kicad/pcbnew/exporters/exporter_vrml.h

269 lines
7.9 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2021 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#pragma once
// minimum width (mm) of a VRML line
#define MIN_VRML_LINEWIDTH 0.05 // previously 0.12
// offset for art layers, mm (silk, paste, etc)
#define ART_OFFSET 0.025
// offset for plating
#define PLATE_OFFSET 0.005
enum VRML_COLOR_INDEX
{
VRML_COLOR_NONE = -1,
VRML_COLOR_PCB = 0,
VRML_COLOR_COPPER,
VRML_COLOR_SOLDMASK,
VRML_COLOR_PASTE,
VRML_COLOR_SILK,
VRML_COLOR_LAST // Sentinel
};
struct VRML_COLOR
{
float diffuse_red;
float diffuse_grn;
float diffuse_blu;
float spec_red;
float spec_grn;
float spec_blu;
float emit_red;
float emit_grn;
float emit_blu;
float ambient;
float transp;
float shiny;
VRML_COLOR()
{
// default green
diffuse_red = 0.13f;
diffuse_grn = 0.81f;
diffuse_blu = 0.22f;
spec_red = 0.01f;
spec_grn = 0.08f;
spec_blu = 0.02f;
emit_red = 0.0f;
emit_grn = 0.0f;
emit_blu = 0.0f;
ambient = 0.8f;
transp = 0.0f;
shiny = 0.02f;
}
VRML_COLOR( float dr, float dg, float db,
float sr, float sg, float sb,
float er, float eg, float eb,
float am, float tr, float sh )
{
diffuse_red = dr;
diffuse_grn = dg;
diffuse_blu = db;
spec_red = sr;
spec_grn = sg;
spec_blu = sb;
emit_red = er;
emit_grn = eg;
emit_blu = eb;
ambient = am;
transp = tr;
shiny = sh;
}
};
// Handle the board ans its board items to convert them to a VRML representation:
class EXPORTER_PCB_VRML
{
private:
VRML_COLOR vrml_colors_list[VRML_COLOR_LAST];
double m_layer_z[PCB_LAYER_ID_COUNT];
SHAPE_POLY_SET m_pcbOutlines; // stores the board main outlines
int m_iMaxSeg; // max. sides to a small circle
double m_arcMinLen, m_arcMaxLen; // min and max lengths of an arc chord
int m_precision; // precision factor when exportin fp shapes
// to separate files
SGNODE* m_sgmaterial[VRML_COLOR_LAST];
public:
IFSG_TRANSFORM m_OutputPCB;
VRML_LAYER m_holes;
VRML_LAYER m_3D_board;
VRML_LAYER m_top_copper;
VRML_LAYER m_bot_copper;
VRML_LAYER m_top_silk;
VRML_LAYER m_bot_silk;
VRML_LAYER m_top_soldermask;
VRML_LAYER m_bot_soldermask;
VRML_LAYER m_top_paste;
VRML_LAYER m_bot_paste;
VRML_LAYER m_plated_holes;
std::list< SGNODE* > m_components;
S3D_CACHE* m_Cache3Dmodels;
BOARD* m_Pcb;
/* true to use VRML inline{} syntax for footprint 3D models, like:
* Inline { url "F:/tmp/pic_programmer/shapes3D/DIP-18_W7.62mm_Socket.wrl" }
* false to merge VRML 3D modeles in the .wrl board file
*/
bool m_UseInlineModelsInBrdfile;
// 3D subdirectory to copy footprint vrml 3D models when not merged in board file
wxString m_Subdir3DFpModels;
// true to use relative paths in VRML inline{} for footprint 3D models
// used only if m_UseInlineModelsInBrdfile = true
bool m_UseRelPathIn3DModelFilename;
// true to reuse component definitions
bool m_ReuseDef;
// scaling from 0.1 inch to desired VRML unit
double m_WorldScale = 1.0;
// scaling from mm to desired VRML world scale
double m_BoardToVrmlScale;
double m_minLineWidth; // minimum width of a VRML line segment
double m_tx; // global translation along X
double m_ty; // global translation along Y
double m_brd_thickness; // depth of the PCB
LAYER_NUM m_text_layer;
int m_text_width;
EXPORTER_PCB_VRML();
~EXPORTER_PCB_VRML();
VRML_COLOR& GetColor( VRML_COLOR_INDEX aIndex )
{
return vrml_colors_list[aIndex];
}
void SetOffset( double aXoff, double aYoff );
double GetLayerZ( LAYER_NUM aLayer )
{
if( unsigned( aLayer ) >= arrayDim( m_layer_z ) )
return 0;
return m_layer_z[ aLayer ];
}
void SetLayerZ( LAYER_NUM aLayer, double aValue )
{
m_layer_z[aLayer] = aValue;
}
// set the scaling of the VRML world
bool SetScale( double aWorldScale );
// Build and export the solder mask layer
void ExportVrmlSolderMask();
// Build and exports the board outlines (board body)
void ExportVrmlBoard();
void ExportVrmlZones();
void ExportVrmlTracks();
void ExportVrmlVia( const VIA* aVia );
void ExportVrmlDrawsegment( PCB_SHAPE* drawseg );
void ExportVrmlPcbtext( PCB_TEXT* text );
void ExportVrmlFpText( FP_TEXT* item );
void ExportFp3DModelsAsLinkedFile( const wxString& aFullFileName );
void ExportRoundPadstack( double x, double y, double r,
LAYER_NUM bottom_layer, LAYER_NUM top_layer,
double hole );
// Basic graphic shapes:
void ExportVrmlLine( LAYER_NUM layer,
double startx, double starty,
double endx, double endy, double width );
void ExportVrmlFpShape( FP_SHAPE* aOutline, FOOTPRINT* aFootprint );
void ExportVrmlPadHole( PAD* aPad );
void ExportVrmlFootprint( FOOTPRINT* aFootprint, std::ostream* aOutputFile );
void ExportVrmlDrawings();
void ExportVrmlArc( LAYER_NUM layer,
double centerx, double centery,
double arc_startx, double arc_starty,
double width, double arc_angle );
void ExportVrmlCircle( LAYER_NUM layer,
double startx, double starty,
double endx, double endy, double width );
void ExportVrmlPolygon( LAYER_NUM layer, PCB_SHAPE *aOutline,
double aOrientation, wxPoint aPos );
void ExportVrmlPolyPolygon( VRML_LAYER* aVlayer, SHAPE_POLY_SET& aOutlines,
double aOrientation, wxPoint aPos );
void writeLayers( const char* aFileName, OSTREAM* aOutputFile );
// select the VRML layer object to draw on
// return true if a layer has been selected.
bool GetLayer3D( LAYER_NUM layer, VRML_LAYER** vlayer );
// Build the Z position of 3D layers
void ComputeLayer3D_Zpos();
private:
void write_triangle_bag( std::ostream& aOut_file, const VRML_COLOR& aColor,
VRML_LAYER* aLayer, bool aPlane, bool aTop,
double aTop_z, double aBottom_z );
void create_vrml_shell( IFSG_TRANSFORM& PcbOutput, VRML_COLOR_INDEX colorID,
VRML_LAYER* layer, double top_z, double bottom_z );
void create_vrml_plane( IFSG_TRANSFORM& PcbOutput, VRML_COLOR_INDEX colorID,
VRML_LAYER* layer, double aHeight, bool aTopPlane );
SGNODE* getSGColor( VRML_COLOR_INDEX colorIdx );
};