1293 lines
41 KiB
C++
1293 lines
41 KiB
C++
/*
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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) 2009-2013 Lorenzo Mercantonio
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* Copyright (C) 2014-2017 Cirilo Bernardo
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* Copyright (C) 2018 Jean-Pierre Charras jp.charras at wanadoo.fr
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* Copyright (C) 2004-2021 KiCad Developers, see AUTHORS.txt for contributors.
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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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#include <exception>
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#include <fstream>
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#include <iomanip>
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#include <vector>
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#include <wx/dir.h>
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#include <wx/msgdlg.h>
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#include "3d_cache/3d_cache.h"
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#include "3d_cache/3d_info.h"
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#include "board.h"
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#include "board_design_settings.h"
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#include "fp_shape.h"
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#include "footprint.h"
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#include "pad.h"
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#include "pcb_text.h"
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#include "pcb_track.h"
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#include "convert_to_biu.h"
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#include <core/arraydim.h>
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#include <filename_resolver.h>
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#include "plugins/3dapi/ifsg_all.h"
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#include "streamwrapper.h"
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#include "vrml_layer.h"
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#include "pcb_edit_frame.h"
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#include <convert_basic_shapes_to_polygon.h>
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#include <geometry/geometry_utils.h>
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#include <macros.h>
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#include <exporter_vrml.h>
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EXPORTER_PCB_VRML::EXPORTER_PCB_VRML() :
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m_OutputPCB( nullptr )
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{
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m_ReuseDef = true;
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m_precision = 6;
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m_WorldScale = 1.0;
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m_Cache3Dmodels = nullptr;
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m_Pcb = nullptr;
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m_UseInlineModelsInBrdfile = false;
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m_UseRelPathIn3DModelFilename = false;
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m_BoardToVrmlScale = MM_PER_IU;
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for( int ii = 0; ii < VRML_COLOR_LAST; ++ii )
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m_sgmaterial[ii] = nullptr;
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for( unsigned i = 0; i < arrayDim( m_layer_z ); ++i )
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m_layer_z[i] = 0;
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// this default only makes sense if the output is in mm
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m_brd_thickness = 1.6;
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// pcb green
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vrml_colors_list[VRML_COLOR_PCB] = VRML_COLOR(
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0.12f, 0.20f, 0.19f, 0.01f, 0.03f, 0.01f, 0.0f, 0.0f, 0.0f, 0.8f, 0.0f, 0.02f );
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// copper color
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vrml_colors_list[VRML_COLOR_COPPER] = VRML_COLOR(
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0.72f, 0.45f, 0.2f, 0.01f, 0.05f, 0.01f, 0.0f, 0.0f, 0.0f, 0.8f, 0.0f, 0.02f );
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// silkscreen white
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vrml_colors_list[VRML_COLOR_SILK] = VRML_COLOR(
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0.7f, 0.7f, 0.9f, 0.1f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f, 0.9f, 0.0f, 0.02f );
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// solder paste silver (gray)
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vrml_colors_list[VRML_COLOR_PASTE] = VRML_COLOR( 0.4f, 0.4f, 0.4f, 0.2f, 0.2f, 0.2f, 0.0f,
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0.0f, 0.0f, 0.8f, 0.0f, 0.8f );
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// solder mask green with transparency
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vrml_colors_list[VRML_COLOR_SOLDMASK] = VRML_COLOR(
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0.07f, 0.3f, 0.12f, 0.01f, 0.03f, 0.01f, 0.0f, 0.0f, 0.0f, 0.8f, 0.25f, 0.02f );
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SetOffset( 0.0, 0.0 );
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}
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EXPORTER_PCB_VRML::~EXPORTER_PCB_VRML()
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{
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// destroy any unassociated material appearances
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for( int j = 0; j < VRML_COLOR_LAST; ++j )
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{
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if( m_sgmaterial[j] && nullptr == S3D::GetSGNodeParent( m_sgmaterial[j] ) )
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S3D::DestroyNode( m_sgmaterial[j] );
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m_sgmaterial[j] = nullptr;
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}
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if( !m_components.empty() )
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{
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IFSG_TRANSFORM tmp( false );
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for( auto i : m_components )
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{
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tmp.Attach( i );
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tmp.SetParent( nullptr );
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}
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m_components.clear();
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m_OutputPCB.Destroy();
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}
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}
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bool EXPORTER_PCB_VRML::SetScale( double aWorldScale )
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{
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// set the scaling of the VRML world
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if( aWorldScale < 0.001 || aWorldScale > 10.0 )
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throw( std::runtime_error( "WorldScale out of range (valid range is 0.001 to 10.0)" ) );
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m_OutputPCB.SetScale( aWorldScale * 2.54 );
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m_WorldScale = aWorldScale * 2.54;
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return true;
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}
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void EXPORTER_PCB_VRML::SetOffset( double aXoff, double aYoff )
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{
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m_tx = aXoff;
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m_ty = -aYoff;
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m_holes.SetVertexOffsets( aXoff, aYoff );
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m_3D_board.SetVertexOffsets( aXoff, aYoff );
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m_top_copper.SetVertexOffsets( aXoff, aYoff );
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m_bot_copper.SetVertexOffsets( aXoff, aYoff );
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m_top_silk.SetVertexOffsets( aXoff, aYoff );
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m_bot_silk.SetVertexOffsets( aXoff, aYoff );
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m_top_paste.SetVertexOffsets( aXoff, aYoff );
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m_bot_paste.SetVertexOffsets( aXoff, aYoff );
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m_top_soldermask.SetVertexOffsets( aXoff, aYoff );
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m_bot_soldermask.SetVertexOffsets( aXoff, aYoff );
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m_plated_holes.SetVertexOffsets( aXoff, aYoff );
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}
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bool EXPORTER_PCB_VRML::GetLayer3D( LAYER_NUM layer, VRML_LAYER** vlayer )
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{
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// select the VRML layer object to draw on; return true if
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// a layer has been selected.
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switch( layer )
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{
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case B_Cu: *vlayer = &m_bot_copper; return true;
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case F_Cu: *vlayer = &m_top_copper; return true;
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case B_SilkS: *vlayer = &m_bot_silk; return true;
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case F_SilkS: *vlayer = &m_top_silk; return true;
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case B_Mask: *vlayer = &m_bot_soldermask; return true;
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case F_Mask: *vlayer = &m_top_soldermask; return true;
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case B_Paste: *vlayer = &m_bot_paste; return true;
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case F_Paste: *vlayer = &m_top_paste; return true;
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default: return false;
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}
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}
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void EXPORTER_PCB_VRML::ExportVrmlSolderMask()
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{
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SHAPE_POLY_SET holes, outlines = m_pcbOutlines;
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// holes is the solder mask opening.
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// the actual shape is the negative shape of mask opening.
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PCB_LAYER_ID pcb_layer = F_Mask;
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VRML_LAYER* vrmllayer = &m_top_soldermask;
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for( int lcnt = 0; lcnt < 2; lcnt++ )
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{
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holes.RemoveAllContours();
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outlines.RemoveAllContours();
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outlines = m_pcbOutlines;
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m_Pcb->ConvertBrdLayerToPolygonalContours( pcb_layer, holes );
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outlines.BooleanSubtract( holes, SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
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outlines.Fracture( SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
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ExportVrmlPolygonSet( vrmllayer, outlines );
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pcb_layer = B_Mask;
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vrmllayer = &m_bot_soldermask;
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}
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}
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void EXPORTER_PCB_VRML::ExportStandardLayers()
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{
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SHAPE_POLY_SET outlines;
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PCB_LAYER_ID pcb_layer[] =
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{
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F_Cu, B_Cu, F_SilkS, B_SilkS, F_Paste, B_Paste
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};
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VRML_LAYER* vrmllayer[] =
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{
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&m_top_copper, &m_bot_copper, &m_top_silk, &m_bot_silk, &m_top_paste, &m_bot_paste,
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nullptr // Sentinel
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};
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for( int lcnt = 0; ; lcnt++ )
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{
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if( vrmllayer[lcnt] == nullptr )
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break;
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outlines.RemoveAllContours();
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m_Pcb->ConvertBrdLayerToPolygonalContours( pcb_layer[lcnt], outlines );
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outlines.Fracture( SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
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ExportVrmlPolygonSet( vrmllayer[lcnt], outlines );
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}
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}
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static EXPORTER_PCB_VRML* model_vrml;
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void EXPORTER_PCB_VRML::write_triangle_bag( std::ostream& aOut_file, const VRML_COLOR& aColor,
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VRML_LAYER* aLayer, bool aPlane, bool aTop,
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double aTop_z, double aBottom_z )
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{
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// A lot of nodes are not required, but blender sometimes chokes without them.
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static const char* shape_boiler[] =
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{
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"Transform {\n",
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" children [\n",
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" Group {\n",
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" children [\n",
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" Shape {\n",
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" appearance Appearance {\n",
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" material Material {\n",
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0, // Material marker
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" }\n",
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" }\n",
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" geometry IndexedFaceSet {\n",
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" solid TRUE\n",
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" coord Coordinate {\n",
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" point [\n",
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0, // Coordinates marker
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" ]\n",
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" }\n",
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" coordIndex [\n",
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0, // Index marker
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" ]\n",
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" }\n",
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" }\n",
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" ]\n",
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" }\n",
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" ]\n",
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"}\n",
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0 // End marker
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};
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int marker_found = 0, lineno = 0;
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while( marker_found < 4 )
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{
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if( shape_boiler[lineno] )
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{
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aOut_file << shape_boiler[lineno];
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}
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else
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{
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marker_found++;
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switch( marker_found )
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{
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case 1: // Material marker
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{
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std::streamsize lastPrecision = aOut_file.precision();
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aOut_file << " diffuseColor " << std::setprecision(3);
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aOut_file << aColor.diffuse_red << " ";
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aOut_file << aColor.diffuse_grn << " ";
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aOut_file << aColor.diffuse_blu << "\n";
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aOut_file << " specularColor ";
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aOut_file << aColor.spec_red << " ";
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aOut_file << aColor.spec_grn << " ";
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aOut_file << aColor.spec_blu << "\n";
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aOut_file << " emissiveColor ";
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aOut_file << aColor.emit_red << " ";
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aOut_file << aColor.emit_grn << " ";
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aOut_file << aColor.emit_blu << "\n";
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aOut_file << " ambientIntensity " << aColor.ambient << "\n";
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aOut_file << " transparency " << aColor.transp << "\n";
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aOut_file << " shininess " << aColor.shiny << "\n";
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aOut_file.precision( lastPrecision );
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}
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break;
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case 2:
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if( aPlane )
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aLayer->WriteVertices( aTop_z, aOut_file, m_precision );
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else
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aLayer->Write3DVertices( aTop_z, aBottom_z, aOut_file, m_precision );
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aOut_file << "\n";
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break;
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case 3:
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if( aPlane )
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aLayer->WriteIndices( aTop, aOut_file );
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else
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aLayer->Write3DIndices( aOut_file );
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aOut_file << "\n";
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break;
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default:
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break;
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}
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}
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lineno++;
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}
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}
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void EXPORTER_PCB_VRML::writeLayers( const char* aFileName, OSTREAM* aOutputFile )
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{
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// VRML_LAYER board;
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m_3D_board.Tesselate( &m_holes );
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double brdz = m_brd_thickness / 2.0
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- ( Millimeter2iu( ART_OFFSET / 2.0 ) ) * m_BoardToVrmlScale;
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if( m_UseInlineModelsInBrdfile )
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{
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write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_PCB ),
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&m_3D_board, false, false, brdz, -brdz );
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}
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else
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{
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create_vrml_shell( m_OutputPCB, VRML_COLOR_PCB, &m_3D_board, brdz, -brdz );
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}
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// VRML_LAYER m_top_copper;
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m_top_copper.Tesselate( &m_holes );
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if( m_UseInlineModelsInBrdfile )
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{
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write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_COPPER ),
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&m_top_copper, true, true, GetLayerZ( F_Cu ), 0 );
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}
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else
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{
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create_vrml_plane( m_OutputPCB, VRML_COLOR_COPPER, &m_top_copper,
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GetLayerZ( F_Cu ), true );
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}
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// VRML_LAYER m_top_paste;
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m_top_paste.Tesselate( &m_holes );
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if( m_UseInlineModelsInBrdfile )
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{
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write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_PASTE ),
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&m_top_paste, true, true,
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GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) *
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m_BoardToVrmlScale,
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0 );
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}
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else
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{
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create_vrml_plane( m_OutputPCB, VRML_COLOR_PASTE, &m_top_paste,
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GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) *
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m_BoardToVrmlScale,
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true );
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}
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// VRML_LAYER m_top_soldermask;
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m_top_soldermask.Tesselate( &m_holes );
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if( m_UseInlineModelsInBrdfile )
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{
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write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_SOLDMASK ),
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&m_top_soldermask, true, true,
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GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) *
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m_BoardToVrmlScale,
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0 );
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}
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else
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{
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create_vrml_plane( m_OutputPCB, VRML_COLOR_SOLDMASK, &m_top_soldermask,
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GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) *
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m_BoardToVrmlScale,
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true );
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}
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// VRML_LAYER m_bot_copper;
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m_bot_copper.Tesselate( &m_holes );
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if( m_UseInlineModelsInBrdfile )
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{
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write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_COPPER ),
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&m_bot_copper, true, false, GetLayerZ( B_Cu ), 0 );
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}
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else
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{
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create_vrml_plane( m_OutputPCB, VRML_COLOR_COPPER, &m_bot_copper,
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GetLayerZ( B_Cu ), false );
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}
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// VRML_LAYER m_bot_paste;
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m_bot_paste.Tesselate( &m_holes );
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if( m_UseInlineModelsInBrdfile )
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{
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write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_PASTE ),
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&m_bot_paste, true, false,
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GetLayerZ( B_Cu )
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- Millimeter2iu( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale,
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0 );
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}
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else
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{
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create_vrml_plane( m_OutputPCB, VRML_COLOR_PASTE, &m_bot_paste,
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GetLayerZ( B_Cu ) - Millimeter2iu( ART_OFFSET / 2.0 ) *
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m_BoardToVrmlScale,
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false );
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}
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// VRML_LAYER m_bot_mask:
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m_bot_soldermask.Tesselate( &m_holes );
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if( m_UseInlineModelsInBrdfile )
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{
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write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_SOLDMASK ),
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&m_bot_soldermask, true, false,
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GetLayerZ( B_Cu ) - Millimeter2iu( ART_OFFSET / 2.0 ) *
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m_BoardToVrmlScale,
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0 );
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}
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else
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{
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create_vrml_plane( m_OutputPCB, VRML_COLOR_SOLDMASK, &m_bot_soldermask,
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GetLayerZ( B_Cu ) - Millimeter2iu( ART_OFFSET / 2.0 ) *
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m_BoardToVrmlScale,
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false );
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}
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// VRML_LAYER PTH;
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m_plated_holes.Tesselate( nullptr, true );
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if( m_UseInlineModelsInBrdfile )
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{
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write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_PASTE ),
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&m_plated_holes, false, false,
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GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) *
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m_BoardToVrmlScale,
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GetLayerZ( B_Cu ) - Millimeter2iu( ART_OFFSET / 2.0 ) *
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m_BoardToVrmlScale );
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}
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else
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{
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create_vrml_shell( m_OutputPCB, VRML_COLOR_PASTE, &m_plated_holes,
|
|
GetLayerZ( F_Cu ) + Millimeter2iu( ART_OFFSET / 2.0 ) *
|
|
m_BoardToVrmlScale,
|
|
GetLayerZ( B_Cu ) - Millimeter2iu( ART_OFFSET / 2.0 ) *
|
|
m_BoardToVrmlScale );
|
|
}
|
|
|
|
// VRML_LAYER m_top_silk;
|
|
m_top_silk.Tesselate( &m_holes );
|
|
|
|
if( m_UseInlineModelsInBrdfile )
|
|
{
|
|
write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_SILK ), &m_top_silk,
|
|
true, true, GetLayerZ( F_SilkS ), 0 );
|
|
}
|
|
else
|
|
{
|
|
create_vrml_plane( m_OutputPCB, VRML_COLOR_SILK, &m_top_silk,
|
|
GetLayerZ( F_SilkS ), true );
|
|
}
|
|
|
|
// VRML_LAYER m_bot_silk;
|
|
m_bot_silk.Tesselate( &m_holes );
|
|
|
|
if( m_UseInlineModelsInBrdfile )
|
|
{
|
|
write_triangle_bag( *aOutputFile, GetColor( VRML_COLOR_SILK ), &m_bot_silk,
|
|
true, false, GetLayerZ( B_SilkS ), 0 );
|
|
}
|
|
else
|
|
{
|
|
create_vrml_plane( m_OutputPCB, VRML_COLOR_SILK, &m_bot_silk,
|
|
GetLayerZ( B_SilkS ), false );
|
|
}
|
|
|
|
if( !m_UseInlineModelsInBrdfile )
|
|
S3D::WriteVRML( aFileName, true, m_OutputPCB.GetRawPtr(), true, true );
|
|
}
|
|
|
|
|
|
void EXPORTER_PCB_VRML::ComputeLayer3D_Zpos()
|
|
{
|
|
int copper_layers = m_Pcb->GetCopperLayerCount();
|
|
|
|
// We call it 'layer' thickness, but it's the whole board thickness!
|
|
m_brd_thickness = m_Pcb->GetDesignSettings().GetBoardThickness() * m_BoardToVrmlScale;
|
|
double half_thickness = m_brd_thickness / 2;
|
|
|
|
// Compute each layer's Z value, more or less like the 3d view
|
|
for( LSEQ seq = LSET::AllCuMask().Seq(); seq; ++seq )
|
|
{
|
|
PCB_LAYER_ID i = *seq;
|
|
|
|
if( i < copper_layers )
|
|
SetLayerZ( i, half_thickness - m_brd_thickness * i / (copper_layers - 1) );
|
|
else
|
|
SetLayerZ( i, - half_thickness ); // bottom layer
|
|
}
|
|
|
|
// To avoid rounding interference, we apply an epsilon to each successive layer
|
|
double epsilon_z = Millimeter2iu( ART_OFFSET ) * m_BoardToVrmlScale;
|
|
SetLayerZ( B_Paste, -half_thickness - epsilon_z );
|
|
SetLayerZ( B_Adhes, -half_thickness - epsilon_z );
|
|
SetLayerZ( B_SilkS, -half_thickness - epsilon_z * 3 );
|
|
SetLayerZ( B_Mask, -half_thickness - epsilon_z * 2 );
|
|
SetLayerZ( F_Mask, half_thickness + epsilon_z * 2 );
|
|
SetLayerZ( F_SilkS, half_thickness + epsilon_z * 3 );
|
|
SetLayerZ( F_Adhes, half_thickness + epsilon_z );
|
|
SetLayerZ( F_Paste, half_thickness + epsilon_z );
|
|
SetLayerZ( Dwgs_User, half_thickness + epsilon_z * 5 );
|
|
SetLayerZ( Cmts_User, half_thickness + epsilon_z * 6 );
|
|
SetLayerZ( Eco1_User, half_thickness + epsilon_z * 7 );
|
|
SetLayerZ( Eco2_User, half_thickness + epsilon_z * 8 );
|
|
SetLayerZ( Edge_Cuts, 0 );
|
|
}
|
|
|
|
|
|
void EXPORTER_PCB_VRML::ExportVrmlPolygonSet( VRML_LAYER* aVlayer, const SHAPE_POLY_SET& aOutlines )
|
|
{
|
|
// Polygons in SHAPE_POLY_SET must be without hole, i.e. holes must be linked
|
|
// previously to their main outline.
|
|
for( int icnt = 0; icnt < aOutlines.OutlineCount(); icnt++ )
|
|
{
|
|
const SHAPE_LINE_CHAIN& outline = aOutlines.COutline( icnt );
|
|
|
|
int seg = aVlayer->NewContour();
|
|
|
|
for( int jj = 0; jj < outline.PointCount(); jj++ )
|
|
{
|
|
if( !aVlayer->AddVertex( seg, outline.CPoint( jj ).x * m_BoardToVrmlScale,
|
|
-outline.CPoint( jj ).y * m_BoardToVrmlScale ) )
|
|
throw( std::runtime_error( aVlayer->GetError() ) );
|
|
}
|
|
|
|
aVlayer->EnsureWinding( seg, false );
|
|
}
|
|
}
|
|
|
|
|
|
void EXPORTER_PCB_VRML::ExportVrmlBoard()
|
|
{
|
|
if( !m_Pcb->GetBoardPolygonOutlines( m_pcbOutlines ) )
|
|
{
|
|
wxLogWarning( _( "Board outline is malformed. Run DRC for a full analysis." ) );
|
|
}
|
|
|
|
int seg;
|
|
|
|
for( int cnt = 0; cnt < m_pcbOutlines.OutlineCount(); cnt++ )
|
|
{
|
|
const SHAPE_LINE_CHAIN& outline = m_pcbOutlines.COutline( cnt );
|
|
|
|
seg = m_3D_board.NewContour();
|
|
|
|
for( int j = 0; j < outline.PointCount(); j++ )
|
|
{
|
|
m_3D_board.AddVertex( seg, (double)outline.CPoint(j).x * m_BoardToVrmlScale,
|
|
-((double)outline.CPoint(j).y * m_BoardToVrmlScale ) );
|
|
|
|
}
|
|
|
|
m_3D_board.EnsureWinding( seg, false );
|
|
|
|
// Generate board holes from outlines:
|
|
for( int ii = 0; ii < m_pcbOutlines.HoleCount( cnt ); ii++ )
|
|
{
|
|
const SHAPE_LINE_CHAIN& hole = m_pcbOutlines.Hole( cnt, ii );
|
|
|
|
seg = m_holes.NewContour();
|
|
|
|
if( seg < 0 )
|
|
{
|
|
wxLogError( _( "VRML Export Failed: Could not add holes to contours." ) );
|
|
return;
|
|
}
|
|
|
|
for( int j = 0; j < hole.PointCount(); j++ )
|
|
{
|
|
m_holes.AddVertex( seg, (double) hole.CPoint(j).x * m_BoardToVrmlScale,
|
|
-( (double) hole.CPoint(j).y * m_BoardToVrmlScale ) );
|
|
}
|
|
|
|
m_holes.EnsureWinding( seg, true );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static const double err_approx_max = 0.005;
|
|
|
|
|
|
void EXPORTER_PCB_VRML::ExportVrmlViaHoles()
|
|
{
|
|
PCB_LAYER_ID top_layer, bottom_layer;
|
|
|
|
for( PCB_TRACK* track : m_Pcb->Tracks() )
|
|
{
|
|
if( track->Type() != PCB_VIA_T )
|
|
continue;
|
|
|
|
const PCB_VIA* via = static_cast<const PCB_VIA*>( track );
|
|
|
|
via->LayerPair( &top_layer, &bottom_layer );
|
|
|
|
// do not render a buried via
|
|
if( top_layer != F_Cu && bottom_layer != B_Cu )
|
|
continue;
|
|
|
|
// Export all via holes to m_holes
|
|
double hole_radius = via->GetDrillValue() * m_BoardToVrmlScale / 2.0;
|
|
|
|
if( hole_radius <= 0 )
|
|
continue;
|
|
|
|
double x = via->GetStart().x * m_BoardToVrmlScale;
|
|
double y = via->GetStart().y * m_BoardToVrmlScale;
|
|
|
|
// Set the optimal number of segments to approximate a circle.
|
|
// SetArcParams needs a count max, and the minimal and maximal length
|
|
// of segments
|
|
int nsides = GetArcToSegmentCount( via->GetDrillValue(),
|
|
Millimeter2iu( err_approx_max ), 360.0 );
|
|
double minSegLength = M_PI * 2.0 * hole_radius / nsides;
|
|
double maxSegLength = minSegLength*2.0;
|
|
|
|
m_holes.SetArcParams( nsides*2, minSegLength, maxSegLength );
|
|
m_plated_holes.SetArcParams( nsides, minSegLength, maxSegLength );
|
|
|
|
m_holes.AddCircle( x, -y, hole_radius, true, true );
|
|
m_plated_holes.AddCircle( x, -y, hole_radius, true, false );
|
|
|
|
m_holes.ResetArcParams();
|
|
m_plated_holes.ResetArcParams();
|
|
}
|
|
}
|
|
|
|
|
|
void EXPORTER_PCB_VRML::ExportVrmlPadHole( PAD* aPad )
|
|
{
|
|
double hole_drill_w = (double) aPad->GetDrillSize().x * m_BoardToVrmlScale / 2.0;
|
|
double hole_drill_h = (double) aPad->GetDrillSize().y * m_BoardToVrmlScale / 2.0;
|
|
double hole_drill = std::min( hole_drill_w, hole_drill_h );
|
|
double hole_x = aPad->GetPosition().x * m_BoardToVrmlScale;
|
|
double hole_y = aPad->GetPosition().y * m_BoardToVrmlScale;
|
|
|
|
// Export the hole on the edge layer
|
|
if( hole_drill > 0 )
|
|
{
|
|
int nsides = GetArcToSegmentCount( hole_drill,
|
|
Millimeter2iu( err_approx_max ), 360.0 );
|
|
double minSegLength = M_PI * hole_drill / nsides;
|
|
double maxSegLength = minSegLength*2.0;
|
|
|
|
m_holes.SetArcParams( nsides*2, minSegLength, maxSegLength );
|
|
m_plated_holes.SetArcParams( nsides, minSegLength, maxSegLength );
|
|
|
|
bool pth = false;
|
|
|
|
if( ( aPad->GetAttribute() != PAD_ATTRIB::NPTH ) )
|
|
pth = true;
|
|
|
|
if( aPad->GetDrillShape() == PAD_DRILL_SHAPE_OBLONG )
|
|
{
|
|
// Oblong hole (slot)
|
|
|
|
if( pth )
|
|
{
|
|
m_holes.AddSlot( hole_x, -hole_y, hole_drill_w * 2.0 + PLATE_OFFSET,
|
|
hole_drill_h * 2.0 + PLATE_OFFSET,
|
|
aPad->GetOrientation()/10.0, true, true );
|
|
|
|
m_plated_holes.AddSlot( hole_x, -hole_y,
|
|
hole_drill_w * 2.0, hole_drill_h * 2.0,
|
|
aPad->GetOrientation()/10.0, true, false );
|
|
}
|
|
else
|
|
{
|
|
m_holes.AddSlot( hole_x, -hole_y, hole_drill_w * 2.0, hole_drill_h * 2.0,
|
|
aPad->GetOrientation()/10.0, true, false );
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Drill a round hole
|
|
if( pth )
|
|
{
|
|
m_holes.AddCircle( hole_x, -hole_y, hole_drill + PLATE_OFFSET, true, true );
|
|
m_plated_holes.AddCircle( hole_x, -hole_y, hole_drill, true, false );
|
|
}
|
|
else
|
|
{
|
|
m_holes.AddCircle( hole_x, -hole_y, hole_drill, true, false );
|
|
}
|
|
|
|
}
|
|
|
|
m_holes.ResetArcParams();
|
|
m_plated_holes.ResetArcParams();
|
|
}
|
|
}
|
|
|
|
|
|
// From axis/rot to quaternion
|
|
static void build_quat( double x, double y, double z, double a, double q[4] )
|
|
{
|
|
double sina = sin( a / 2 );
|
|
|
|
q[0] = x * sina;
|
|
q[1] = y * sina;
|
|
q[2] = z * sina;
|
|
q[3] = cos( a / 2 );
|
|
}
|
|
|
|
|
|
// From quaternion to axis/rot
|
|
static void from_quat( double q[4], double rot[4] )
|
|
{
|
|
rot[3] = acos( q[3] ) * 2;
|
|
|
|
for( int i = 0; i < 3; i++ )
|
|
rot[i] = q[i] / sin( rot[3] / 2 );
|
|
}
|
|
|
|
|
|
// Quaternion composition
|
|
static void compose_quat( double q1[4], double q2[4], double qr[4] )
|
|
{
|
|
double tmp[4];
|
|
|
|
tmp[0] = q2[3] * q1[0] + q2[0] * q1[3] + q2[1] * q1[2] - q2[2] * q1[1];
|
|
tmp[1] = q2[3] * q1[1] + q2[1] * q1[3] + q2[2] * q1[0] - q2[0] * q1[2];
|
|
tmp[2] = q2[3] * q1[2] + q2[2] * q1[3] + q2[0] * q1[1] - q2[1] * q1[0];
|
|
tmp[3] = q2[3] * q1[3] - q2[0] * q1[0] - q2[1] * q1[1] - q2[2] * q1[2];
|
|
|
|
qr[0] = tmp[0];
|
|
qr[1] = tmp[1];
|
|
qr[2] = tmp[2];
|
|
qr[3] = tmp[3];
|
|
}
|
|
|
|
|
|
void EXPORTER_PCB_VRML::ExportVrmlFootprint( FOOTPRINT* aFootprint, std::ostream* aOutputFile )
|
|
{
|
|
// Note: if m_UseInlineModelsInBrdfile is false, the 3D footprint shape is copied to
|
|
// the vrml board file, and aOutputFile is not used (can be nullptr)
|
|
// if m_UseInlineModelsInBrdfile is true, the 3D footprint shape is copied to
|
|
// aOutputFile (with the suitable rotation/translation/scale transform, and the vrml board
|
|
// file contains only the filename of 3D shapes to add to the full vrml scene
|
|
wxCHECK( aFootprint, /* void */ );
|
|
|
|
// Export pad holes
|
|
for( PAD* pad : aFootprint->Pads() )
|
|
ExportVrmlPadHole( pad );
|
|
|
|
bool isFlipped = aFootprint->GetLayer() == B_Cu;
|
|
|
|
// Export the object VRML model(s)
|
|
auto sM = aFootprint->Models().begin();
|
|
auto eM = aFootprint->Models().end();
|
|
|
|
wxFileName subdir( m_Subdir3DFpModels, "" );
|
|
|
|
while( sM != eM )
|
|
{
|
|
if( !sM->m_Show )
|
|
{
|
|
++sM;
|
|
continue;
|
|
}
|
|
|
|
SGNODE* mod3d = (SGNODE*) m_Cache3Dmodels->Load( sM->m_Filename );
|
|
|
|
if( nullptr == mod3d )
|
|
{
|
|
++sM;
|
|
continue;
|
|
}
|
|
|
|
/* Calculate 3D shape rotation:
|
|
* this is the rotation parameters, with an additional 180 deg rotation
|
|
* for footprints that are flipped
|
|
* When flipped, axis rotation is the horizontal axis (X axis)
|
|
*/
|
|
double rotx = -sM->m_Rotation.x;
|
|
double roty = -sM->m_Rotation.y;
|
|
double rotz = -sM->m_Rotation.z;
|
|
|
|
if( isFlipped )
|
|
{
|
|
rotx += 180.0;
|
|
roty = -roty;
|
|
rotz = -rotz;
|
|
}
|
|
|
|
// Do some quaternion munching
|
|
double q1[4], q2[4], rot[4];
|
|
build_quat( 1, 0, 0, DEG2RAD( rotx ), q1 );
|
|
build_quat( 0, 1, 0, DEG2RAD( roty ), q2 );
|
|
compose_quat( q1, q2, q1 );
|
|
build_quat( 0, 0, 1, DEG2RAD( rotz ), q2 );
|
|
compose_quat( q1, q2, q1 );
|
|
|
|
// Note here aFootprint->GetOrientation() is in 0.1 degrees, so footprint rotation
|
|
// has to be converted to radians
|
|
build_quat( 0, 0, 1, DECIDEG2RAD( aFootprint->GetOrientation() ), q2 );
|
|
compose_quat( q1, q2, q1 );
|
|
from_quat( q1, rot );
|
|
|
|
double offsetFactor = 1000.0f * IU_PER_MILS / 25.4f;
|
|
|
|
// adjust 3D shape local offset position
|
|
// they are given in mm, so they are converted in board IU.
|
|
double offsetx = sM->m_Offset.x * offsetFactor;
|
|
double offsety = sM->m_Offset.y * offsetFactor;
|
|
double offsetz = sM->m_Offset.z * offsetFactor;
|
|
|
|
if( isFlipped )
|
|
offsetz = -offsetz;
|
|
else
|
|
offsety = -offsety; // In normal mode, Y axis is reversed in Pcbnew.
|
|
|
|
RotatePoint( &offsetx, &offsety, aFootprint->GetOrientation() );
|
|
|
|
SGPOINT trans;
|
|
trans.x = ( offsetx + aFootprint->GetPosition().x ) * m_BoardToVrmlScale + m_tx;
|
|
trans.y = -( offsety + aFootprint->GetPosition().y) * m_BoardToVrmlScale - m_ty;
|
|
trans.z = (offsetz * m_BoardToVrmlScale ) + GetLayerZ( aFootprint->GetLayer() );
|
|
|
|
if( m_UseInlineModelsInBrdfile )
|
|
{
|
|
wxCHECK( aOutputFile, /* void */ );
|
|
|
|
int old_precision = aOutputFile->precision();
|
|
aOutputFile->precision( m_precision );
|
|
|
|
wxFileName srcFile = m_Cache3Dmodels->GetResolver()->ResolvePath( sM->m_Filename );
|
|
wxFileName dstFile;
|
|
dstFile.SetPath( m_Subdir3DFpModels );
|
|
dstFile.SetName( srcFile.GetName() );
|
|
dstFile.SetExt( "wrl" );
|
|
|
|
// copy the file if necessary
|
|
wxDateTime srcModTime = srcFile.GetModificationTime();
|
|
wxDateTime destModTime = srcModTime;
|
|
|
|
destModTime.SetToCurrent();
|
|
|
|
if( dstFile.FileExists() )
|
|
destModTime = dstFile.GetModificationTime();
|
|
|
|
if( srcModTime != destModTime )
|
|
{
|
|
wxString fileExt = srcFile.GetExt();
|
|
fileExt.LowerCase();
|
|
|
|
// copy VRML models and use the scenegraph library to
|
|
// translate other model types
|
|
if( fileExt == "wrl" )
|
|
{
|
|
if( !wxCopyFile( srcFile.GetFullPath(), dstFile.GetFullPath() ) )
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if( !S3D::WriteVRML( dstFile.GetFullPath().ToUTF8(), true, mod3d, m_ReuseDef,
|
|
true ) )
|
|
continue;
|
|
}
|
|
}
|
|
|
|
(*aOutputFile) << "Transform {\n";
|
|
|
|
// only write a rotation if it is >= 0.1 deg
|
|
if( std::abs( rot[3] ) > 0.0001745 )
|
|
{
|
|
(*aOutputFile) << " rotation ";
|
|
(*aOutputFile) << rot[0] << " " << rot[1] << " " << rot[2] << " " << rot[3] << "\n";
|
|
}
|
|
|
|
(*aOutputFile) << " translation ";
|
|
(*aOutputFile) << trans.x << " ";
|
|
(*aOutputFile) << trans.y << " ";
|
|
(*aOutputFile) << trans.z << "\n";
|
|
|
|
(*aOutputFile) << " scale ";
|
|
(*aOutputFile) << sM->m_Scale.x << " ";
|
|
(*aOutputFile) << sM->m_Scale.y << " ";
|
|
(*aOutputFile) << sM->m_Scale.z << "\n";
|
|
|
|
(*aOutputFile) << " children [\n Inline {\n url \"";
|
|
|
|
if( m_UseRelPathIn3DModelFilename )
|
|
{
|
|
wxFileName tmp = dstFile;
|
|
tmp.SetExt( "" );
|
|
tmp.SetName( "" );
|
|
tmp.RemoveLastDir();
|
|
dstFile.MakeRelativeTo( tmp.GetPath() );
|
|
}
|
|
|
|
wxString fn = dstFile.GetFullPath();
|
|
fn.Replace( "\\", "/" );
|
|
(*aOutputFile) << TO_UTF8( fn ) << "\"\n } ]\n";
|
|
(*aOutputFile) << " }\n";
|
|
|
|
aOutputFile->precision( old_precision );
|
|
}
|
|
else
|
|
{
|
|
IFSG_TRANSFORM* modelShape = new IFSG_TRANSFORM( m_OutputPCB.GetRawPtr() );
|
|
|
|
// only write a rotation if it is >= 0.1 deg
|
|
if( std::abs( rot[3] ) > 0.0001745 )
|
|
modelShape->SetRotation( SGVECTOR( rot[0], rot[1], rot[2] ), rot[3] );
|
|
|
|
modelShape->SetTranslation( trans );
|
|
modelShape->SetScale( SGPOINT( sM->m_Scale.x, sM->m_Scale.y, sM->m_Scale.z ) );
|
|
|
|
if( nullptr == S3D::GetSGNodeParent( mod3d ) )
|
|
{
|
|
m_components.push_back( mod3d );
|
|
modelShape->AddChildNode( mod3d );
|
|
}
|
|
else
|
|
{
|
|
modelShape->AddRefNode( mod3d );
|
|
}
|
|
|
|
}
|
|
|
|
++sM;
|
|
}
|
|
}
|
|
|
|
|
|
bool PCB_EDIT_FRAME::ExportVRML_File( const wxString& aFullFileName, double aMMtoWRMLunit,
|
|
bool aExport3DFiles, bool aUseRelativePaths,
|
|
const wxString& a3D_Subdir,
|
|
double aXRef, double aYRef )
|
|
{
|
|
BOARD* pcb = GetBoard();
|
|
bool success = true;
|
|
|
|
EXPORTER_PCB_VRML model3d;
|
|
model_vrml = &model3d;
|
|
model3d.m_Pcb = GetBoard();
|
|
model3d.SetScale( aMMtoWRMLunit );
|
|
model3d.m_UseInlineModelsInBrdfile = aExport3DFiles;
|
|
model3d.m_Subdir3DFpModels = a3D_Subdir;
|
|
model3d.m_UseRelPathIn3DModelFilename = aUseRelativePaths;
|
|
model3d.m_Cache3Dmodels = Prj().Get3DCacheManager();
|
|
|
|
if( model3d.m_UseInlineModelsInBrdfile )
|
|
{
|
|
model3d.m_BoardToVrmlScale = MM_PER_IU / 2.54;
|
|
model3d.SetOffset( -aXRef / 2.54, aYRef / 2.54 );
|
|
}
|
|
else
|
|
{
|
|
model3d.m_BoardToVrmlScale = MM_PER_IU;
|
|
model3d.SetOffset( -aXRef, aYRef );
|
|
}
|
|
|
|
try
|
|
{
|
|
// Preliminary computation: the z value for each layer
|
|
model3d.ComputeLayer3D_Zpos();
|
|
|
|
// board edges and cutouts
|
|
model3d.ExportVrmlBoard();
|
|
|
|
// Draw solder mask layer (negative layer)
|
|
model3d.ExportVrmlSolderMask();
|
|
#if 1
|
|
model3d.ExportVrmlViaHoles();
|
|
model3d.ExportStandardLayers();
|
|
#else
|
|
// Drawing and text on the board
|
|
model3d.ExportVrmlDrawings();
|
|
|
|
// Export vias and trackage
|
|
model3d.ExportVrmlTracks();
|
|
|
|
// Export zone fills
|
|
model3d.ExportVrmlZones();
|
|
#endif
|
|
if( model3d.m_UseInlineModelsInBrdfile )
|
|
{
|
|
// Copy fp 3D models in a folder, and link these files in
|
|
// the board .vrml file
|
|
model3d.ExportFp3DModelsAsLinkedFile( aFullFileName );
|
|
}
|
|
else
|
|
{
|
|
// merge footprints in the .vrml board file
|
|
for( FOOTPRINT* footprint : pcb->Footprints() )
|
|
model3d.ExportVrmlFootprint( footprint, nullptr );
|
|
|
|
// write out the board and all layers
|
|
model3d.writeLayers( TO_UTF8( aFullFileName ), nullptr );
|
|
}
|
|
}
|
|
catch( const std::exception& e )
|
|
{
|
|
wxString msg;
|
|
msg << _( "IDF Export Failed:\n" ) << FROM_UTF8( e.what() );
|
|
wxMessageBox( msg );
|
|
|
|
success = false;
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
void EXPORTER_PCB_VRML::ExportFp3DModelsAsLinkedFile( const wxString& aFullFileName )
|
|
{
|
|
// check if the 3D Subdir exists - create if not
|
|
wxFileName subdir( m_Subdir3DFpModels, "" );
|
|
|
|
if( ! subdir.DirExists() )
|
|
{
|
|
if( !wxDir::Make( subdir.GetFullPath() ) )
|
|
throw( std::runtime_error( "Could not create 3D model subdirectory" ) );
|
|
}
|
|
|
|
OPEN_OSTREAM( output_file, TO_UTF8( aFullFileName ) );
|
|
|
|
if( output_file.fail() )
|
|
{
|
|
std::ostringstream ostr;
|
|
ostr << "Could not open file '" << TO_UTF8( aFullFileName ) << "'";
|
|
throw( std::runtime_error( ostr.str().c_str() ) );
|
|
}
|
|
|
|
output_file.imbue( std::locale::classic() );
|
|
|
|
// Begin with the usual VRML boilerplate
|
|
wxString fn = aFullFileName;
|
|
fn.Replace( "\\" , "/" );
|
|
output_file << "#VRML V2.0 utf8\n";
|
|
output_file << "WorldInfo {\n";
|
|
output_file << " title \"" << TO_UTF8( fn ) << " - Generated by Pcbnew\"\n";
|
|
output_file << "}\n";
|
|
output_file << "Transform {\n";
|
|
output_file << " scale " << std::setprecision( m_precision );
|
|
output_file << m_WorldScale << " ";
|
|
output_file << m_WorldScale << " ";
|
|
output_file << m_WorldScale << "\n";
|
|
output_file << " children [\n";
|
|
|
|
// Export footprints
|
|
for( FOOTPRINT* footprint : m_Pcb->Footprints() )
|
|
ExportVrmlFootprint( footprint, &output_file );
|
|
|
|
// write out the board and all layers
|
|
writeLayers( TO_UTF8( aFullFileName ), &output_file );
|
|
|
|
// Close the outer 'transform' node
|
|
output_file << "]\n}\n";
|
|
|
|
CLOSE_STREAM( output_file );
|
|
}
|
|
|
|
SGNODE* EXPORTER_PCB_VRML::getSGColor( VRML_COLOR_INDEX colorIdx )
|
|
{
|
|
if( colorIdx == -1 )
|
|
colorIdx = VRML_COLOR_PCB;
|
|
else if( colorIdx == VRML_COLOR_LAST )
|
|
return nullptr;
|
|
|
|
if( m_sgmaterial[colorIdx] )
|
|
return m_sgmaterial[colorIdx];
|
|
|
|
IFSG_APPEARANCE vcolor( (SGNODE*) nullptr );
|
|
VRML_COLOR* cp = &vrml_colors_list[colorIdx];
|
|
|
|
vcolor.SetSpecular( cp->spec_red, cp->spec_grn, cp->spec_blu );
|
|
vcolor.SetDiffuse( cp->diffuse_red, cp->diffuse_grn, cp->diffuse_blu );
|
|
vcolor.SetShininess( cp->shiny );
|
|
// NOTE: XXX - replace with a better equation; using this definition
|
|
// of ambient will not yield the best results
|
|
vcolor.SetAmbient( cp->ambient, cp->ambient, cp->ambient );
|
|
vcolor.SetTransparency( cp->transp );
|
|
|
|
m_sgmaterial[colorIdx] = vcolor.GetRawPtr();
|
|
|
|
return m_sgmaterial[colorIdx];
|
|
}
|
|
|
|
|
|
void EXPORTER_PCB_VRML::create_vrml_plane( IFSG_TRANSFORM& PcbOutput, VRML_COLOR_INDEX colorID,
|
|
VRML_LAYER* layer, double top_z, bool aTopPlane )
|
|
{
|
|
std::vector< double > vertices;
|
|
std::vector< int > idxPlane;
|
|
|
|
if( !( *layer ).Get2DTriangles( vertices, idxPlane, top_z, aTopPlane ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( ( idxPlane.size() % 3 ) )
|
|
{
|
|
throw( std::runtime_error( "[BUG] index lists are not a multiple of 3 (not a triangle "
|
|
"list)" ) );
|
|
}
|
|
|
|
std::vector< SGPOINT > vlist;
|
|
size_t nvert = vertices.size() / 3;
|
|
size_t j = 0;
|
|
|
|
for( size_t i = 0; i < nvert; ++i, j+= 3 )
|
|
vlist.emplace_back( vertices[j], vertices[j+1], vertices[j+2] );
|
|
|
|
// create the intermediate scenegraph
|
|
IFSG_TRANSFORM tx0( PcbOutput.GetRawPtr() ); // tx0 = Transform for this outline
|
|
IFSG_SHAPE shape( tx0 ); // shape will hold (a) all vertices and (b) a local list of normals
|
|
IFSG_FACESET face( shape ); // this face shall represent the top and bottom planes
|
|
IFSG_COORDS cp( face ); // coordinates for all faces
|
|
cp.SetCoordsList( nvert, &vlist[0] );
|
|
IFSG_COORDINDEX coordIdx( face ); // coordinate indices for top and bottom planes only
|
|
coordIdx.SetIndices( idxPlane.size(), &idxPlane[0] );
|
|
IFSG_NORMALS norms( face ); // normals for the top and bottom planes
|
|
|
|
// set the normals
|
|
if( aTopPlane )
|
|
{
|
|
for( size_t i = 0; i < nvert; ++i )
|
|
norms.AddNormal( 0.0, 0.0, 1.0 );
|
|
}
|
|
else
|
|
{
|
|
for( size_t i = 0; i < nvert; ++i )
|
|
norms.AddNormal( 0.0, 0.0, -1.0 );
|
|
}
|
|
|
|
// assign a color from the palette
|
|
SGNODE* modelColor = getSGColor( colorID );
|
|
|
|
if( nullptr != modelColor )
|
|
{
|
|
if( nullptr == S3D::GetSGNodeParent( modelColor ) )
|
|
shape.AddChildNode( modelColor );
|
|
else
|
|
shape.AddRefNode( modelColor );
|
|
}
|
|
}
|
|
|
|
|
|
void EXPORTER_PCB_VRML::create_vrml_shell( IFSG_TRANSFORM& PcbOutput, VRML_COLOR_INDEX colorID,
|
|
VRML_LAYER* layer, double top_z, double bottom_z )
|
|
{
|
|
std::vector< double > vertices;
|
|
std::vector< int > idxPlane;
|
|
std::vector< int > idxSide;
|
|
|
|
if( top_z < bottom_z )
|
|
{
|
|
double tmp = top_z;
|
|
top_z = bottom_z;
|
|
bottom_z = tmp;
|
|
}
|
|
|
|
if( !( *layer ).Get3DTriangles( vertices, idxPlane, idxSide, top_z, bottom_z )
|
|
|| idxPlane.empty() || idxSide.empty() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( ( idxPlane.size() % 3 ) || ( idxSide.size() % 3 ) )
|
|
{
|
|
throw( std::runtime_error( "[BUG] index lists are not a multiple of 3 (not a "
|
|
"triangle list)" ) );
|
|
}
|
|
|
|
std::vector< SGPOINT > vlist;
|
|
size_t nvert = vertices.size() / 3;
|
|
size_t j = 0;
|
|
|
|
for( size_t i = 0; i < nvert; ++i, j+= 3 )
|
|
vlist.emplace_back( vertices[j], vertices[j+1], vertices[j+2] );
|
|
|
|
// create the intermediate scenegraph
|
|
IFSG_TRANSFORM tx0( PcbOutput.GetRawPtr() ); // tx0 = Transform for this outline
|
|
IFSG_SHAPE shape( tx0 ); // shape will hold (a) all vertices and (b) a local list of normals
|
|
IFSG_FACESET face( shape ); // this face shall represent the top and bottom planes
|
|
IFSG_COORDS cp( face ); // coordinates for all faces
|
|
cp.SetCoordsList( nvert, &vlist[0] );
|
|
IFSG_COORDINDEX coordIdx( face ); // coordinate indices for top and bottom planes only
|
|
coordIdx.SetIndices( idxPlane.size(), &idxPlane[0] );
|
|
IFSG_NORMALS norms( face ); // normals for the top and bottom planes
|
|
|
|
// number of TOP (and bottom) vertices
|
|
j = nvert / 2;
|
|
|
|
// set the TOP normals
|
|
for( size_t i = 0; i < j; ++i )
|
|
norms.AddNormal( 0.0, 0.0, 1.0 );
|
|
|
|
// set the BOTTOM normals
|
|
for( size_t i = 0; i < j; ++i )
|
|
norms.AddNormal( 0.0, 0.0, -1.0 );
|
|
|
|
// assign a color from the palette
|
|
SGNODE* modelColor = getSGColor( colorID );
|
|
|
|
if( nullptr != modelColor )
|
|
{
|
|
if( nullptr == S3D::GetSGNodeParent( modelColor ) )
|
|
shape.AddChildNode( modelColor );
|
|
else
|
|
shape.AddRefNode( modelColor );
|
|
}
|
|
|
|
// create a second shape describing the vertical walls of the extrusion
|
|
// using per-vertex-per-face-normals
|
|
shape.NewNode( tx0 );
|
|
shape.AddRefNode( modelColor ); // set the color to be the same as the top/bottom
|
|
face.NewNode( shape );
|
|
cp.NewNode( face ); // new vertex list
|
|
norms.NewNode( face ); // new normals list
|
|
coordIdx.NewNode( face ); // new index list
|
|
|
|
// populate the new per-face vertex list and its indices and normals
|
|
std::vector< int >::iterator sI = idxSide.begin();
|
|
std::vector< int >::iterator eI = idxSide.end();
|
|
|
|
size_t sidx = 0; // index to the new coord set
|
|
SGPOINT p1, p2, p3;
|
|
SGVECTOR vnorm;
|
|
|
|
while( sI != eI )
|
|
{
|
|
p1 = vlist[*sI];
|
|
cp.AddCoord( p1 );
|
|
++sI;
|
|
|
|
p2 = vlist[*sI];
|
|
cp.AddCoord( p2 );
|
|
++sI;
|
|
|
|
p3 = vlist[*sI];
|
|
cp.AddCoord( p3 );
|
|
++sI;
|
|
|
|
vnorm.SetVector( S3D::CalcTriNorm( p1, p2, p3 ) );
|
|
norms.AddNormal( vnorm );
|
|
norms.AddNormal( vnorm );
|
|
norms.AddNormal( vnorm );
|
|
|
|
coordIdx.AddIndex( (int)sidx );
|
|
++sidx;
|
|
coordIdx.AddIndex( (int)sidx );
|
|
++sidx;
|
|
coordIdx.AddIndex( (int)sidx );
|
|
++sidx;
|
|
}
|
|
}
|