305 lines
8.3 KiB
C++
305 lines
8.3 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: 3d_aux.cpp
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/////////////////////////////////////////////////////////////////////////////
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#ifdef __GNUG__
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#pragma implementation
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#pragma interface
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#endif
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#include "fctsys.h"
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#if !wxUSE_GLCANVAS
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#error Please set wxUSE_GLCANVAS to 1 in setup.h.
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#endif
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#include "common.h"
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#include "trigo.h"
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#include "bitmaps.h"
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#include "3d_viewer.h"
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#include "trackball.h"
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void S3D_MASTER::Set_Object_Coords( S3D_Vertex* coord, int nbcoord )
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{
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int ii;
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/* adjust object scale, rotation and offset position */
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for( ii = 0; ii < nbcoord; ii++ )
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{
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coord[ii].x *= m_MatScale.x;
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coord[ii].y *= m_MatScale.y;
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coord[ii].z *= m_MatScale.z;
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/* adjust rotation */
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if( m_MatRotation.x )
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RotatePoint( &coord[ii].y, &coord[ii].z,
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(int) (m_MatRotation.x * 10) );
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if( m_MatRotation.y )
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RotatePoint( &coord[ii].z, &coord[ii].x,
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(int) (m_MatRotation.y * 10) );
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if( m_MatRotation.z )
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RotatePoint( &coord[ii].x, &coord[ii].y,
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(int) (m_MatRotation.z * 10) );
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/* adjust offset position (offset is given in UNIT 3D (0.1 inch) */
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#define SCALE_3D_CONV (PCB_INTERNAL_UNIT / UNITS3D_TO_UNITSPCB)
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coord[ii].x += m_MatPosition.x * SCALE_3D_CONV;
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coord[ii].y += m_MatPosition.y * SCALE_3D_CONV;
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coord[ii].z += m_MatPosition.z * SCALE_3D_CONV;
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}
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}
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void Set_Object_Data( const S3D_Vertex* coord, int nbcoord )
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{
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int ii;
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GLfloat ax, ay, az, bx, by, bz, nx, ny, nz, r;
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/* ignore faces with less than 3 points */
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if( nbcoord < 3 )
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return;
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/* calculate normal direction */
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ax = coord[1].x - coord[0].x;
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ay = coord[1].y - coord[0].y;
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az = coord[1].z - coord[0].z;
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bx = coord[nbcoord - 1].x - coord[0].x;
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by = coord[nbcoord - 1].y - coord[0].y;
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bz = coord[nbcoord - 1].z - coord[0].z;
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nx = ay * bz - az * by;
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ny = az * bx - ax * bz;
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nz = ax * by - ay * bx;
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r = sqrt( nx * nx + ny * ny + nz * nz );
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if( r >= 0.000001 ) /* avoid division by zero */
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{
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nx /= r; ny /= r; nz /= r;
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glNormal3f( nx, ny, nz );
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}
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/* glBegin/glEnd */
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switch( nbcoord )
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{
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case 3:
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glBegin( GL_TRIANGLES );
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break;
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case 4:
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glBegin( GL_QUADS );
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break;
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default:
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glBegin( GL_POLYGON );
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break;
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}
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/* draw polygon/triangle/quad */
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for( ii = 0; ii < nbcoord; ii++ )
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{
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glVertex3f( coord[ii].x * DataScale3D,
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coord[ii].y * DataScale3D,
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coord[ii].z * DataScale3D );
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}
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glEnd();
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}
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GLuint Pcb3D_GLCanvas::DisplayCubeforTest()
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{
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GLuint gllist = glGenLists( 1 );
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glNewList( gllist, GL_COMPILE_AND_EXECUTE );
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/* draw six faces of a cube */
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glBegin( GL_QUADS );
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glNormal3f( 0.0F, 0.0F, 1.0F );
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glVertex3f( 0.5F, 0.5F, 0.5F ); glVertex3f( -0.5F, 0.5F, 0.5F );
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glVertex3f( -0.5F, -0.5F, 0.5F ); glVertex3f( 0.5F, -0.5F, 0.5F );
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glNormal3f( 0.0F, 0.0F, -1.0F );
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glVertex3f( -0.5F, -0.5F, -0.5F ); glVertex3f( -0.5F, 0.5F, -0.5F );
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glVertex3f( 0.5F, 0.5F, -0.5F ); glVertex3f( 0.5F, -0.5F, -0.5F );
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glNormal3f( 0.0F, 1.0F, 0.0F );
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glVertex3f( 0.5F, 0.5F, 0.5F ); glVertex3f( 0.5F, 0.5F, -0.5F );
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glVertex3f( -0.5F, 0.5F, -0.5F ); glVertex3f( -0.5F, 0.5F, 0.5F );
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glNormal3f( 0.0F, -1.0F, 0.0F );
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glVertex3f( -0.5F, -0.5F, -0.5F ); glVertex3f( 0.5F, -0.5F, -0.5F );
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glVertex3f( 0.5F, -0.5F, 0.5F ); glVertex3f( -0.5F, -0.5F, 0.5F );
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glNormal3f( 1.0F, 0.0F, 0.0F );
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glVertex3f( 0.5F, 0.5F, 0.5F ); glVertex3f( 0.5F, -0.5F, 0.5F );
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glVertex3f( 0.5F, -0.5F, -0.5F ); glVertex3f( 0.5F, 0.5F, -0.5F );
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glNormal3f( -1.0F, 0.0F, 0.0F );
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glVertex3f( -0.5F, -0.5F, -0.5F ); glVertex3f( -0.5F, -0.5F, 0.5F );
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glVertex3f( -0.5F, 0.5F, 0.5F ); glVertex3f( -0.5F, 0.5F, -0.5F );
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glEnd();
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glEndList();
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return gllist;
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}
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/**********************/
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/* class Info_3D_Visu */
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/**********************/
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Info_3D_Visu::Info_3D_Visu()
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{
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int ii;
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m_Beginx = m_Beginy = 0.0; /* position of mouse */
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m_Zoom = 1.0; /* field of view in degrees */
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trackball( m_Quat, 0.0, 0.0, 0.0, 0.0 );
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for( ii = 0; ii < 4; ii++ )
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m_Rot[ii] = 0.0;
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m_Layers = 1;
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m_BoardSettings = NULL;
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m_Draw3DAxis = TRUE;
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m_Draw3DModule = TRUE;
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m_Draw3DZone = TRUE;
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m_Draw3DComments = TRUE;
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m_Draw3DDrawings = TRUE;
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m_Draw3DEco1 = TRUE;
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m_Draw3DEco2 = TRUE;
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}
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Info_3D_Visu::~Info_3D_Visu()
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{
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}
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/* Display and edit a Vertex (triplet of values) in INCHES or MM or without
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* units */
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WinEDA_VertexCtrl::WinEDA_VertexCtrl( wxWindow* parent, const wxString& title,
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wxBoxSizer* BoxSizer,
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int units, int internal_unit )
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{
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wxString text;
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wxStaticText* msgtitle;
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m_Units = units;
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m_Internal_Unit = internal_unit;
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if( title.IsEmpty() )
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text = _( "Vertex " );
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else
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text = title;
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text += ReturnUnitSymbol( units );
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msgtitle = new wxStaticText( parent, -1, text, wxDefaultPosition,
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wxSize( -1, -1 ), 0 );
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BoxSizer->Add(
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msgtitle,
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wxGROW | wxLEFT | wxRIGHT | wxTOP | wxBOTTOM |
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wxADJUST_MINSIZE );
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wxFlexGridSizer* GridSizer = new wxFlexGridSizer( 3, 2, 0, 0 );
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BoxSizer->Add( GridSizer, 0, wxGROW | wxALL, 5 );
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msgtitle = new wxStaticText( parent, -1, wxT( "X:" ) );
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GridSizer->Add( msgtitle, 0,
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wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL |
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wxLEFT | wxRIGHT | wxADJUST_MINSIZE,
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5 );
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m_XValueCtrl = new wxTextCtrl( parent, -1, wxEmptyString,
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wxDefaultPosition, wxSize( -1, -1 ), 0 );
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GridSizer->Add( m_XValueCtrl,
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0,
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wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL |
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wxLEFT | wxRIGHT,
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5 );
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msgtitle = new wxStaticText( parent, -1, wxT( "Y:" ), wxDefaultPosition,
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wxSize( -1, -1 ), 0 );
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GridSizer->Add( msgtitle,
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0,
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wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL |
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wxLEFT | wxRIGHT | wxADJUST_MINSIZE,
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5 );
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m_YValueCtrl = new wxTextCtrl( parent, -1, wxEmptyString,
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wxDefaultPosition, wxSize( -1, -1 ), 0 );
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GridSizer->Add( m_YValueCtrl, 0,
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wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL |
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wxLEFT | wxRIGHT,
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5 );
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msgtitle = new wxStaticText( parent, -1, wxT( "Z:" ), wxDefaultPosition,
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wxSize( -1, -1 ), 0 );
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GridSizer->Add( msgtitle, 0,
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wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL |
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wxLEFT | wxRIGHT | wxADJUST_MINSIZE,
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5 );
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m_ZValueCtrl = new wxTextCtrl( parent, -1, wxEmptyString,
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wxDefaultPosition, wxSize( -1, -1 ), 0 );
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GridSizer->Add( m_ZValueCtrl, 0,
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wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL |
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wxLEFT | wxRIGHT,
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5 );
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}
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WinEDA_VertexCtrl::~WinEDA_VertexCtrl()
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{
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}
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/* Returns (in internal units) to coordinate between (in user units) */
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S3D_Vertex WinEDA_VertexCtrl::GetValue()
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{
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S3D_Vertex value;
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double dtmp;
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m_XValueCtrl->GetValue().ToDouble( &dtmp );
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value.x = dtmp;
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m_YValueCtrl->GetValue().ToDouble( &dtmp );
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value.y = dtmp;
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m_ZValueCtrl->GetValue().ToDouble( &dtmp );
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value.z = dtmp;
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return value;
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}
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void WinEDA_VertexCtrl::SetValue( S3D_Vertex vertex )
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{
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wxString text;
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text.Printf( wxT( "%f" ), vertex.x );
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m_XValueCtrl->Clear();
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m_XValueCtrl->AppendText( text );
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text.Printf( wxT( "%f" ), vertex.y );
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m_YValueCtrl->Clear();
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m_YValueCtrl->AppendText( text );
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text.Printf( wxT( "%f" ), vertex.z );
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m_ZValueCtrl->Clear();
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m_ZValueCtrl->AppendText( text );
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}
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void WinEDA_VertexCtrl::Enable( bool onoff )
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{
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m_XValueCtrl->Enable( onoff );
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m_YValueCtrl->Enable( onoff );
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m_ZValueCtrl->Enable( onoff );
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}
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