780 lines
27 KiB
C++
780 lines
27 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) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2021 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 "../3d_rendering/camera.h"
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#include "board_adapter.h"
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#include <board_design_settings.h>
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#include <board_stackup_manager/board_stackup.h>
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#include <3d_rendering/3d_render_raytracing/shapes2D/polygon_2d.h>
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#include <board.h>
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#include <dialogs/dialog_color_picker.h>
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#include <3d_math.h>
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#include "3d_fastmath.h"
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#include <geometry/geometry_utils.h>
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#include <convert_to_biu.h>
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#include <pgm_base.h>
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#include <settings/settings_manager.h>
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#include <wx/log.h>
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CUSTOM_COLORS_LIST BOARD_ADAPTER::g_SilkscreenColors;
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CUSTOM_COLORS_LIST BOARD_ADAPTER::g_MaskColors;
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CUSTOM_COLORS_LIST BOARD_ADAPTER::g_PasteColors;
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CUSTOM_COLORS_LIST BOARD_ADAPTER::g_FinishColors;
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CUSTOM_COLORS_LIST BOARD_ADAPTER::g_BoardColors;
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KIGFX::COLOR4D BOARD_ADAPTER::g_DefaultBackgroundTop;
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KIGFX::COLOR4D BOARD_ADAPTER::g_DefaultBackgroundBot;
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KIGFX::COLOR4D BOARD_ADAPTER::g_DefaultSilkscreen;
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KIGFX::COLOR4D BOARD_ADAPTER::g_DefaultSolderMask;
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KIGFX::COLOR4D BOARD_ADAPTER::g_DefaultSolderPaste;
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KIGFX::COLOR4D BOARD_ADAPTER::g_DefaultSurfaceFinish;
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KIGFX::COLOR4D BOARD_ADAPTER::g_DefaultBoardBody;
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static bool g_ColorsLoaded = false;
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/**
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* Trace mask used to enable or disable the trace output of this class.
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* The debug output can be turned on by setting the WXTRACE environment variable to
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* "KI_TRACE_EDA_CINFO3D_VISU". See the wxWidgets documentation on wxLogTrace for
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* more information.
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*
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* @ingroup trace_env_vars
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*/
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const wxChar *BOARD_ADAPTER::m_logTrace = wxT( "KI_TRACE_EDA_CINFO3D_VISU" );
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BOARD_ADAPTER::BOARD_ADAPTER() :
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m_board( nullptr ),
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m_3dModelManager( nullptr ),
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m_colors( nullptr ),
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m_layerZcoordTop(),
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m_layerZcoordBottom()
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{
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wxLogTrace( m_logTrace, wxT( "BOARD_ADAPTER::BOARD_ADAPTER" ) );
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m_gridType = GRID3D_TYPE::NONE;
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m_antiAliasingMode = ANTIALIASING_MODE::AA_8X;
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m_drawFlags.resize( FL_LAST, false );
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if( PgmOrNull() )
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m_colors = Pgm().GetSettingsManager().GetColorSettings();
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m_renderEngine = RENDER_ENGINE::OPENGL_LEGACY;
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m_materialMode = MATERIAL_MODE::NORMAL;
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m_boardPos = wxPoint();
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m_boardSize = wxSize();
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m_boardCenter = SFVEC3F( 0.0f );
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m_boardBoundingBox.Reset();
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m_throughHoleIds.Clear();
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m_throughHoleOds.Clear();
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m_throughHoleAnnularRings.Clear();
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m_copperLayersCount = -1;
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m_epoxyThickness3DU = 0.0f;
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m_copperThickness3DU = 0.0f;
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m_nonCopperLayerThickness3DU = 0.0f;
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m_solderPasteLayerThickness3DU = 0.0f;
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m_biuTo3Dunits = 1.0;
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m_trackCount = 0;
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m_viaCount = 0;
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m_averageViaHoleDiameter = 0.0f;
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m_holeCount = 0;
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m_averageHoleDiameter = 0.0f;
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m_averageTrackWidth = 0.0f;
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SetFlag( FL_USE_REALISTIC_MODE, true );
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SetFlag( FL_FP_ATTRIBUTES_NORMAL, true );
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SetFlag( FL_SHOW_BOARD_BODY, true );
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SetFlag( FL_CLIP_SILK_ON_VIA_ANNULUS, false );
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SetFlag( FL_FP_ATTRIBUTES_NORMAL, true );
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SetFlag( FL_FP_ATTRIBUTES_NORMAL_INSERT, true );
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SetFlag( FL_FP_ATTRIBUTES_VIRTUAL, true );
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SetFlag( FL_ZONE, true );
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SetFlag( FL_SILKSCREEN, true );
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SetFlag( FL_SOLDERMASK, true );
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SetFlag( FL_SUBTRACT_MASK_FROM_SILK, false );
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SetFlag( FL_RENDER_OPENGL_COPPER_THICKNESS, true );
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SetFlag( FL_RENDER_OPENGL_AA_DISABLE_ON_MOVE, false );
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SetFlag( FL_RENDER_OPENGL_THICKNESS_DISABLE_ON_MOVE, false );
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SetFlag( FL_RENDER_OPENGL_VIAS_DISABLE_ON_MOVE, false );
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SetFlag( FL_RENDER_OPENGL_HOLES_DISABLE_ON_MOVE, false );
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SetFlag( FL_USE_SELECTION, true );
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SetFlag( FL_HIGHLIGHT_ROLLOVER_ITEM, true );
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m_BgColorBot = SFVEC4F( 0.4, 0.4, 0.5, 1.0 );
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m_BgColorTop = SFVEC4F( 0.8, 0.8, 0.9, 1.0 );
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m_BoardBodyColor = SFVEC4F( 0.4, 0.4, 0.5, 0.9 );
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m_SolderMaskColorTop = SFVEC4F( 0.1, 0.2, 0.1, 0.83 );
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m_SolderMaskColorBot = SFVEC4F( 0.1, 0.2, 0.1, 0.83 );
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m_SolderPasteColor = SFVEC4F( 0.4, 0.4, 0.4, 1.0 );
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m_SilkScreenColorTop = SFVEC4F( 0.9, 0.9, 0.9, 1.0 );
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m_SilkScreenColorBot = SFVEC4F( 0.9, 0.9, 0.9, 1.0 );
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m_CopperColor = SFVEC4F( 0.75, 0.61, 0.23, 1.0 );
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m_platedPadsFront = nullptr;
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m_platedPadsBack = nullptr;
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m_frontPlatedPadPolys = nullptr;
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m_backPlatedPadPolys = nullptr;
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// Avoid raytracing options not initialized:
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m_RtShadowSampleCount = 0;
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m_RtReflectionSampleCount = 0;
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m_RtRefractionSampleCount = 0;
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m_RtSpreadShadows = 0.0;
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m_RtSpreadReflections = 0.0;
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m_RtSpreadRefractions = 0.0;
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m_RtRecursiveReflectionCount = 0;
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m_RtRecursiveRefractionCount = 0;
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if( !g_ColorsLoaded )
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{
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#define ADD_COLOR( list, r, g, b, a, name ) \
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list.push_back( CUSTOM_COLOR_ITEM( r/255.0, g/255.0, b/255.0, a, name ) )
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ADD_COLOR( g_SilkscreenColors, 20, 51, 36, 1.0, "Green" );
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ADD_COLOR( g_SilkscreenColors, 181, 19, 21, 1.0, "Red" );
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ADD_COLOR( g_SilkscreenColors, 2, 59, 162, 1.0, "Blue" );
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ADD_COLOR( g_SilkscreenColors, 11, 11, 11, 1.0, "Black" );
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ADD_COLOR( g_SilkscreenColors, 245, 245, 245, 1.0, "White" );
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ADD_COLOR( g_SilkscreenColors, 32, 2, 53, 1.0, "Purple" );
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ADD_COLOR( g_SilkscreenColors, 194, 195, 0, 1.0, "Yellow" );
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ADD_COLOR( g_MaskColors, 20, 51, 36, 0.83, "Green" );
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ADD_COLOR( g_MaskColors, 91, 168, 12, 0.83, "Light Green" );
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ADD_COLOR( g_MaskColors, 13, 104, 11, 0.83, "Saturated Green" );
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ADD_COLOR( g_MaskColors, 181, 19, 21, 0.83, "Red" );
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ADD_COLOR( g_MaskColors, 210, 40, 14, 0.83, "Light Red" );
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ADD_COLOR( g_MaskColors, 239, 53, 41, 0.83, "Red/Orange" );
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ADD_COLOR( g_MaskColors, 2, 59, 162, 0.83, "Blue" );
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ADD_COLOR( g_MaskColors, 54, 79, 116, 0.83, "Light Blue 1" );
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ADD_COLOR( g_MaskColors, 61, 85, 130, 0.83, "Light Blue 2" );
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ADD_COLOR( g_MaskColors, 21, 70, 80, 0.83, "Green/Blue" );
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ADD_COLOR( g_MaskColors, 11, 11, 11, 0.83, "Black" );
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ADD_COLOR( g_MaskColors, 245, 245, 245, 0.83, "White" );
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ADD_COLOR( g_MaskColors, 32, 2, 53, 0.83, "Purple" );
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ADD_COLOR( g_MaskColors, 119, 31, 91, 0.83, "Light Purple" );
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ADD_COLOR( g_MaskColors, 194, 195, 0, 0.83, "Yellow" );
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ADD_COLOR( g_PasteColors, 128, 128, 128, 1.0, "Grey" );
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ADD_COLOR( g_PasteColors, 90, 90, 90, 1.0, "Dark Grey" );
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ADD_COLOR( g_PasteColors, 213, 213, 213, 1.0, "Silver" );
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ADD_COLOR( g_FinishColors, 184, 115, 50, 1.0, "Copper" );
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ADD_COLOR( g_FinishColors, 178, 156, 0, 1.0, "Gold" );
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ADD_COLOR( g_FinishColors, 213, 213, 213, 1.0, "Silver" );
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ADD_COLOR( g_FinishColors, 160, 160, 160, 1.0, "Tin" );
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ADD_COLOR( g_BoardColors, 51, 43, 22, 0.83, "FR4 natural, dark" );
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ADD_COLOR( g_BoardColors, 109, 116, 75, 0.83, "FR4 natural" );
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ADD_COLOR( g_BoardColors, 252, 252, 250, 0.90, "PTFE natural" );
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ADD_COLOR( g_BoardColors, 205, 130, 0, 0.68, "Polyimide" );
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ADD_COLOR( g_BoardColors, 92, 17, 6, 0.90, "Phenolic natural" );
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ADD_COLOR( g_BoardColors, 146, 99, 47, 0.83, "Brown 1" );
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ADD_COLOR( g_BoardColors, 160, 123, 54, 0.83, "Brown 2" );
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ADD_COLOR( g_BoardColors, 146, 99, 47, 0.83, "Brown 3" );
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ADD_COLOR( g_BoardColors, 213, 213, 213, 1.0, "Aluminum" );
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g_DefaultBackgroundTop = COLOR4D( 0.80, 0.80, 0.90, 1.0 );
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g_DefaultBackgroundBot = COLOR4D( 0.40, 0.40, 0.50, 1.0 );
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g_DefaultSilkscreen = COLOR4D( 0.94, 0.94, 0.94, 1.0 );
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g_DefaultSolderMask = COLOR4D( 0.08, 0.20, 0.14, 0.83 );
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g_DefaultSolderPaste = COLOR4D( 0.50, 0.50, 0.50, 1.0 );
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g_DefaultSurfaceFinish = COLOR4D( 0.75, 0.61, 0.23, 1.0 );
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g_DefaultBoardBody = COLOR4D( 0.43, 0.45, 0.30, 0.90 );
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g_ColorsLoaded = true;
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}
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#undef ADD_COLOR
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}
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BOARD_ADAPTER::~BOARD_ADAPTER()
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{
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destroyLayers();
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}
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bool BOARD_ADAPTER::Is3dLayerEnabled( PCB_LAYER_ID aLayer ) const
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{
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wxASSERT( aLayer < PCB_LAYER_ID_COUNT );
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if( m_board && !m_board->IsLayerEnabled( aLayer ) )
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return false;
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// see if layer needs to be shown
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// check the flags
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switch( aLayer )
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{
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case B_Adhes:
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case F_Adhes:
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return GetFlag( FL_ADHESIVE );
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case B_Paste:
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case F_Paste:
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return GetFlag( FL_SOLDERPASTE );
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case B_SilkS:
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case F_SilkS:
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return GetFlag( FL_SILKSCREEN );
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case B_Mask:
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case F_Mask:
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return GetFlag( FL_SOLDERMASK );
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case Dwgs_User:
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case Cmts_User:
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if( GetFlag( FL_USE_REALISTIC_MODE ) )
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return false;
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return GetFlag( FL_COMMENTS );
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case Eco1_User:
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case Eco2_User:
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if( GetFlag( FL_USE_REALISTIC_MODE ) )
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return false;
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return GetFlag( FL_ECO );
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case Edge_Cuts:
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if( GetFlag( FL_SHOW_BOARD_BODY ) || GetFlag( FL_USE_REALISTIC_MODE ) )
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return false;
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return true;
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case Margin:
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if( GetFlag( FL_USE_REALISTIC_MODE ) )
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return false;
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return true;
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case B_Cu:
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case F_Cu:
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return m_board ? m_board->IsLayerVisible( aLayer ) || GetFlag( FL_USE_REALISTIC_MODE )
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: true;
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default:
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// the layer is an internal copper layer, used the visibility
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return m_board && m_board->IsLayerVisible( aLayer );
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}
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}
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bool BOARD_ADAPTER::GetFlag( DISPLAY3D_FLG aFlag ) const
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{
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wxASSERT( aFlag < FL_LAST );
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return m_drawFlags[aFlag];
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}
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void BOARD_ADAPTER::SetFlag( DISPLAY3D_FLG aFlag, bool aState )
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{
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wxASSERT( aFlag < FL_LAST );
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m_drawFlags[aFlag] = aState;
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}
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bool BOARD_ADAPTER::IsFootprintShown( FOOTPRINT_ATTR_T aFPAttributes ) const
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{
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if( aFPAttributes & FP_SMD )
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return GetFlag( FL_FP_ATTRIBUTES_NORMAL_INSERT );
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else if( aFPAttributes & FP_THROUGH_HOLE )
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return GetFlag( FL_FP_ATTRIBUTES_NORMAL );
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else
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return GetFlag( FL_FP_ATTRIBUTES_VIRTUAL );
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}
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// !TODO: define the actual copper thickness by user from board stackup
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#define COPPER_THICKNESS Millimeter2iu( 0.035 ) // for 35 um
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// The solder mask layer (and silkscreen) thickness
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#define TECH_LAYER_THICKNESS Millimeter2iu( 0.025 )
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// The solder paste thickness is chosen bigger than the solder mask layer
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// to be sure is covers the mask when overlapping.
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#define SOLDERPASTE_LAYER_THICKNESS Millimeter2iu( 0.04 )
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int BOARD_ADAPTER::GetHolePlatingThickness() const noexcept
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{
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return m_board ? m_board->GetDesignSettings().GetHolePlatingThickness()
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: 0.035 * PCB_IU_PER_MM;
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}
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unsigned int BOARD_ADAPTER::GetCircleSegmentCount( float aDiameter3DU ) const
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{
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wxASSERT( aDiameter3DU > 0.0f );
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return GetCircleSegmentCount( (int)( aDiameter3DU / m_biuTo3Dunits ) );
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}
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unsigned int BOARD_ADAPTER::GetCircleSegmentCount( int aDiameterBIU ) const
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{
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wxASSERT( aDiameterBIU > 0 );
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return GetArcToSegmentCount( aDiameterBIU / 2, ARC_HIGH_DEF, 360.0 );
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}
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void BOARD_ADAPTER::InitSettings( REPORTER* aStatusReporter, REPORTER* aWarningReporter )
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{
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wxLogTrace( m_logTrace, wxT( "BOARD_ADAPTER::InitSettings" ) );
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if( aStatusReporter )
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aStatusReporter->Report( _( "Build board outline" ) );
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wxString msg;
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const bool succeedToGetBoardPolygon = createBoardPolygon( &msg );
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if( aWarningReporter )
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{
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if( !succeedToGetBoardPolygon )
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aWarningReporter->Report( msg, RPT_SEVERITY_WARNING );
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else
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aWarningReporter->Report( wxEmptyString );
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}
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// Calculates the board bounding box (board outlines + items)
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// to ensure any item, even outside the board outlines can be seen
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bool boardEdgesOnly = true;
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if( ( m_board && m_board->IsFootprintHolder() ) || !GetFlag( FL_USE_REALISTIC_MODE )
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|| !succeedToGetBoardPolygon )
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{
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boardEdgesOnly = false;
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}
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EDA_RECT bbbox;
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if( m_board )
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bbbox = m_board->ComputeBoundingBox( boardEdgesOnly );
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// Gives a non null size to avoid issues in zoom / scale calculations
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if( ( bbbox.GetWidth() == 0 ) && ( bbbox.GetHeight() == 0 ) )
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bbbox.Inflate( Millimeter2iu( 10 ) );
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m_boardSize = bbbox.GetSize();
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m_boardPos = bbbox.Centre();
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wxASSERT( (m_boardSize.x > 0) && (m_boardSize.y > 0) );
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m_boardPos.y = -m_boardPos.y; // The y coord is inverted in 3D viewer
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m_copperLayersCount = m_board ? m_board->GetCopperLayerCount() : 2;
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// Ensure the board has 2 sides for 3D views, because it is hard to find
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// a *really* single side board in the true life...
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if( m_copperLayersCount < 2 )
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m_copperLayersCount = 2;
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// Calculate the conversion to apply to all positions.
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m_biuTo3Dunits = RANGE_SCALE_3D / std::max( m_boardSize.x, m_boardSize.y );
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m_epoxyThickness3DU = m_board
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? m_board->GetDesignSettings().GetBoardThickness() * m_biuTo3Dunits
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: 1.6 * PCB_IU_PER_MM * m_biuTo3Dunits;
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// !TODO: use value defined by user (currently use default values by ctor
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m_copperThickness3DU = COPPER_THICKNESS * m_biuTo3Dunits;
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m_nonCopperLayerThickness3DU = TECH_LAYER_THICKNESS * m_biuTo3Dunits;
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m_solderPasteLayerThickness3DU = SOLDERPASTE_LAYER_THICKNESS * m_biuTo3Dunits;
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// Init Z position of each layer
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// calculate z position for each copper layer
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// Zstart = -m_epoxyThickness / 2.0 is the z position of the back (bottom layer) (layer id = 31)
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// Zstart = +m_epoxyThickness / 2.0 is the z position of the front (top layer) (layer id = 0)
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// all unused copper layer z position are set to 0
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// ____==__________==________==______ <- Bottom = +m_epoxyThickness / 2.0,
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// | | Top = Bottom + m_copperThickness
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// |__________________________________|
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// == == == == <- Bottom = -m_epoxyThickness / 2.0,
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// Top = Bottom - m_copperThickness
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|
|
|
unsigned int layer;
|
|
|
|
for( layer = 0; layer < m_copperLayersCount; ++layer )
|
|
{
|
|
m_layerZcoordBottom[layer] = m_epoxyThickness3DU / 2.0f -
|
|
(m_epoxyThickness3DU * layer / (m_copperLayersCount - 1) );
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|
|
|
if( layer < (m_copperLayersCount / 2) )
|
|
m_layerZcoordTop[layer] = m_layerZcoordBottom[layer] + m_copperThickness3DU;
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|
else
|
|
m_layerZcoordTop[layer] = m_layerZcoordBottom[layer] - m_copperThickness3DU;
|
|
}
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|
|
|
#define layerThicknessMargin 1.1
|
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const float zpos_offset = m_nonCopperLayerThickness3DU * layerThicknessMargin;
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|
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// Fill remaining unused copper layers and back layer zpos
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|
// with -m_epoxyThickness / 2.0
|
|
for( ; layer < MAX_CU_LAYERS; layer++ )
|
|
{
|
|
m_layerZcoordBottom[layer] = -(m_epoxyThickness3DU / 2.0f);
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m_layerZcoordTop[layer] = -(m_epoxyThickness3DU / 2.0f) - m_copperThickness3DU;
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|
}
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|
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// This is the top of the copper layer thickness.
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const float zpos_copperTop_back = m_layerZcoordTop[B_Cu];
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const float zpos_copperTop_front = m_layerZcoordTop[F_Cu];
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|
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// calculate z position for each non copper layer
|
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// Solder mask and Solder paste have the same Z position
|
|
for( int layer_id = MAX_CU_LAYERS; layer_id < PCB_LAYER_ID_COUNT; ++layer_id )
|
|
{
|
|
float zposTop;
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float zposBottom;
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|
|
switch( layer_id )
|
|
{
|
|
case B_Adhes:
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|
zposBottom = zpos_copperTop_back - 2.0f * zpos_offset;
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zposTop = zposBottom - m_nonCopperLayerThickness3DU;
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break;
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|
|
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case F_Adhes:
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zposBottom = zpos_copperTop_front + 2.0f * zpos_offset;
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zposTop = zposBottom + m_nonCopperLayerThickness3DU;
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break;
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|
|
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case B_Mask:
|
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zposBottom = zpos_copperTop_back;
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zposTop = zpos_copperTop_back - m_nonCopperLayerThickness3DU;
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break;
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|
|
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case B_Paste:
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zposBottom = zpos_copperTop_back;
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zposTop = zpos_copperTop_back - m_solderPasteLayerThickness3DU;
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break;
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|
|
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case F_Mask:
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zposBottom = zpos_copperTop_front;
|
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zposTop = zpos_copperTop_front + m_nonCopperLayerThickness3DU;
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break;
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|
|
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case F_Paste:
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zposBottom = zpos_copperTop_front;
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zposTop = zpos_copperTop_front + m_solderPasteLayerThickness3DU;
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break;
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|
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case B_SilkS:
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zposBottom = zpos_copperTop_back - 1.0f * zpos_offset;
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zposTop = zposBottom - m_nonCopperLayerThickness3DU;
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break;
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|
|
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case F_SilkS:
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|
zposBottom = zpos_copperTop_front + 1.0f * zpos_offset;
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zposTop = zposBottom + m_nonCopperLayerThickness3DU;
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break;
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|
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// !TODO: review
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default:
|
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zposTop = zpos_copperTop_front + (layer_id - MAX_CU_LAYERS + 3.0f) * zpos_offset;
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zposBottom = zposTop - m_nonCopperLayerThickness3DU;
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break;
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}
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m_layerZcoordTop[layer_id] = zposTop;
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m_layerZcoordBottom[layer_id] = zposBottom;
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}
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m_boardCenter = SFVEC3F( m_boardPos.x * m_biuTo3Dunits, m_boardPos.y * m_biuTo3Dunits, 0.0f );
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|
SFVEC3F boardSize = SFVEC3F( m_boardSize.x * m_biuTo3Dunits, m_boardSize.y * m_biuTo3Dunits,
|
|
0.0f );
|
|
boardSize /= 2.0f;
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|
|
|
SFVEC3F boardMin = ( m_boardCenter - boardSize );
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SFVEC3F boardMax = ( m_boardCenter + boardSize );
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|
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boardMin.z = m_layerZcoordTop[B_Adhes];
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|
boardMax.z = m_layerZcoordTop[F_Adhes];
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|
|
|
m_boardBoundingBox = BBOX_3D( boardMin, boardMax );
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|
|
|
#ifdef PRINT_STATISTICS_3D_VIEWER
|
|
unsigned stats_startCreateBoardPolyTime = GetRunningMicroSecs();
|
|
#endif
|
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|
|
if( aStatusReporter )
|
|
aStatusReporter->Report( _( "Create layers" ) );
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|
|
|
createLayers( aStatusReporter );
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|
|
|
COLOR_SETTINGS* colors = Pgm().GetSettingsManager().GetColorSettings();
|
|
|
|
auto to_SFVEC4F =
|
|
[]( const COLOR4D& src )
|
|
{
|
|
return SFVEC4F( src.r, src.g, src.b, src.a );
|
|
};
|
|
|
|
m_BgColorTop = to_SFVEC4F( colors->GetColor( LAYER_3D_BACKGROUND_TOP ) );
|
|
m_BgColorBot = to_SFVEC4F( colors->GetColor( LAYER_3D_BACKGROUND_BOTTOM ) );
|
|
|
|
m_SolderPasteColor = to_SFVEC4F( colors->GetColor( LAYER_3D_SOLDERPASTE ) );
|
|
|
|
if( m_board && colors->GetUseBoardStackupColors() )
|
|
{
|
|
const BOARD_STACKUP& stackup = m_board->GetDesignSettings().GetStackupDescriptor();
|
|
|
|
auto findColor =
|
|
[]( const wxString& aColorName, const CUSTOM_COLORS_LIST& aColorSet )
|
|
{
|
|
if( aColorName.StartsWith( "#" ) )
|
|
{
|
|
return KIGFX::COLOR4D( wxColour( aColorName ) );
|
|
}
|
|
else
|
|
{
|
|
for( const CUSTOM_COLOR_ITEM& color : aColorSet )
|
|
{
|
|
if( color.m_ColorName == aColorName )
|
|
return color.m_Color;
|
|
}
|
|
}
|
|
|
|
return KIGFX::COLOR4D();
|
|
};
|
|
|
|
m_SilkScreenColorTop = to_SFVEC4F( g_DefaultSilkscreen );
|
|
m_SilkScreenColorBot = to_SFVEC4F( g_DefaultSilkscreen );
|
|
m_SolderMaskColorTop = to_SFVEC4F( g_DefaultSolderMask );
|
|
m_SolderMaskColorBot = to_SFVEC4F( g_DefaultSolderMask );
|
|
|
|
KIGFX::COLOR4D bodyColor( 0, 0, 0, 0 );
|
|
|
|
for( const BOARD_STACKUP_ITEM* stackupItem : stackup.GetList() )
|
|
{
|
|
wxString colorName = stackupItem->GetColor();
|
|
|
|
switch( stackupItem->GetType() )
|
|
{
|
|
case BS_ITEM_TYPE_SILKSCREEN:
|
|
if( stackupItem->GetBrdLayerId() == F_SilkS )
|
|
m_SilkScreenColorTop = to_SFVEC4F( findColor( colorName, g_SilkscreenColors ) );
|
|
else
|
|
m_SilkScreenColorBot = to_SFVEC4F( findColor( colorName, g_SilkscreenColors ) );
|
|
break;
|
|
|
|
case BS_ITEM_TYPE_SOLDERMASK:
|
|
if( stackupItem->GetBrdLayerId() == F_Mask )
|
|
m_SolderMaskColorTop = to_SFVEC4F( findColor( colorName, g_MaskColors ) );
|
|
else
|
|
m_SolderMaskColorBot = to_SFVEC4F( findColor( colorName, g_MaskColors ) );
|
|
|
|
break;
|
|
|
|
case BS_ITEM_TYPE_DIELECTRIC:
|
|
{
|
|
KIGFX::COLOR4D layerColor = COLOR4D::UNSPECIFIED;
|
|
const wxString& materialName = stackupItem->GetMaterial();
|
|
|
|
if( materialName.StartsWith( "FR4" ) )
|
|
{
|
|
layerColor = findColor( "FR4 natural", g_BoardColors );
|
|
}
|
|
else if( materialName.IsSameAs( "PTFE" )
|
|
|| materialName.IsSameAs( "Teflon" ) )
|
|
{
|
|
layerColor = findColor( "PTFE natural", g_BoardColors );
|
|
}
|
|
else if( materialName.IsSameAs( "Polyimide" )
|
|
|| materialName.IsSameAs( "Kapton" ) )
|
|
{
|
|
layerColor = findColor( "Polyimide", g_BoardColors );
|
|
}
|
|
else if( materialName.IsSameAs( "Al" ) )
|
|
{
|
|
layerColor = findColor( "Aluminum", g_BoardColors );
|
|
}
|
|
else // A default color value for unknown dielectric material
|
|
// (i.e. an exotic name entered by hand)
|
|
{
|
|
layerColor = findColor( "FR4 natural", g_BoardColors );
|
|
}
|
|
|
|
if( bodyColor == COLOR4D( 0, 0, 0, 0 ) )
|
|
bodyColor = layerColor;
|
|
else
|
|
bodyColor = bodyColor.Mix( layerColor, 1.0 - layerColor.a );
|
|
|
|
bodyColor.a += ( 1.0 - bodyColor.a ) * layerColor.a / 2;
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( bodyColor != COLOR4D( 0, 0, 0, 0 ) )
|
|
m_BoardBodyColor = to_SFVEC4F( bodyColor );
|
|
else
|
|
m_BoardBodyColor = to_SFVEC4F( g_DefaultBoardBody );
|
|
|
|
const wxString& finishName = stackup.m_FinishType;
|
|
|
|
if( finishName.EndsWith( "OSP" ) )
|
|
{
|
|
m_CopperColor = to_SFVEC4F( findColor( "Copper", g_FinishColors ) );
|
|
}
|
|
else if( finishName.EndsWith( "IG" )
|
|
|| finishName.EndsWith( "gold" ) )
|
|
{
|
|
m_CopperColor = to_SFVEC4F( findColor( "Gold", g_FinishColors ) );
|
|
}
|
|
else if( finishName.StartsWith( "HAL" )
|
|
|| finishName.StartsWith( "HASL" )
|
|
|| finishName.EndsWith( "tin" )
|
|
|| finishName.EndsWith( "nickel" ) )
|
|
{
|
|
m_CopperColor = to_SFVEC4F( findColor( "Tin", g_FinishColors ) );
|
|
}
|
|
else if( finishName.EndsWith( "silver" ) )
|
|
{
|
|
m_CopperColor = to_SFVEC4F( findColor( "Silver", g_FinishColors ) );
|
|
}
|
|
else
|
|
{
|
|
m_CopperColor = to_SFVEC4F( g_DefaultSurfaceFinish );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_SilkScreenColorBot = to_SFVEC4F( colors->GetColor( LAYER_3D_SILKSCREEN_BOTTOM ) );
|
|
m_SilkScreenColorTop = to_SFVEC4F( colors->GetColor( LAYER_3D_SILKSCREEN_TOP ) );
|
|
m_SolderMaskColorBot = to_SFVEC4F( colors->GetColor( LAYER_3D_SOLDERMASK_BOTTOM ) );
|
|
m_SolderMaskColorTop = to_SFVEC4F( colors->GetColor( LAYER_3D_SOLDERMASK_TOP ) );
|
|
m_CopperColor = to_SFVEC4F( colors->GetColor( LAYER_3D_COPPER ) );
|
|
m_BoardBodyColor = to_SFVEC4F( colors->GetColor( LAYER_3D_BOARD ) );
|
|
}
|
|
}
|
|
|
|
|
|
extern bool BuildFootprintPolygonOutlines( BOARD* aBoard, SHAPE_POLY_SET& aOutlines,
|
|
int aErrorMax, int aChainingEpsilon,
|
|
OUTLINE_ERROR_HANDLER* aErrorHandler = nullptr );
|
|
|
|
|
|
bool BOARD_ADAPTER::createBoardPolygon( wxString* aErrorMsg )
|
|
{
|
|
m_board_poly.RemoveAllContours();
|
|
|
|
if( !m_board )
|
|
return false;
|
|
|
|
bool success;
|
|
|
|
if( m_board->IsFootprintHolder() )
|
|
{
|
|
if( !m_board->GetFirstFootprint() )
|
|
{
|
|
if( aErrorMsg )
|
|
*aErrorMsg = _( "No footprint loaded." );
|
|
|
|
return false;
|
|
}
|
|
|
|
int chainingEpsilon = Millimeter2iu( 0.02 ); // max dist from one endPt to next startPt
|
|
|
|
success = BuildFootprintPolygonOutlines( m_board, m_board_poly,
|
|
m_board->GetDesignSettings().m_MaxError,
|
|
chainingEpsilon );
|
|
|
|
// Make polygon strictly simple to avoid issues (especially in 3D viewer)
|
|
m_board_poly.Simplify( SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
|
|
|
|
if( !success && aErrorMsg )
|
|
{
|
|
*aErrorMsg = _( "Footprint outline is missing or malformed. Run Footprint Checker for "
|
|
"a full analysis." );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
success = m_board->GetBoardPolygonOutlines( m_board_poly );
|
|
|
|
if( !success && aErrorMsg )
|
|
*aErrorMsg = _( "Board outline is missing or malformed. Run DRC for a full analysis." );
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
|
|
float BOARD_ADAPTER::GetFootprintZPos( bool aIsFlipped ) const
|
|
{
|
|
if( aIsFlipped )
|
|
{
|
|
if( GetFlag( FL_SOLDERPASTE ) )
|
|
return m_layerZcoordBottom[B_SilkS];
|
|
else
|
|
return m_layerZcoordBottom[B_Paste];
|
|
}
|
|
else
|
|
{
|
|
if( GetFlag( FL_SOLDERPASTE ) )
|
|
return m_layerZcoordTop[F_SilkS];
|
|
else
|
|
return m_layerZcoordTop[F_Paste];
|
|
}
|
|
}
|
|
|
|
|
|
SFVEC4F BOARD_ADAPTER::GetLayerColor( PCB_LAYER_ID aLayerId ) const
|
|
{
|
|
wxASSERT( aLayerId < PCB_LAYER_ID_COUNT );
|
|
|
|
const COLOR4D color = m_colors->GetColor( aLayerId );
|
|
|
|
return SFVEC4F( color.r, color.g, color.b, color.a );
|
|
}
|
|
|
|
|
|
SFVEC4F BOARD_ADAPTER::GetItemColor( int aItemId ) const
|
|
{
|
|
return GetColor( m_colors->GetColor( aItemId ) );
|
|
}
|
|
|
|
|
|
SFVEC4F BOARD_ADAPTER::GetColor( const COLOR4D& aColor ) const
|
|
{
|
|
return SFVEC4F( aColor.r, aColor.g, aColor.b, aColor.a );
|
|
}
|