kicad/3d-viewer/3d_aux.cpp

305 lines
8.3 KiB
C++

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