kicad/3d-viewer/3d_draw.cpp

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//////////////////////////////////////
// Name: 3d_draw.cpp
//////////////////////////////////////
#ifdef __GNUG__
#pragma implementation
#pragma interface
#endif
#include "fctsys.h"
#include "trigo.h"
#if !wxUSE_GLCANVAS
#error Please set wxUSE_GLCANVAS to 1 in setup.h.
#endif
#include "common.h"
#include "pcbstruct.h"
#include "macros.h"
#include "3d_viewer.h"
#include "trackball.h"
#include "3d_struct.h"
static void Draw3D_FilledCircle( double posx, double posy,
double rayon, double hole_rayon, double zpos );
static void Draw3D_FilledSegment( double startx, double starty,
double endx, double endy, double width, double zpos );
static void Draw3D_FilledCylinder( double posx, double posy,
double rayon, double height, double zpos );
static void Draw3D_FilledSegmentWithHole( double startx,
double starty,
double endx,
double endy,
double width,
double holex,
double holey,
double holeradius,
double zpos );
static void Draw3D_ArcSegment( double startx, double starty,
double endx, double endy, double width, double zpos );
static void Draw3D_CircleSegment( double startx, double starty,
double endx, double endy, double width, double zpos );
static int Get3DLayerEnable( int act_layer );
static GLfloat Get3DLayerSide( int act_layer );
/******************************************/
void Pcb3D_GLCanvas::Redraw( bool finish )
/******************************************/
{
SetCurrent();
InitGL();
glMatrixMode( GL_MODELVIEW ); /* position viewer */
/* transformations */
GLfloat mat[4][4];
// Translatory motion first, so rotations don't mess up the orientation...
glTranslatef( g_Draw3d_dx, g_Draw3d_dy, 0.0F );
build_rotmatrix( mat, g_Parm_3D_Visu.m_Quat );
glMultMatrixf( &mat[0][0] );
glRotatef( g_Parm_3D_Visu.m_Rot[0], 1.0, 0.0, 0.0 );
glRotatef( g_Parm_3D_Visu.m_Rot[1], 0.0, 1.0, 0.0 );
glRotatef( g_Parm_3D_Visu.m_Rot[2], 0.0, 0.0, 1.0 );
if( m_gllist )
glCallList( m_gllist );
else
{
CreateDrawGL_List();
}
glFlush();
if( finish )
glFinish();
SwapBuffers();
}
/**********************************************/
GLuint Pcb3D_GLCanvas::CreateDrawGL_List()
/**********************************************/
/* Create the draw list items
*/
{
WinEDA_BasePcbFrame* pcbframe = m_Parent->m_Parent;
BOARD* pcb = pcbframe->m_Pcb;
TRACK* track;
SEGZONE* segzone;
int ii;
wxBusyCursor dummy;
m_gllist = glGenLists( 1 );
pcb->ComputeBoundaryBox();
g_Parm_3D_Visu.m_BoardSettings = pcb->m_BoardSettings;
g_Parm_3D_Visu.m_BoardSize = pcb->m_BoundaryBox.GetSize();
g_Parm_3D_Visu.m_BoardPos = pcb->m_BoundaryBox.Centre();
g_Parm_3D_Visu.m_BoardPos.y = -g_Parm_3D_Visu.m_BoardPos.y;
g_Parm_3D_Visu.m_Layers = pcb->m_BoardSettings->m_CopperLayerCount;
g_Parm_3D_Visu.m_BoardScale = 2.0 / MAX( g_Parm_3D_Visu.m_BoardSize.x,
g_Parm_3D_Visu.m_BoardSize.y );
double epoxy_width = 1.6; // epoxy width in mm
g_Parm_3D_Visu.m_Epoxy_Width = epoxy_width / 2.54 * 1000
* g_Parm_3D_Visu.m_BoardScale;
/* calculate z position for each layer */
for( ii = 0; ii < 32; ii++ )
{
if( ii < g_Parm_3D_Visu.m_Layers )
g_Parm_3D_Visu.m_LayerZcoord[ii] = g_Parm_3D_Visu.m_Epoxy_Width * ii
/ (g_Parm_3D_Visu.m_Layers - 1);
else
g_Parm_3D_Visu.m_LayerZcoord[ii] = g_Parm_3D_Visu.m_Epoxy_Width;
}
GLfloat zpos_cu = 10 * g_Parm_3D_Visu.m_BoardScale;
GLfloat zpos_cmp = g_Parm_3D_Visu.m_Epoxy_Width + zpos_cu;
g_Parm_3D_Visu.m_LayerZcoord[ADHESIVE_N_CU] = -zpos_cu * 2;
g_Parm_3D_Visu.m_LayerZcoord[ADHESIVE_N_CMP] = zpos_cmp + zpos_cu;
g_Parm_3D_Visu.m_LayerZcoord[SILKSCREEN_N_CU] = -zpos_cu;
g_Parm_3D_Visu.m_LayerZcoord[SILKSCREEN_N_CMP] = zpos_cmp;
g_Parm_3D_Visu.m_LayerZcoord[DRAW_N] = zpos_cmp + zpos_cu;
g_Parm_3D_Visu.m_LayerZcoord[COMMENT_N] = zpos_cmp + zpos_cu;
g_Parm_3D_Visu.m_LayerZcoord[ECO1_N] = zpos_cmp + zpos_cu;
g_Parm_3D_Visu.m_LayerZcoord[ECO2_N] = zpos_cmp + zpos_cu;
glNewList( m_gllist, GL_COMPILE_AND_EXECUTE );
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
/* draw axis */
if( g_Parm_3D_Visu.m_Draw3DAxis )
{
glEnable( GL_COLOR_MATERIAL );
SetGLColor( WHITE );
glBegin( GL_LINES );
glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
glVertex3f( 0.0, 0.0, 0.0 );
glVertex3f( 1.0, 0.0, 0.0 ); // X axis
glVertex3f( 0.0, 0.0, 0.0 );
glVertex3f( 0.0, -1.0, 0.0 ); // Y axis
glNormal3f( 1.0, 0.0, 0.0 ); // Normal is Y axis
glVertex3f( 0.0, 0.0, 0.0 );
glVertex3f( 0.0, 0.0, 0.3 ); // Z axis
glEnd();
}
/* Draw epoxy limits (do not use, works and test in progress) */
#if 0
glEnable( GL_FOG );
GLfloat param;
// param = GL_LINEAR;
// glFogfv(GL_FOG_MODE, & param);
param = 0.2;
glFogfv( GL_FOG_DENSITY, &param );
param = g_Parm_3D_Visu.m_LayerZcoord[15];
glFogfv( GL_FOG_END, &param );
glBegin( GL_QUADS );
SetGLColor( g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[CMP_N] );
double sx = DataScale3D * g_Parm_3D_Visu.m_BoardSize.x / 2;
double sy = DataScale3D * g_Parm_3D_Visu.m_BoardSize.y / 2;
double zpos = g_Parm_3D_Visu.m_LayerZcoord[15];
glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
sx = sy = 0.5;
glVertex3f( -sx, -sy, zpos );
glVertex3f( -sx, sy, zpos );
glVertex3f( sx, sy, zpos );
glVertex3f( sx, -sy, zpos );
glEnd();
glBegin( GL_QUADS );
SetGLColor( g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[COPPER_LAYER_N] );
glNormal3f( 0.0, 0.0, -1.0 ); // Normal is -Z axis
glVertex3f( -sx, -sy, 0 );
glVertex3f( -sx, sy, 0 );
glVertex3f( sx, sy, 0 );
glVertex3f( sx, -sy, 0 );
glEnd();
#endif
/* move the board in order to draw it with its centre at 0,0 3D coordinates */
glTranslatef( -g_Parm_3D_Visu.m_BoardPos.x * g_Parm_3D_Visu.m_BoardScale,
-g_Parm_3D_Visu.m_BoardPos.y * g_Parm_3D_Visu.m_BoardScale,
0.0F );
glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
/* draw tracks and vias : */
for( track = pcb->m_Track; track != NULL; track = track->Next() )
{
if( track->Type() == TYPE_VIA )
Draw3D_Via( (SEGVIA*) track );
else
Draw3D_Track( track );
}
if( g_Parm_3D_Visu.m_Draw3DZone )
{
for( segzone = pcb->m_Zone; segzone != NULL; segzone = segzone->Next() )
{
if( segzone->Type() == TYPE_ZONE )
Draw3D_Track( segzone );
}
}
/* draw graphic items */
EDA_BaseStruct* PtStruct;
for( PtStruct = pcb->m_Drawings; PtStruct != NULL; PtStruct = PtStruct->Next() )
{
switch( PtStruct->Type() )
{
case TYPE_DRAWSEGMENT:
Draw3D_DrawSegment( (DRAWSEGMENT*) PtStruct );
break;
case TYPE_TEXTE:
Draw3D_DrawText( (TEXTE_PCB*) PtStruct );
break;
default:
break;
}
}
/* draw footprints */
MODULE* Module = pcb->m_Modules;
for( ; Module != NULL; Module = Module->Next() )
{
Module->Draw3D( this );
}
glEndList();
/* Test for errors */
GLenum err = glGetError();
if( err != GL_NO_ERROR )
DisplayError( this, wxT( "Error in GL commands" ) );
return m_gllist;
}
/************************************************/
void Pcb3D_GLCanvas::Draw3D_Track( TRACK* track )
/************************************************/
{
double zpos;
int layer = track->GetLayer();
int color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer];
double ox, oy, fx, fy;
double w;
if( color & ITEM_NOT_SHOW )
return;
if( layer == LAST_COPPER_LAYER )
layer = g_Parm_3D_Visu.m_Layers - 1;
zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
SetGLColor( color );
glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
w = track->m_Width * g_Parm_3D_Visu.m_BoardScale;
ox = track->m_Start.x * g_Parm_3D_Visu.m_BoardScale;
oy = track->m_Start.y * g_Parm_3D_Visu.m_BoardScale;
fx = track->m_End.x * g_Parm_3D_Visu.m_BoardScale;
fy = track->m_End.y * g_Parm_3D_Visu.m_BoardScale;
Draw3D_FilledSegment( ox, -oy, fx, -fy, w, zpos );
}
/********************************************/
void Pcb3D_GLCanvas::Draw3D_Via( SEGVIA* via )
/*********************************************/
/* 3D drawing for a VIA (cylinder + filled circles)
*/
{
double x, y, r, hole;
int layer, top_layer, bottom_layer;
double zpos, height;
int color;
r = via->m_Width * g_Parm_3D_Visu.m_BoardScale / 2;
hole = via->GetDrillValue();
hole *= g_Parm_3D_Visu.m_BoardScale / 2;
x = via->m_Start.x * g_Parm_3D_Visu.m_BoardScale;
y = via->m_Start.y * g_Parm_3D_Visu.m_BoardScale;
via->ReturnLayerPair( &top_layer, &bottom_layer );
// Drawing filled circles:
for( layer = bottom_layer; layer < g_Parm_3D_Visu.m_Layers; layer++ )
{
zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
if( layer < g_Parm_3D_Visu.m_Layers - 1 )
color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer];
else
color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[CMP_N];
if( color & ITEM_NOT_SHOW )
continue;
SetGLColor( color );
// SetGLColor( LIGHTGRAY );
glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
if( layer == COPPER_LAYER_N )
zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale;
else
zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale;
Draw3D_FilledCircle( x, -y, r, hole, zpos );
if( layer >= top_layer )
break;
}
// Drawing hole:
color = g_Parm_3D_Visu.m_BoardSettings->m_ViaColor[via->m_Shape];
SetGLColor( color );
height = g_Parm_3D_Visu.m_LayerZcoord[top_layer] - g_Parm_3D_Visu.m_LayerZcoord[bottom_layer];
Draw3D_FilledCylinder( x, -y, hole, height, g_Parm_3D_Visu.m_LayerZcoord[bottom_layer] );
}
/*************************************************************/
void Pcb3D_GLCanvas::Draw3D_DrawSegment( DRAWSEGMENT* segment )
/*************************************************************/
{
int layer;
double x, y, xf, yf;
double zpos, w;
int color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[segment->GetLayer()];
if( color & ITEM_NOT_SHOW )
return;
SetGLColor( color );
w = segment->m_Width * g_Parm_3D_Visu.m_BoardScale;
x = segment->m_Start.x * g_Parm_3D_Visu.m_BoardScale;
y = segment->m_Start.y * g_Parm_3D_Visu.m_BoardScale;
xf = segment->m_End.x * g_Parm_3D_Visu.m_BoardScale;
yf = segment->m_End.y * g_Parm_3D_Visu.m_BoardScale;
if( segment->GetLayer() == EDGE_N )
{
for( layer = 0; layer < g_Parm_3D_Visu.m_Layers; layer++ )
{
glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
switch( segment->m_Shape )
{
case S_ARC:
Draw3D_ArcSegment( x, -y, xf, -yf, w, zpos );
break;
case S_CIRCLE:
Draw3D_CircleSegment( x, -y, xf, -yf, w, zpos );
break;
default:
Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos );
break;
}
}
}
else
{
layer = segment->GetLayer();
glNormal3f( 0.0, 0.0, Get3DLayerSide( layer ) );
zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
if( Get3DLayerEnable( layer ) )
{
switch( segment->m_Shape )
{
case S_ARC:
Draw3D_ArcSegment( x, -y, xf, -yf, w, zpos );
break;
case S_CIRCLE:
Draw3D_CircleSegment( x, -y, xf, -yf, w, zpos );
break;
default:
Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos );
break;
}
}
}
}
/* function to draw 3D segments, called by DrawGraphicText
* When DrawGraphicText is called to draw a text to an OpenGL DC
* it calls Draw3dTextSegm to each segment to draw.
* 2 parameters used by Draw3D_FilledSegment are not handled by DrawGraphicText
* but are used in Draw3D_FilledSegment().
* they are 2 local variables. This is an ugly, but trivial code.
* Using DrawGraphicText to draw all texts ensure texts have the same shape
* in all contexts
*/
static double s_Text3DWidth, s_Text3DZPos;
static void Draw3dTextSegm( int x0, int y0, int xf, int yf )
{
double startx = x0 * g_Parm_3D_Visu.m_BoardScale;
double starty = y0 * g_Parm_3D_Visu.m_BoardScale;
double endx = xf * g_Parm_3D_Visu.m_BoardScale;
double endy = yf * g_Parm_3D_Visu.m_BoardScale;
Draw3D_FilledSegment( startx, -starty, endx, -endy, s_Text3DWidth, s_Text3DZPos );
}
/*************************************************************/
void Pcb3D_GLCanvas::Draw3D_DrawText( TEXTE_PCB* text )
/*************************************************************/
{
int layer = text->GetLayer();
if( !Get3DLayerEnable( layer ) )
return;
int color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer];
SetGLColor( color );
s_Text3DZPos = g_Parm_3D_Visu.m_LayerZcoord[layer];
s_Text3DWidth = text->m_Width * g_Parm_3D_Visu.m_BoardScale;
glNormal3f( 0.0, 0.0, Get3DLayerSide( layer ) );
DrawGraphicText( NULL, NULL,
text->m_Pos, (EDA_Colors) color, text->m_Text,
text->m_Orient, text->m_Size,
text->m_HJustify,
text->m_VJustify,
text->m_Width, text->m_Italic,
Draw3dTextSegm );
}
/*********************************************/
void MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas )
/*********************************************/
{
D_PAD* pad = m_Pads;
#if 0
if( !DisplayOpt.Show_Modules_Cmp )
{
if( m_Layer == CMP_N )
return;
}
if( !DisplayOpt.Show_Modules_Cu )
{
if( m_Layer == COPPER_LAYER_N )
return;
}
#endif
/* Draw pads */
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
for( ; pad != NULL; pad = pad->Next() )
{
pad->Draw3D( glcanvas );
}
/* Draw module shape: 3D shape if exists (or module edge if not exists) */
S3D_MASTER* Struct3D = m_3D_Drawings;
bool As3dShape = FALSE;
if( g_Parm_3D_Visu.m_Draw3DModule )
{
glPushMatrix();
glTranslatef( m_Pos.x * g_Parm_3D_Visu.m_BoardScale,
-m_Pos.y * g_Parm_3D_Visu.m_BoardScale,
g_Parm_3D_Visu.m_LayerZcoord[m_Layer] );
if( m_Orient )
{
glRotatef( (double) m_Orient / 10, 0.0, 0.0, 1.0 );
}
if( m_Layer == COPPER_LAYER_N )
{
glRotatef( 180.0, 0.0, 1.0, 0.0 );
glRotatef( 180.0, 0.0, 0.0, 1.0 );
}
DataScale3D = g_Parm_3D_Visu.m_BoardScale * UNITS3D_TO_UNITSPCB;
for( ; Struct3D != NULL; Struct3D = Struct3D->Next() )
{
if( !Struct3D->m_Shape3DName.IsEmpty() )
{
As3dShape = TRUE;
Struct3D->ReadData();
}
}
glPopMatrix();
}
if( !As3dShape ) // The footprint does not have a 3D shape, draw its 2D shape instead
{
EDA_BaseStruct* Struct = m_Drawings;
glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
for( ; Struct != NULL; Struct = Struct->Next() )
{
switch( Struct->Type() )
{
case TYPE_TEXTE_MODULE:
break;
case TYPE_EDGE_MODULE:
( (EDGE_MODULE*) Struct )->Draw3D( glcanvas );
break;
default:
break;
}
}
}
}
/***************************************************/
void EDGE_MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas )
/***************************************************/
{
wxString s;
int dx, dy;
double scale, x, y, fx, fy, w, zpos;
int color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[m_Layer];
if( color & ITEM_NOT_SHOW )
return;
SetGLColor( color );
glNormal3f( 0.0, 0.0, (m_Layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
scale = g_Parm_3D_Visu.m_BoardScale;
dx = m_End.x;
dy = m_End.y;
zpos = g_Parm_3D_Visu.m_LayerZcoord[m_Layer];
w = m_Width * g_Parm_3D_Visu.m_BoardScale;
x = m_Start.x * g_Parm_3D_Visu.m_BoardScale;
y = m_Start.y * g_Parm_3D_Visu.m_BoardScale;
fx = dx * g_Parm_3D_Visu.m_BoardScale;
fy = dy * g_Parm_3D_Visu.m_BoardScale;
switch( m_Shape )
{
case S_SEGMENT:
Draw3D_FilledSegment( x, -y, fx, -fy, w, zpos );
break;
case S_CIRCLE:
Draw3D_CircleSegment( x, -y, fx, -fy, w, zpos );
break;
case S_ARC:
Draw3D_ArcSegment( x, -y, fx, -fy, w, zpos );
break;
default:
s.Printf( wxT( "Error: Shape nr %d not implemented!\n" ), m_Shape );
printf( CONV_TO_UTF8( s ) );
break;
}
}
/***********************************************/
void D_PAD::Draw3D( Pcb3D_GLCanvas* glcanvas )
/***********************************************/
/* Dessin 3D des pads avec leur trou de percage
*/
{
int ii, ll, layer, nlmax;
int ux0, uy0,
dx, dx0, dy, dy0,
delta_cx, delta_cy,
xc, yc;
int angle, delta_angle;
int coord[4][2];
double fcoord[8][2], f_hole_coord[8][2];
double scale;
double zpos;
wxPoint shape_pos;
double x, y, r, w, hole, holeX, holeY;
double drillx, drilly;
bool Oncu, Oncmp, Both;
int color;
scale = g_Parm_3D_Visu.m_BoardScale;
holeX = (double) m_Drill.x * scale / 2;
holeY = (double) m_Drill.y * scale / 2;
hole = MIN( holeX, holeY );
/* calcul du centre des formes des pads : */
shape_pos = ReturnShapePos();
ux0 = shape_pos.x;
uy0 = shape_pos.y;
xc = ux0;
yc = uy0;
/* le trace depend de la rotation de l'empreinte */
dx = dx0 = m_Size.x >> 1;
dy = dy0 = m_Size.y >> 1; /* demi dim dx et dy */
angle = m_Orient;
drillx = m_Pos.x * scale;
drilly = m_Pos.y * scale;
/* Draw the pad hole (TODO: draw OBLONG hole) */
if( holeX && holeY )
{
SetGLColor( DARKGRAY );
Draw3D_FilledCylinder( drillx, -drilly, hole, g_Parm_3D_Visu.m_LayerZcoord[CMP_N], 0.0 );
}
glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
nlmax = g_Parm_3D_Visu.m_Layers - 1;
Oncu = (m_Masque_Layer & CUIVRE_LAYER) ? TRUE : FALSE;
Oncmp = (m_Masque_Layer & CMP_LAYER) ? TRUE : FALSE;
Both = Oncu && Oncmp;
switch( m_PadShape & 0x7F )
{
case PAD_CIRCLE:
x = xc * scale;
y = yc * scale;
r = (double) dx * scale;
for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ )
{
if( layer && (layer == nlmax) )
layer = CMP_N;
if( (layer == CMP_N) && !Oncmp )
continue;
if( (layer == COPPER_LAYER_N) && !Oncu )
continue;
if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both )
continue;
color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer];
if( color & ITEM_NOT_SHOW )
continue;
SetGLColor( color );
glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
if( layer == COPPER_LAYER_N )
zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale;
else
zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale;
Draw3D_FilledCircle( x, -y, r, hole, zpos );
}
break;
case PAD_OVAL:
/* calcul de l'entraxe de l'ellipse */
if( dx > dy ) /* ellipse horizontale */
{
delta_cx = dx - dy;
delta_cy = 0;
w = m_Size.y * scale;
delta_angle = angle + 900;
}
else /* ellipse verticale */
{
delta_cx = 0;
delta_cy = dy - dx;
w = m_Size.x * scale;
delta_angle = angle;
}
RotatePoint( &delta_cx, &delta_cy, angle );
{
double ox, oy, fx, fy;
ox = (double) ( ux0 + delta_cx ) * scale;
oy = (double) ( uy0 + delta_cy ) * scale;
fx = (double) ( ux0 - delta_cx ) * scale;
fy = (double) ( uy0 - delta_cy ) * scale;
for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ )
{
if( layer && (layer == nlmax) )
layer = CMP_N;
if( (layer == CMP_N) && !Oncmp )
continue;
if( (layer == COPPER_LAYER_N) && !Oncu )
continue;
if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both )
continue;
color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer];
glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
if( color & ITEM_NOT_SHOW )
continue;
SetGLColor( color );
zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
if( layer == COPPER_LAYER_N )
zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale;
else
zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale;
Draw3D_FilledSegmentWithHole( ox, -oy, fx, -fy, w, drillx, -drilly, hole, zpos );
}
}
break;
case PAD_RECT:
case PAD_TRAPEZOID:
{
int ddx, ddy;
ddx = m_DeltaSize.x >> 1;
ddy = m_DeltaSize.y >> 1; /* demi dim dx et dy */
coord[0][0] = -dx - ddy;
coord[0][1] = +dy + ddx;
coord[1][0] = -dx + ddy;
coord[1][1] = -dy - ddx;
coord[2][0] = +dx - ddy;
coord[2][1] = -dy + ddx;
coord[3][0] = +dx + ddy;
coord[3][1] = +dy - ddx;
for( ii = 0; ii < 4; ii++ )
{
RotatePoint( &coord[ii][0], &coord[ii][1], angle );
coord[ii][0] += ux0;
coord[ii][1] += uy0;
ll = ii * 2;
fcoord[ll][0] = coord[ii][0] *scale;
fcoord[ll][1] = coord[ii][1] *scale;
}
for( ii = 0; ii < 7; ii += 2 )
{
ll = ii + 2;
if( ll > 7 )
ll -= 8;
fcoord[ii + 1][0] = (fcoord[ii][0] + fcoord[ll][0]) / 2;
fcoord[ii + 1][1] = (fcoord[ii][1] + fcoord[ll][1]) / 2;
}
for( ii = 0; ii < 8; ii++ )
{
f_hole_coord[ii][0] = -hole * 0.707;
f_hole_coord[ii][1] = hole * 0.707;
RotatePoint( &f_hole_coord[ii][0], &f_hole_coord[ii][1],
angle - (ii * 450) );
f_hole_coord[ii][0] += drillx;
f_hole_coord[ii][1] += drilly;
}
for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ )
{
if( layer && (layer == nlmax) )
layer = CMP_N;
if( (layer == CMP_N) && !Oncmp )
continue;
if( (layer == COPPER_LAYER_N) && !Oncu )
continue;
if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both )
continue;
color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer];
glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
if( color & ITEM_NOT_SHOW )
continue;
SetGLColor( color );
zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
if( layer == COPPER_LAYER_N )
zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale;
else
zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale;
glBegin( GL_QUAD_STRIP );
for( ii = 0; ii < 8; ii++ )
{
glVertex3f( f_hole_coord[ii][0], -f_hole_coord[ii][1], zpos );
glVertex3f( fcoord[ii][0], -fcoord[ii][1], zpos );
}
glVertex3f( f_hole_coord[0][0], -f_hole_coord[0][1], zpos );
glVertex3f( fcoord[0][0], -fcoord[0][1], zpos );
glEnd();
}
}
break;
default:
break;
}
}
/*************************/
void SetGLColor( int color )
/*************************/
{
double red, green, blue;
StructColors colordata = ColorRefs[color & MASKCOLOR];
red = colordata.m_Red / 255.0;
blue = colordata.m_Blue / 255.0;
green = colordata.m_Green / 255.0;
glColor3f( red, green, blue );
}
/********************************************************/
static void Draw3D_FilledCircle( double posx, double posy,
double rayon, double hole, double zpos )
/********************************************************/
{
int ii, slice = 16;
double x, y;
glBegin( GL_QUAD_STRIP );
for( ii = 0; ii <= slice; ii++ )
{
x = hole;
y = 0.0;
RotatePoint( &x, &y, ii * 225 );
glVertex3f( x + posx, y + posy, zpos );
x = rayon;
y = 0.0;
RotatePoint( &x, &y, ii * 225 );
glVertex3f( x + posx, y + posy, zpos );
}
glEnd();
}
/*********************************************************/
static void Draw3D_FilledCylinder( double posx, double posy,
double rayon, double height, double zpos )
/*********************************************************/
{
int ii;
double x, y;
#define NB_SEGM 12
S3D_Vertex coords[4];
double tmp = DataScale3D;
DataScale3D = 1.0; // les coord sont deja a l'echelle pour Set_Object_Data();
coords[0].x = coords[1].x = posx + rayon;
coords[0].y = coords[1].y = posy;
coords[0].z = coords[3].z = zpos;
coords[1].z = coords[2].z = zpos + height;
for( ii = 0; ii <= NB_SEGM; ii++ )
{
x = rayon;
y = 0.0;
RotatePoint( &x, &y, ii * (3600 / NB_SEGM) );
coords[2].x = coords[3].x = posx + x;
coords[2].y = coords[3].y = posy + y;
Set_Object_Data( coords, 4 );
coords[0].x = coords[2].x;
coords[0].y = coords[2].y;
coords[1].x = coords[3].x;
coords[1].y = coords[3].y;
}
glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
DataScale3D = tmp;
}
/*****************************************************************/
static void Draw3D_FilledSegment( double startx, double starty,
double endx, double endy, double width, double zpos )
/*****************************************************************/
/* trace un polygone semblable a un segment a bouts ronds
*/
{
double dx, dy, x, y, firstx = 0, firsty = 0;
int ii, angle;
// on va calculer les coordonn<6E>es du segment suppos<6F> horizontal,
// puis tourner les cordonnes de l'angle voulu
dx = endx - startx;
dy = endy - starty;
angle = (int) ( ( atan2( dy, dx ) * 1800 / M_PI ) + 0.5 );
RotatePoint( &dx, &dy, angle ); // apres rotation: dx = longueur du segment
// dy = 0;
width /= 2;
glBegin( GL_POLYGON );
// trac<61> de l'arrondi a droite (1er demi polygone a la fin du segment)
for( ii = 0; ii <= 8; ii++ )
{
x = 0.0;
y = -width;
RotatePoint( &x, &y, -ii * 225 );
x += dx;
RotatePoint( &x, &y, -angle );
glVertex3f( startx + x, starty + y, zpos );
if( ii == 0 )
{
firstx = startx + x;
firsty = starty + y;
}
}
// trac<61> de l'arrondi a gauche (2ieme demi polygone a l'origine du segment)
for( ii = 0; ii <= 8; ii++ )
{
int jj = ii * 225;
x = 0.0;
y = width;
RotatePoint( &x, &y, -angle - jj );
glVertex3f( startx + x, starty + y, zpos );
}
glVertex3f( firstx, firsty, zpos );
glEnd();
}
/*****************************************************************/
static void Draw3D_FilledSegmentWithHole( double startx,
double starty,
double endx,
double endy,
double width,
double holex,
double holey,
double holeradius,
double zpos )
/*****************************************************************/
/* trace un polygone semblable a un segment a bouts ronds avec trou
*/
{
double x, y, xin, yin;
double firstx = 0, firsty = 0, firstxin = 0, firstyin = 0;
int ii, angle, theta;
// on va calculer les coordonn<6E>es du segment suppos<6F> horizontal,
// puis tourner les cordonnes de l'angle voulu
// Tous des calculs se font avec startx, starty comme origine du trac<61>
endx -= startx;
endy -= starty;
holex -= startx;
holey -= starty;
angle = (int) ( ( atan2( endy, endx ) * 1800 / M_PI ) + 0.5 );
RotatePoint( &endx, &endy, angle ); // apres rotation: endx = longueur du segment
// endy = 0;
RotatePoint( &holex, &holey, angle );
width /= 2;
glBegin( GL_QUAD_STRIP );
// trac<61> de l'arrondi a droite (1er demi polygone a la fin du segment)
// autour du demi-trou de percage
for( ii = 0; ii <= 8; ii++ )
{
x = 0.0;
y = -width;
xin = 0.0;
yin = -holeradius;
theta = -ii * 225;
RotatePoint( &x, &y, theta );
RotatePoint( &xin, &yin, theta );
x += endx;
RotatePoint( &x, &y, -angle );
xin += holex;
RotatePoint( &xin, &yin, -angle );
glVertex3f( startx + xin, starty + yin, zpos );
glVertex3f( startx + x, starty + y, zpos );
if( ii == 0 ) // Memorisation du point de d<>part du trac<61>
{
firstx = startx + x;
firsty = starty + y;
firstxin = startx + xin;
firstyin = starty + yin;
}
}
// trac<61> de l'arrondi a gauche (2ieme demi polygone a l'origine du segment)
for( ii = 0; ii <= 8; ii++ )
{
theta = -ii * 225;
x = 0.0;
y = width;
RotatePoint( &x, &y, -angle + theta );
xin = 0.0;
yin = holeradius;
RotatePoint( &xin, &yin, theta );
xin += holex;
RotatePoint( &xin, &yin, -angle );
glVertex3f( startx + xin, starty + yin, zpos );
glVertex3f( startx + x, starty + y, zpos );
}
glVertex3f( firstxin, firstyin, zpos );
glVertex3f( firstx, firsty, zpos );
glEnd();
}
/********************************************************/
static void Draw3D_ArcSegment( double startx, double starty,
double endx, double endy, double width, double zpos )
{
int ii, slice = 36;
double x, y, hole, rayon;
int angle;
angle = static_cast<int>(atan2( startx - endx, starty - endy ) * 1800 / M_PI) + 900;
rayon = hypot( startx - endx, starty - endy ) + ( width / 2);
hole = rayon - width;
glBegin( GL_QUAD_STRIP );
for( ii = 0; ii <= slice / 4; ii++ )
{
x = hole; y = 0.0;
RotatePoint( &x, &y, angle + (ii * 3600 / slice) );
glVertex3f( x + startx, y + starty, zpos );
x = rayon; y = 0.0;
RotatePoint( &x, &y, angle + (ii * 3600 / slice) );
glVertex3f( x + startx, y + starty, zpos );
}
glEnd();
}
/*******************************************************************/
static void Draw3D_CircleSegment( double startx, double starty,
double endx, double endy, double width, double zpos )
/*******************************************************************/
{
int ii, slice = 36;
double x, y, hole, rayon;
rayon = hypot( startx - endx, starty - endy ) + ( width / 2);
hole = rayon - width;
glBegin( GL_QUAD_STRIP );
for( ii = 0; ii <= slice; ii++ )
{
x = hole; y = 0.0;
RotatePoint( &x, &y, ii * 3600 / slice );
glVertex3f( x + startx, y + starty, zpos );
x = rayon; y = 0.0;
RotatePoint( &x, &y, ii * 3600 / slice );
glVertex3f( x + startx, y + starty, zpos );
}
glEnd();
}
/******************************************/
static int Get3DLayerEnable( int act_layer )
/******************************************/
{
bool enablelayer;
enablelayer = TRUE;
if( act_layer == DRAW_N && !g_Parm_3D_Visu.m_Draw3DDrawings )
enablelayer = FALSE;
if( act_layer == COMMENT_N && !g_Parm_3D_Visu.m_Draw3DComments )
enablelayer = FALSE;
if( act_layer == ECO1_N && !g_Parm_3D_Visu.m_Draw3DEco1 )
enablelayer = FALSE;
if( act_layer == ECO2_N && !g_Parm_3D_Visu.m_Draw3DEco2 )
enablelayer = FALSE;
return enablelayer;
}
/******************************************/
static GLfloat Get3DLayerSide( int act_layer )
/******************************************/
{
GLfloat nZ;
nZ = 1.0;
if(
(act_layer <= LAST_COPPER_LAYER - 1)
|| (act_layer == ADHESIVE_N_CU)
|| (act_layer == SOLDERPASTE_N_CU)
|| (act_layer == SILKSCREEN_N_CU)
|| (act_layer == SOLDERMASK_N_CU)
)
nZ = -1.0;
return nZ;
}