427 lines
14 KiB
C++
427 lines
14 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) 2012 Jean-Pierre Charras, jp.charras at wanadoo.fr
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* Copyright (C) 1992-2012 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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/**
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* @file 3d_draw_basic_functions.cpp
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*/
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#include <fctsys.h>
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#include <trigo.h>
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#include <convert_basic_shapes_to_polygon.h>
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#include <3d_viewer.h>
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#include <info3d_visu.h>
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#include <3d_draw_basic_functions.h>
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#include <modelparsers.h>
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// Number of segments to approximate a circle by segments
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#define SEGM_PER_CIRCLE 24
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#ifndef CALLBACK
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#define CALLBACK
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#endif
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// Variables used to pass a value to call back openGL functions
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static float s_textureScale;
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static double s_currentZpos;
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static double s_biuTo3Dunits;
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bool s_useTextures;
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// CALLBACK functions for GLU_TESS
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static void CALLBACK tessBeginCB( GLenum which );
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static void CALLBACK tessEndCB();
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static void CALLBACK tessErrorCB( GLenum errorCode );
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static void CALLBACK tessCPolyPt2Vertex( const GLvoid* data );
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void TransfertToGLlist( std::vector< S3D_VERTEX >& aVertices, double aBiuTo3DUnits );
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/* Draw3D_VerticalPolygonalCylinder is a helper function.
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*
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* draws a "vertical cylinder" having a polygon shape
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* from Z position = aZpos to aZpos + aHeight
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* Used to create the vertical sides of 3D horizontal shapes with thickness.
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*/
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static void Draw3D_VerticalPolygonalCylinder( const SHAPE_POLY_SET& aPolysList,
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int aHeight, int aZpos,
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bool aInside, double aBiuTo3DUnits )
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{
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if( aHeight == 0 )
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return;
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std::vector<S3D_VERTEX> coords;
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coords.resize( 4 );
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// Init Z position of the 4 points of a GL_QUAD
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if( aInside )
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{
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coords[0].z = aZpos;
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coords[1].z = aZpos + aHeight;
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}
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else
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{
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coords[0].z = aZpos + aHeight;
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coords[1].z = aZpos;
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}
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coords[2].z = coords[1].z;
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coords[3].z = coords[0].z;
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// Draw the vertical polygonal side
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for( int idx = 0; idx < aPolysList.OutlineCount(); idx++ )
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{
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// Each polygon in aPolysList is a polygon with holes
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const SHAPE_POLY_SET::POLYGON& curr_polywithholes = aPolysList.CPolygon( idx );
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// Draw the outline of each simple polygon inside the polygon with holes:
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for( unsigned ipoly = 0; ipoly < curr_polywithholes.size(); ipoly++ )
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{
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const SHAPE_LINE_CHAIN& path = curr_polywithholes[ipoly]; // a simple polygon
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for( int jj = 0; jj < path.PointCount(); jj++ )
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{
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const VECTOR2I& a = path.CPoint( jj );
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const VECTOR2I& b = path.CPoint( jj + 1 );
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// Build the 4 vertices of each GL_QUAD
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coords[0].x = a.x;
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coords[0].y = -a.y;
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coords[1].x = coords[0].x;
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coords[1].y = coords[0].y; // only z change
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coords[2].x = b.x;
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coords[2].y = -b.y;
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coords[3].x = coords[2].x;
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coords[3].y = coords[2].y; // only z change
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// Creates the GL_QUAD
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TransfertToGLlist( coords, aBiuTo3DUnits );
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}
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}
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}
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}
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void SetGLColor( EDA_COLOR_T color, double alpha )
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{
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const StructColors &colordata = g_ColorRefs[ColorGetBase( color )];
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float red = colordata.m_Red / 255.0;
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float blue = colordata.m_Blue / 255.0;
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float green = colordata.m_Green / 255.0;
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glColor4f( red, green, blue, (float)alpha );
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}
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void SetGLColor( S3D_COLOR& aColor, float aTransparency )
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{
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glColor4f( aColor.m_Red, aColor.m_Green, aColor.m_Blue, aTransparency );
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}
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void SetGLTexture( GLuint text_id, float scale )
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{
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glEnable( GL_TEXTURE_2D );
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glBindTexture( GL_TEXTURE_2D, text_id );
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s_textureScale = scale; // for Tess callback functions
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}
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/* draw all solid polygons found in aPolysList
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* aZpos = z position in board internal units
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* aThickness = thickness in board internal units
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* If aThickness = 0, a polygon area is drawn in a XY plane at Z position = aZpos.
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* If aThickness > 0, a solid object is drawn.
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* The top side is located at aZpos + aThickness / 2
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* The bottom side is located at aZpos - aThickness / 2
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*/
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void Draw3D_SolidHorizontalPolyPolygons( const SHAPE_POLY_SET& aPolysList,
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int aZpos, int aThickness, double aBiuTo3DUnits,
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bool aUseTextures,
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float aNormal_Z_Orientation )
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{
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// for Tess callback functions:
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s_biuTo3Dunits = aBiuTo3DUnits;
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s_useTextures = aUseTextures;
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GLUtesselator* tess = gluNewTess();
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gluTessCallback( tess, GLU_TESS_BEGIN, ( void (CALLBACK*) () )tessBeginCB );
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gluTessCallback( tess, GLU_TESS_END, ( void (CALLBACK*) () )tessEndCB );
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gluTessCallback( tess, GLU_TESS_ERROR, ( void (CALLBACK*) () )tessErrorCB );
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gluTessCallback( tess, GLU_TESS_VERTEX, ( void (CALLBACK*) () )tessCPolyPt2Vertex );
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GLdouble v_data[3];
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double zpos = ( aZpos + (aThickness / 2.0) ) * aBiuTo3DUnits;
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s_currentZpos = zpos; // for Tess callback functions
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v_data[2] = zpos;
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// Set normal toward positive Z axis, for a solid object on the top side
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//gluTessProperty( tess, GLU_TESS_BOUNDARY_ONLY, GL_FALSE );
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gluTessProperty( tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD );
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glNormal3f( 0.0, 0.0, aNormal_Z_Orientation );
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// Draw solid areas contained in this list
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SHAPE_POLY_SET polylist = aPolysList; // temporary copy for gluTessVertex
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for( int side = 0; side < 2; side++ )
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{
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for ( int idx = 0; idx < polylist.OutlineCount(); ++idx )
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{
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gluTessBeginPolygon( tess, NULL );
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SHAPE_POLY_SET::POLYGON& curr_polywithholes = polylist.Polygon( idx ); // a polygon with holes
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for( unsigned ipoly = 0; ipoly < curr_polywithholes.size(); ipoly++ )
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{
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SHAPE_LINE_CHAIN& curr_poly = curr_polywithholes[ipoly]; // a simple polygon
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gluTessBeginContour( tess );
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for( int ipt = 0; ipt < curr_poly.PointCount(); ipt++ )
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{
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v_data[0] = curr_poly.Point( ipt ).x * aBiuTo3DUnits;
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v_data[1] = -curr_poly.Point( ipt ).y * aBiuTo3DUnits;
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// gluTessVertex store pointers on data, not data, so do not store
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// different corners values in a temporary variable
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// but send pointer on each CPolyPt value in polylist
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// before calling gluDeleteTess
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gluTessVertex( tess, v_data, &curr_poly.Point( ipt ) );
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}
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gluTessEndContour( tess );
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}
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gluTessEndPolygon( tess );
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}
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if( aThickness == 0 )
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break;
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// Prepare the bottom side of solid areas
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zpos = ( aZpos - (aThickness / 2.0) ) * aBiuTo3DUnits;
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s_currentZpos = zpos; // for Tess callback functions
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v_data[2] = zpos;
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glNormal3f( 0.0, 0.0, -aNormal_Z_Orientation );
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}
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gluDeleteTess( tess );
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if( aThickness == 0 )
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return;
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// Build the 3D data : vertical side
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Draw3D_VerticalPolygonalCylinder( polylist, aThickness, aZpos - (aThickness / 2.0),
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true, aBiuTo3DUnits );
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}
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/* draw a cylinder (a tube) using 3D primitives.
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* the cylinder axis is parallel to the Z axis
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* If aHeight = height of the cylinder is 0, only one ring will be drawn
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* If aThickness = 0, only one cylinder will be drawn
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*/
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void Draw3D_ZaxisCylinder( wxPoint aCenterPos, int aRadius,
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int aHeight, int aThickness,
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int aZpos, double aBiuTo3DUnits )
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{
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const int slice = SEGM_PER_CIRCLE;
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SHAPE_POLY_SET outer_cornerBuffer;
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TransformCircleToPolygon( outer_cornerBuffer, aCenterPos,
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aRadius + (aThickness / 2), slice );
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std::vector<S3D_VERTEX> coords;
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coords.resize( 4 );
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SHAPE_POLY_SET inner_cornerBuffer;
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if( aThickness ) // build the the vertical inner polygon (hole)
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TransformCircleToPolygon( inner_cornerBuffer, aCenterPos,
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aRadius - (aThickness / 2), slice );
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if( aHeight )
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{
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// Draw the vertical outer side
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Draw3D_VerticalPolygonalCylinder( outer_cornerBuffer,
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aHeight, aZpos, false, aBiuTo3DUnits );
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if( aThickness )
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// Draws the vertical inner side (hole)
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Draw3D_VerticalPolygonalCylinder( inner_cornerBuffer,
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aHeight, aZpos, true, aBiuTo3DUnits );
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}
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if( aThickness )
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{
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// draw top (front) and bottom (back) horizontal sides (rings)
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outer_cornerBuffer.AddHole( inner_cornerBuffer.COutline( 0 ) );
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// draw top (front) horizontal ring
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Draw3D_SolidHorizontalPolyPolygons( outer_cornerBuffer, aZpos + aHeight,
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0, aBiuTo3DUnits, false, 1.0f );
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if( aHeight )
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{
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// draw bottom (back) horizontal ring
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Draw3D_SolidHorizontalPolyPolygons( outer_cornerBuffer, aZpos,
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0, aBiuTo3DUnits, false, -1.0f );
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}
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}
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}
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/*
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* Function Draw3D_ZaxisOblongCylinder:
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* draw a segment with an oblong hole.
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* Used to draw oblong holes
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* If aHeight = height of the cylinder is 0, only one ring will be drawn
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* If aThickness = 0, only one cylinder will be drawn
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*/
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void Draw3D_ZaxisOblongCylinder( wxPoint aAxis1Pos, wxPoint aAxis2Pos,
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int aRadius, int aHeight, int aThickness,
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int aZpos, double aBiuTo3DUnits )
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{
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const int slice = SEGM_PER_CIRCLE;
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// Build the points to approximate oblong cylinder by segments
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SHAPE_POLY_SET cornerBuffer;
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int segm_width = (aRadius * 2) + aThickness;
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TransformRoundedEndsSegmentToPolygon( cornerBuffer, aAxis1Pos,
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aAxis2Pos, slice, segm_width );
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// Draw the oblong outer cylinder
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if( aHeight )
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Draw3D_VerticalPolygonalCylinder( cornerBuffer, aHeight, aZpos,
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false, aBiuTo3DUnits );
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if( aThickness )
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{
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SHAPE_POLY_SET inner_cornerBuffer;
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segm_width = aRadius * 2;
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TransformRoundedEndsSegmentToPolygon( inner_cornerBuffer, aAxis1Pos,
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aAxis2Pos, slice, segm_width );
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// Draw the oblong inner cylinder
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if( aHeight )
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Draw3D_VerticalPolygonalCylinder( inner_cornerBuffer, aHeight,
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aZpos, true, aBiuTo3DUnits );
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// Build the horizontal full polygon shape
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// (outer polygon shape - inner polygon shape)
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cornerBuffer.AddHole( inner_cornerBuffer.COutline( 0 ) );
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// draw top (front) horizontal side (ring)
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Draw3D_SolidHorizontalPolyPolygons( cornerBuffer, aZpos + aHeight, 0, aBiuTo3DUnits, false,
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1.0f );
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if( aHeight )
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{
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// draw bottom (back) horizontal side (ring)
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Draw3D_SolidHorizontalPolyPolygons( cornerBuffer, aZpos, 0, aBiuTo3DUnits, false,
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-1.0f );
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}
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}
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}
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/* draw a thick segment using 3D primitives, in a XY plane
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* wxPoint aStart, wxPoint aEnd = YX position of end in board units
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* aWidth = width of segment in board units
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* aThickness = thickness of segment in board units
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* aZpos = z position of segment in board units
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*/
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void Draw3D_SolidSegment( const wxPoint& aStart, const wxPoint& aEnd,
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int aWidth, int aThickness, int aZpos, double aBiuTo3DUnits )
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{
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SHAPE_POLY_SET cornerBuffer;
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const int slice = SEGM_PER_CIRCLE;
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TransformRoundedEndsSegmentToPolygon( cornerBuffer, aStart, aEnd, slice, aWidth );
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Draw3D_SolidHorizontalPolyPolygons( cornerBuffer, aZpos, aThickness, aBiuTo3DUnits, false, 1.0f );
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}
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void Draw3D_ArcSegment( const wxPoint& aCenterPos, const wxPoint& aStartPoint,
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double aArcAngle, int aWidth, int aThickness,
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int aZpos, double aBiuTo3DUnits )
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{
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const int slice = SEGM_PER_CIRCLE;
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SHAPE_POLY_SET cornerBuffer;
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TransformArcToPolygon( cornerBuffer, aCenterPos, aStartPoint, aArcAngle,
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slice, aWidth );
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Draw3D_SolidHorizontalPolyPolygons( cornerBuffer, aZpos, aThickness, aBiuTo3DUnits, false, 1.0f );
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}
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// /////////////////////////////////////////////////////////////////////////////
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// GLU_TESS CALLBACKS
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// /////////////////////////////////////////////////////////////////////////////
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void CALLBACK tessBeginCB( GLenum which )
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{
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glBegin( which );
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}
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void CALLBACK tessEndCB()
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{
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glEnd();
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}
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void CALLBACK tessCPolyPt2Vertex( const GLvoid* data )
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{
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// cast back to double type
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const VECTOR2I* ptr = (const VECTOR2I*) data;
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if( s_useTextures )
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{
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glTexCoord2f( ptr->x * s_biuTo3Dunits * s_textureScale,
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-ptr->y * s_biuTo3Dunits * s_textureScale);
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}
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glVertex3d( ptr->x * s_biuTo3Dunits, -ptr->y * s_biuTo3Dunits, s_currentZpos );
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}
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void CALLBACK tessErrorCB( GLenum errorCode )
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{
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#if defined(DEBUG)
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const GLubyte* errorStr;
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errorStr = gluErrorString( errorCode );
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// DEBUG //
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DBG( printf( "Tess ERROR: %s\n", errorStr ); )
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#endif
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}
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