visu.m_BiuTo3Dunits );
}
}
bool Is3DLayerEnabled( LAYER_NUM aLayer )
{
DISPLAY3D_FLG flg;
bool realistic_mode = g_Parm_3D_Visu.IsRealisticMode();
// see if layer needs to be shown
// check the flags
switch( aLayer )
{
case ADHESIVE_N_BACK:
case ADHESIVE_N_FRONT:
flg = FL_ADHESIVE;
break;
case SOLDERPASTE_N_BACK:
case SOLDERPASTE_N_FRONT:
flg = FL_SOLDERPASTE;
break;
case SILKSCREEN_N_BACK:
case SILKSCREEN_N_FRONT:
flg = FL_SILKSCREEN;
break;
case SOLDERMASK_N_BACK:
case SOLDERMASK_N_FRONT:
flg = FL_SOLDERMASK;
break;
case DRAW_N:
case COMMENT_N:
if( realistic_mode )
return false;
flg = FL_COMMENTS;
break;
case ECO1_N:
case ECO2_N:
if( realistic_mode )
return false;
flg = FL_ECO;
break;
case LAYER_N_BACK:
case LAYER_N_FRONT:
return g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( aLayer )
|| realistic_mode;
break;
default:
// the layer is an internal copper layer
if( realistic_mode )
return false;
return g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( aLayer );
}
// if the layer has a flag, return the flag
return g_Parm_3D_Visu.GetFlag( flg ) &&
g_Parm_3D_Visu.m_BoardSettings->IsLayerVisible( aLayer );
}
GLfloat Get3DLayer_Z_Orientation( LAYER_NUM aLayer )
{
double nZ = 1.0;
if( ( aLayer == LAYER_N_BACK )
|| ( aLayer == ADHESIVE_N_BACK )
|| ( aLayer == SOLDERPASTE_N_BACK )
|| ( aLayer == SILKSCREEN_N_BACK )
|| ( aLayer == SOLDERMASK_N_BACK ) )
nZ = -1.0;
return nZ;
}