274 lines
8.0 KiB
C++
274 lines
8.0 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) 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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#pragma once
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// minimum width (mm) of a VRML line
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#define MIN_VRML_LINEWIDTH 0.05 // previously 0.12
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// offset for art layers, mm (silk, paste, etc)
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#define ART_OFFSET 0.025
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// offset for plating
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#define PLATE_OFFSET 0.005
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enum VRML_COLOR_INDEX
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{
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VRML_COLOR_NONE = -1,
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VRML_COLOR_PCB = 0,
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VRML_COLOR_COPPER,
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VRML_COLOR_SOLDMASK,
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VRML_COLOR_PASTE,
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VRML_COLOR_SILK,
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VRML_COLOR_LAST // Sentinel
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};
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struct VRML_COLOR
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{
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float diffuse_red;
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float diffuse_grn;
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float diffuse_blu;
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float spec_red;
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float spec_grn;
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float spec_blu;
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float emit_red;
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float emit_grn;
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float emit_blu;
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float ambient;
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float transp;
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float shiny;
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VRML_COLOR()
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{
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// default green
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diffuse_red = 0.13f;
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diffuse_grn = 0.81f;
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diffuse_blu = 0.22f;
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spec_red = 0.01f;
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spec_grn = 0.08f;
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spec_blu = 0.02f;
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emit_red = 0.0f;
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emit_grn = 0.0f;
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emit_blu = 0.0f;
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ambient = 0.8f;
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transp = 0.0f;
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shiny = 0.02f;
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}
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VRML_COLOR( float dr, float dg, float db,
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float sr, float sg, float sb,
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float er, float eg, float eb,
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float am, float tr, float sh )
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{
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diffuse_red = dr;
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diffuse_grn = dg;
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diffuse_blu = db;
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spec_red = sr;
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spec_grn = sg;
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spec_blu = sb;
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emit_red = er;
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emit_grn = eg;
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emit_blu = eb;
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ambient = am;
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transp = tr;
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shiny = sh;
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}
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};
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// Handle the board ans its board items to convert them to a VRML representation:
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class MODEL_VRML
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{
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private:
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VRML_COLOR vrml_colors_list[VRML_COLOR_LAST];
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double m_layer_z[PCB_LAYER_ID_COUNT];
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SHAPE_POLY_SET m_pcbOutlines; // stores the board main outlines
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int m_iMaxSeg; // max. sides to a small circle
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double m_arcMinLen, m_arcMaxLen; // min and max lengths of an arc chord
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int m_precision; // precision factor when exportin fp shapes
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// to separate files
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SGNODE* m_sgmaterial[VRML_COLOR_LAST];
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public:
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IFSG_TRANSFORM m_OutputPCB;
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VRML_LAYER m_holes;
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VRML_LAYER m_3D_board;
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VRML_LAYER m_top_copper;
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VRML_LAYER m_bot_copper;
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VRML_LAYER m_top_silk;
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VRML_LAYER m_bot_silk;
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VRML_LAYER m_top_soldermask;
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VRML_LAYER m_bot_soldermask;
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VRML_LAYER m_top_paste;
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VRML_LAYER m_bot_paste;
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VRML_LAYER m_plated_holes;
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std::list< SGNODE* > m_components;
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S3D_CACHE* m_Cache3Dmodels;
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BOARD* m_Pcb;
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bool m_plainPCB;
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/* true to use VRML inline{} syntax for footprint 3D models, like:
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* Inline { url "F:/tmp/pic_programmer/shapes3D/DIP-18_W7.62mm_Socket.wrl" }
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* false to merge VRML 3D modeles in the .wrl board file
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*/
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bool m_UseInlineModelsInBrdfile;
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// 3D subdirectory to copy footprint vrml 3D models when not merged in board file
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wxString m_Subdir3DFpModels;
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// true to use relative paths in VRML inline{} for footprint 3D models
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// used only if m_UseInlineModelsInBrdfile = true
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bool m_UseRelPathIn3DModelFilename;
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// true to reuse component definitions
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bool m_ReuseDef;
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// scaling from 0.1 inch to desired VRML unit
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double m_WorldScale = 1.0;
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// scaling from mm to desired VRML world scale
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double m_BoardToVrmlScale;
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double m_minLineWidth; // minimum width of a VRML line segment
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double m_tx; // global translation along X
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double m_ty; // global translation along Y
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double m_brd_thickness; // depth of the PCB
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LAYER_NUM m_text_layer;
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int m_text_width;
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MODEL_VRML();
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~MODEL_VRML();
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VRML_COLOR& GetColor( VRML_COLOR_INDEX aIndex )
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{
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return vrml_colors_list[aIndex];
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}
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void SetOffset( double aXoff, double aYoff );
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double GetLayerZ( LAYER_NUM aLayer )
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{
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if( unsigned( aLayer ) >= arrayDim( m_layer_z ) )
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return 0;
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return m_layer_z[ aLayer ];
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}
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void SetLayerZ( LAYER_NUM aLayer, double aValue )
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{
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m_layer_z[aLayer] = aValue;
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}
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// set the scaling of the VRML world
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bool SetScale( double aWorldScale );
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// Build and export the solder mask layer
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void ExportVrmlSolderMask();
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// Build and exports the board outlines (board body)
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void ExportVrmlBoard();
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void ExportVrmlZones();
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void ExportVrmlTracks();
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void ExportVrmlVia( const VIA* aVia );
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void ExportVrmlDrawsegment( PCB_SHAPE* drawseg );
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void ExportVrmlPcbtext( PCB_TEXT* text );
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void ExportVrmlFpText( FP_TEXT* item );
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void ExportFp3DModelsAsLinkedFile( const wxString& aFullFileName );
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void ExportRoundPadstack( double x, double y, double r,
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LAYER_NUM bottom_layer, LAYER_NUM top_layer,
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double hole );
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// Basic graphic shapes:
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void ExportVrmlLine( LAYER_NUM layer,
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double startx, double starty,
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double endx, double endy, double width );
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void ExportVrmlFpShape( FP_SHAPE* aOutline, FOOTPRINT* aFootprint );
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void ExportVrmlPad( PAD* aPad );
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void ExportVrmlFootprint( FOOTPRINT* aFootprint, std::ostream* aOutputFile );
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void ExportVrmlPadshape( VRML_LAYER* aTinLayer, PCB_LAYER_ID aPcbLayer, PAD* aPad );
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void ExportVrmlDrawings();
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void ExportVrmlArc( LAYER_NUM layer,
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double centerx, double centery,
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double arc_startx, double arc_starty,
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double width, double arc_angle );
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void ExportVrmlCircle( LAYER_NUM layer,
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double startx, double starty,
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double endx, double endy, double width );
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void ExportVrmlPolygon( LAYER_NUM layer, PCB_SHAPE *aOutline,
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double aOrientation, wxPoint aPos );
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void ExportVrmlPolyPolygon( VRML_LAYER* aVlayer, SHAPE_POLY_SET& aOutlines,
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double aOrientation, wxPoint aPos );
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void writeLayers( const char* aFileName, OSTREAM* aOutputFile );
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// select the VRML layer object to draw on
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// return true if a layer has been selected.
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bool GetLayer3D( LAYER_NUM layer, VRML_LAYER** vlayer );
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// Build the Z position of 3D layers
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void ComputeLayer3D_Zpos();
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private:
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void write_triangle_bag( std::ostream& aOut_file, const VRML_COLOR& aColor,
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VRML_LAYER* aLayer, bool aPlane, bool aTop,
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double aTop_z, double aBottom_z );
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void create_vrml_shell( IFSG_TRANSFORM& PcbOutput, VRML_COLOR_INDEX colorID,
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VRML_LAYER* layer, double top_z, double bottom_z );
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void create_vrml_plane( IFSG_TRANSFORM& PcbOutput, VRML_COLOR_INDEX colorID,
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VRML_LAYER* layer, double aHeight, bool aTopPlane );
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SGNODE* getSGColor( VRML_COLOR_INDEX colorIdx );
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};
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