1367 lines
41 KiB
C++
1367 lines
41 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) 2009-2013 Lorenzo Mercantonio
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* Copyright (C) 2014 Cirilo Bernado
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* Copyright (C) 2013 Jean-Pierre Charras jp.charras at wanadoo.fr
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* Copyright (C) 2004-2013 KiCad Developers, see change_log.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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* NOTE:
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* 1. for improved looks, create a DRILL layer for PTH drills.
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* To render the improved board, render the vertical outline only
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* for the board (no added drill holes), then render the
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* outline only for PTH, and finally render the top and bottom
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* of the board. NOTE: if we don't want extra eye-candy then
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* we must maintain the current board export.
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* Additional bits needed for improved eyecandy:
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* + CalcOutline: calculates only the outline of a VRML_LAYER or
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* a VERTICAL_HOLES
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* + WriteVerticalIndices: writes the indices of only the vertical
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* facets of a VRML_LAYER or a VRML_HOLES.
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* + WriteVerticalVertices: writes only the outline vertices to
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* form vertical walls; applies to VRML_LAYER and VRML_HOLES
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*
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* 2. How can we suppress fiducials such as those in the corners of the pic-programmer demo?
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*
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* 3. Export Graphics to Layer objects (see 3d_draw.cpp for clues) to ensure that custom
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* tracks/fills/logos are rendered.
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*
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* For mechanical correctness, we should use the following settings with arcs:
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* 1. max. deviation: the number of edges should be determined by the max.
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* mechanical deviation and the minimum number of edges shall be 6.
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* 2. for very large features we may introduce too many edges in a circle;
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* to control this, we should specify a MAX number of edges or a threshold
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* radius and a deviation for larger features
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*
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* For example, many mechanical fits are to within +/-0.05mm, so specifying
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* a max. deviation of 0.02mm will yield a hole near the max. material
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* condition. Calculating sides for a 10mm radius hole will yield about
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* 312 points; such large holes (and arcs) will typically have a specified
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* tolerance of +/-0.2mm in which case we can set the MAX edges to 32
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* provided none of the important holes requires > 32 edges.
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*
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*/
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#include <fctsys.h>
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#include <kicad_string.h>
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#include <wxPcbStruct.h>
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#include <drawtxt.h>
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#include <trigo.h>
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#include <appl_wxstruct.h>
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#include <3d_struct.h>
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#include <macros.h>
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#include <pcbnew.h>
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#include <class_board.h>
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#include <class_module.h>
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#include <class_track.h>
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#include <class_zone.h>
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#include <class_edge_mod.h>
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#include <class_pcb_text.h>
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#include <convert_from_iu.h>
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#include "../3d-viewer/modelparsers.h"
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#include <vector>
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#include <cmath>
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#include <vrml_board.h>
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/* helper function:
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* some characters cannot be used in names,
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* this function change them to "_"
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*/
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static void ChangeIllegalCharacters( wxString& aFileName, bool aDirSepIsIllegal );
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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 = 0.13;
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diffuse_grn = 0.81;
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diffuse_blu = 0.22;
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spec_red = 0.13;
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spec_grn = 0.81;
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spec_blu = 0.22;
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emit_red = 0.0;
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emit_grn = 0.0;
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emit_blu = 0.0;
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ambient = 1.0;
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transp = 0;
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shiny = 0.2;
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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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enum VRML_COLOR_INDEX
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{
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VRML_COLOR_PCB = 0,
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VRML_COLOR_TRACK,
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VRML_COLOR_SILK,
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VRML_COLOR_TIN,
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VRML_COLOR_LAST
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};
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class MODEL_VRML
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{
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private:
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double layer_z[NB_LAYERS];
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VRML_COLOR colors[VRML_COLOR_LAST];
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public:
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VRML_LAYER holes;
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VRML_LAYER board;
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VRML_LAYER top_copper;
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VRML_LAYER bot_copper;
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VRML_LAYER top_silk;
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VRML_LAYER bot_silk;
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VRML_LAYER top_tin;
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VRML_LAYER bot_tin;
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double scale; // board internal units to output scaling
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double tx; // global translation along X
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double ty; // global translation along Y
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double board_thickness; // depth of the PCB
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LAYER_NUM s_text_layer;
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int s_text_width;
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MODEL_VRML()
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{
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for( int i = 0; i < NB_LAYERS; ++i )
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layer_z[i] = 0;
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// this default only makes sense if the output is in mm
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board_thickness = 1.6;
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// pcb green
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colors[ VRML_COLOR_PCB ] = VRML_COLOR( .07, .3, .12, .07, .3, .12,
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0, 0, 0, 1, 0, 0.2 );
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// track green
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colors[ VRML_COLOR_TRACK ] = VRML_COLOR( .08, .5, .1, .08, .5, .1,
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0, 0, 0, 1, 0, 0.2 );
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// silkscreen white
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colors[ VRML_COLOR_SILK ] = VRML_COLOR( .9, .9, .9, .9, .9, .9,
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0, 0, 0, 1, 0, 0.2 );
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// pad silver
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colors[ VRML_COLOR_TIN ] = VRML_COLOR( .749, .756, .761, .749, .756, .761,
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0, 0, 0, 0.8, 0, 0.8 );
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}
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VRML_COLOR& GetColor( VRML_COLOR_INDEX aIndex )
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{
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return colors[aIndex];
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}
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void SetOffset( double aXoff, double aYoff )
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{
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tx = aXoff;
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ty = aYoff;
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}
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double GetLayerZ( LAYER_NUM aLayer )
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{
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if( aLayer >= NB_LAYERS )
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return 0;
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return 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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layer_z[aLayer] = aValue;
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}
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void SetMaxDev( double dev )
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{
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holes.SetMaxDev( dev );
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board.SetMaxDev( dev );
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top_copper.SetMaxDev( dev );
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bot_copper.SetMaxDev( dev );
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top_silk.SetMaxDev( dev );
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bot_silk.SetMaxDev( dev );
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top_tin.SetMaxDev( dev );
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bot_tin.SetMaxDev( dev );
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}
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};
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// static var. for dealing with text
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namespace VRMLEXPORT
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{
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static MODEL_VRML* model_vrml;
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bool GetLayer( MODEL_VRML& aModel, LAYER_NUM layer, VRML_LAYER** vlayer );
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}
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// select the VRML layer object to draw on; return true if
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// a layer has been selected.
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bool VRMLEXPORT::GetLayer( MODEL_VRML& aModel, LAYER_NUM layer, VRML_LAYER** vlayer )
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{
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switch( layer )
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{
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case FIRST_COPPER_LAYER:
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*vlayer = &aModel.bot_copper;
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break;
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case LAST_COPPER_LAYER:
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*vlayer = &aModel.top_copper;
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break;
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case SILKSCREEN_N_BACK:
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*vlayer = &aModel.bot_silk;
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break;
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case SILKSCREEN_N_FRONT:
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*vlayer = &aModel.top_silk;
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break;
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default:
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return false;
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}
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return true;
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}
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static void write_triangle_bag( FILE* output_file, VRML_COLOR& color,
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VRML_LAYER* layer, bool plane, bool top,
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double top_z, double bottom_z )
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{
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/* A lot of nodes are not required, but blender sometimes chokes
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* without them */
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static const char* shape_boiler[] =
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{
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"Transform {\n",
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" children [\n",
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" Group {\n",
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" children [\n",
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" Shape {\n",
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" appearance Appearance {\n",
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" material Material {\n",
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0, // Material marker
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" }\n",
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" }\n",
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" geometry IndexedFaceSet {\n",
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" solid TRUE\n",
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" coord Coordinate {\n",
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" point [\n",
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0, // Coordinates marker
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" ]\n",
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" }\n",
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" coordIndex [\n",
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0, // Index marker
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" ]\n",
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" }\n",
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" }\n",
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" ]\n",
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" }\n",
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" ]\n",
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"}\n",
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0 // End marker
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};
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int marker_found = 0, lineno = 0;
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while( marker_found < 4 )
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{
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if( shape_boiler[lineno] )
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fputs( shape_boiler[lineno], output_file );
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else
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{
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marker_found++;
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switch( marker_found )
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{
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case 1: // Material marker
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fprintf( output_file,
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" diffuseColor %g %g %g\n",
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color.diffuse_red,
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color.diffuse_grn,
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color.diffuse_blu );
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fprintf( output_file,
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" specularColor %g %g %g\n",
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color.spec_red,
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color.spec_grn,
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color.spec_blu );
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fprintf( output_file,
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" emissiveColor %g %g %g\n",
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color.emit_red,
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color.emit_grn,
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color.emit_blu );
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fprintf( output_file,
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" ambientIntensity %g\n", color.ambient );
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fprintf( output_file,
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" transparency %g\n", color.transp );
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fprintf( output_file,
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" shininess %g\n", color.shiny );
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break;
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case 2:
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if( plane )
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layer->WriteVertices( top_z, output_file );
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else
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layer->Write3DVertices( top_z, bottom_z, output_file );
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fprintf( output_file, "\n" );
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break;
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case 3:
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if( plane )
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layer->WriteIndices( top, output_file );
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else
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layer->Write3DIndices( output_file );
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fprintf( output_file, "\n" );
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break;
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default:
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break;
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}
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}
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lineno++;
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}
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}
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static void write_layers( MODEL_VRML& aModel, FILE* output_file, BOARD* aPcb )
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{
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// VRML_LAYER board;
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aModel.board.Tesselate( &aModel.holes );
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double brdz = aModel.board_thickness / 2.0 - 40000 * aModel.scale;
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write_triangle_bag( output_file, aModel.GetColor( VRML_COLOR_PCB ),
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&aModel.board, false, false, brdz, -brdz );
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// VRML_LAYER top_copper;
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aModel.top_copper.Tesselate( &aModel.holes );
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write_triangle_bag( output_file, aModel.GetColor( VRML_COLOR_TRACK ),
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&aModel.top_copper, true, true,
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aModel.GetLayerZ( LAST_COPPER_LAYER ), 0 );
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// VRML_LAYER top_tin;
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aModel.top_tin.Tesselate( &aModel.holes );
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write_triangle_bag( output_file, aModel.GetColor( VRML_COLOR_TIN ),
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&aModel.top_tin, true, true,
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aModel.GetLayerZ( LAST_COPPER_LAYER ), 0 );
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// VRML_LAYER bot_copper;
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aModel.bot_copper.Tesselate( &aModel.holes );
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write_triangle_bag( output_file, aModel.GetColor( VRML_COLOR_TRACK ),
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&aModel.bot_copper, true, false,
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aModel.GetLayerZ( FIRST_COPPER_LAYER ), 0 );
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// VRML_LAYER bot_tin;
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aModel.bot_tin.Tesselate( &aModel.holes );
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write_triangle_bag( output_file, aModel.GetColor( VRML_COLOR_TIN ),
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&aModel.bot_tin, true, false,
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aModel.GetLayerZ( FIRST_COPPER_LAYER ), 0 );
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// VRML_LAYER top_silk;
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aModel.top_silk.Tesselate( &aModel.holes );
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write_triangle_bag( output_file, aModel.GetColor( VRML_COLOR_SILK ),
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&aModel.top_silk, true, true,
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aModel.GetLayerZ( SILKSCREEN_N_FRONT ), 0 );
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// VRML_LAYER bot_silk;
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aModel.bot_silk.Tesselate( &aModel.holes );
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write_triangle_bag( output_file, aModel.GetColor( VRML_COLOR_SILK ),
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&aModel.bot_silk, true, false,
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aModel.GetLayerZ( SILKSCREEN_N_BACK ), 0 );
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}
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static void compute_layer_Zs( MODEL_VRML& aModel, BOARD* pcb )
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{
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int copper_layers = pcb->GetCopperLayerCount();
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// We call it 'layer' thickness, but it's the whole board thickness!
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aModel.board_thickness = pcb->GetDesignSettings().GetBoardThickness() * aModel.scale;
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double half_thickness = aModel.board_thickness / 2;
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// Compute each layer's Z value, more or less like the 3d view
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for( LAYER_NUM i = FIRST_LAYER; i <= LAYER_N_FRONT; ++i )
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{
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if( i < copper_layers )
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aModel.SetLayerZ( i, aModel.board_thickness * i / (copper_layers - 1) - half_thickness );
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else
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aModel.SetLayerZ( i, half_thickness ); // component layer
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}
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/* To avoid rounding interference, we apply an epsilon to each
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* successive layer */
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double epsilon_z = Millimeter2iu( 0.02 ) * aModel.scale;
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aModel.SetLayerZ( SOLDERPASTE_N_BACK, -half_thickness - epsilon_z * 4 );
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aModel.SetLayerZ( ADHESIVE_N_BACK, -half_thickness - epsilon_z * 3 );
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aModel.SetLayerZ( SILKSCREEN_N_BACK, -half_thickness - epsilon_z * 2 );
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aModel.SetLayerZ( SOLDERMASK_N_BACK, -half_thickness - epsilon_z );
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aModel.SetLayerZ( SOLDERMASK_N_FRONT, half_thickness + epsilon_z );
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aModel.SetLayerZ( SILKSCREEN_N_FRONT, half_thickness + epsilon_z * 2 );
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aModel.SetLayerZ( ADHESIVE_N_FRONT, half_thickness + epsilon_z * 3 );
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aModel.SetLayerZ( SOLDERPASTE_N_FRONT, half_thickness + epsilon_z * 4 );
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aModel.SetLayerZ( DRAW_N, half_thickness + epsilon_z * 5 );
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aModel.SetLayerZ( COMMENT_N, half_thickness + epsilon_z * 6 );
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aModel.SetLayerZ( ECO1_N, half_thickness + epsilon_z * 7 );
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aModel.SetLayerZ( ECO2_N, half_thickness + epsilon_z * 8 );
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aModel.SetLayerZ( EDGE_N, 0 );
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}
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static void export_vrml_line( MODEL_VRML& aModel, 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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{
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VRML_LAYER* vlayer;
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if( !VRMLEXPORT::GetLayer( aModel, layer, &vlayer ) )
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return;
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starty = -starty;
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endy = -endy;
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double angle = atan2( endy - starty, endx - startx );
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double length = Distance( startx, starty, endx, endy ) + width;
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double cx = ( startx + endx ) / 2.0;
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double cy = ( starty + endy ) / 2.0;
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vlayer->AddSlot( cx, cy, length, width, angle, 1, false );
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}
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static void export_vrml_circle( MODEL_VRML& aModel, 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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{
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VRML_LAYER* vlayer;
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if( !VRMLEXPORT::GetLayer( aModel, layer, &vlayer ) )
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return;
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starty = -starty;
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endy = -endy;
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|
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double hole, radius;
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|
|
radius = Distance( startx, starty, endx, endy ) + ( width / 2);
|
|
hole = radius - width;
|
|
|
|
vlayer->AddCircle( startx, starty, radius, 1, false );
|
|
|
|
if( hole > 0.0001 )
|
|
{
|
|
vlayer->AddCircle( startx, starty, hole, 1, true );
|
|
}
|
|
}
|
|
|
|
|
|
static void export_vrml_arc( MODEL_VRML& aModel, LAYER_NUM layer,
|
|
double centerx, double centery,
|
|
double arc_startx, double arc_starty,
|
|
double width, double arc_angle )
|
|
{
|
|
VRML_LAYER* vlayer;
|
|
|
|
if( !VRMLEXPORT::GetLayer( aModel, layer, &vlayer ) )
|
|
return;
|
|
|
|
centery = -centery;
|
|
arc_starty = -arc_starty;
|
|
|
|
arc_angle *= -M_PI / 180;
|
|
|
|
vlayer->AddArc( centerx, centery, arc_startx, arc_starty,
|
|
width, arc_angle, 1, false );
|
|
}
|
|
|
|
|
|
static void export_vrml_drawsegment( MODEL_VRML& aModel, DRAWSEGMENT* drawseg )
|
|
{
|
|
LAYER_NUM layer = drawseg->GetLayer();
|
|
double w = drawseg->GetWidth() * aModel.scale;
|
|
double x = drawseg->GetStart().x * aModel.scale + aModel.tx;
|
|
double y = drawseg->GetStart().y * aModel.scale + aModel.ty;
|
|
double xf = drawseg->GetEnd().x * aModel.scale + aModel.tx;
|
|
double yf = drawseg->GetEnd().y * aModel.scale + aModel.ty;
|
|
|
|
// Items on the edge layer are handled elsewhere; just return
|
|
if( layer == EDGE_N )
|
|
return;
|
|
|
|
switch( drawseg->GetShape() )
|
|
{
|
|
case S_ARC:
|
|
export_vrml_arc( aModel, layer,
|
|
(double) drawseg->GetCenter().x,
|
|
(double) drawseg->GetCenter().y,
|
|
(double) drawseg->GetArcStart().x,
|
|
(double) drawseg->GetArcStart().y,
|
|
w, drawseg->GetAngle() / 10 );
|
|
break;
|
|
|
|
case S_CIRCLE:
|
|
export_vrml_circle( aModel, layer, x, y, xf, yf, w );
|
|
break;
|
|
|
|
default:
|
|
export_vrml_line( aModel, layer, x, y, xf, yf, w );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
/* C++ doesn't have closures and neither continuation forms... this is
|
|
* for coupling the vrml_text_callback with the common parameters */
|
|
static void vrml_text_callback( int x0, int y0, int xf, int yf )
|
|
{
|
|
LAYER_NUM s_text_layer = VRMLEXPORT::model_vrml->s_text_layer;
|
|
int s_text_width = VRMLEXPORT::model_vrml->s_text_width;
|
|
double scale = VRMLEXPORT::model_vrml->scale;
|
|
double tx = VRMLEXPORT::model_vrml->tx;
|
|
double ty = VRMLEXPORT::model_vrml->ty;
|
|
|
|
export_vrml_line( *VRMLEXPORT::model_vrml, s_text_layer,
|
|
x0 * scale + tx, y0 * scale + ty,
|
|
xf * scale + tx, yf * scale + ty,
|
|
s_text_width * scale );
|
|
}
|
|
|
|
|
|
static void export_vrml_pcbtext( MODEL_VRML& aModel, TEXTE_PCB* text )
|
|
{
|
|
VRMLEXPORT::model_vrml->s_text_layer = text->GetLayer();
|
|
VRMLEXPORT::model_vrml->s_text_width = text->GetThickness();
|
|
|
|
wxSize size = text->GetSize();
|
|
|
|
if( text->IsMirrored() )
|
|
NEGATE( size.x );
|
|
|
|
if( text->IsMultilineAllowed() )
|
|
{
|
|
wxPoint pos = text->GetTextPosition();
|
|
wxArrayString* list = wxStringSplit( text->GetText(), '\n' );
|
|
wxPoint offset;
|
|
|
|
offset.y = text->GetInterline();
|
|
|
|
RotatePoint( &offset, text->GetOrientation() );
|
|
|
|
for( unsigned i = 0; i<list->Count(); i++ )
|
|
{
|
|
wxString txt = list->Item( i );
|
|
DrawGraphicText( NULL, NULL, pos, BLACK,
|
|
txt, text->GetOrientation(), size,
|
|
text->GetHorizJustify(), text->GetVertJustify(),
|
|
text->GetThickness(), text->IsItalic(),
|
|
true,
|
|
vrml_text_callback );
|
|
pos += offset;
|
|
}
|
|
|
|
delete (list);
|
|
}
|
|
else
|
|
{
|
|
DrawGraphicText( NULL, NULL, text->GetTextPosition(), BLACK,
|
|
text->GetText(), text->GetOrientation(), size,
|
|
text->GetHorizJustify(), text->GetVertJustify(),
|
|
text->GetThickness(), text->IsItalic(),
|
|
true,
|
|
vrml_text_callback );
|
|
}
|
|
}
|
|
|
|
|
|
static void export_vrml_drawings( MODEL_VRML& aModel, BOARD* pcb )
|
|
{
|
|
// draw graphic items
|
|
for( EDA_ITEM* drawing = pcb->m_Drawings; drawing != 0; drawing = drawing->Next() )
|
|
{
|
|
LAYER_NUM layer = ( (DRAWSEGMENT*) drawing )->GetLayer();
|
|
|
|
if( layer != FIRST_COPPER_LAYER && layer != LAST_COPPER_LAYER
|
|
&& layer != SILKSCREEN_N_BACK && layer != SILKSCREEN_N_FRONT )
|
|
continue;
|
|
|
|
switch( drawing->Type() )
|
|
{
|
|
case PCB_LINE_T:
|
|
export_vrml_drawsegment( aModel, (DRAWSEGMENT*) drawing );
|
|
break;
|
|
|
|
case PCB_TEXT_T:
|
|
export_vrml_pcbtext( aModel, (TEXTE_PCB*) drawing );
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// board edges and cutouts
|
|
static void export_vrml_board( MODEL_VRML& aModel, BOARD* pcb )
|
|
{
|
|
CPOLYGONS_LIST bufferPcbOutlines; // stores the board main outlines
|
|
CPOLYGONS_LIST allLayerHoles; // Contains through holes, calculated only once
|
|
|
|
allLayerHoles.reserve( 20000 );
|
|
|
|
// Build a polygon from edge cut items
|
|
wxString msg;
|
|
|
|
if( !pcb->GetBoardPolygonOutlines( bufferPcbOutlines,
|
|
allLayerHoles, &msg ) )
|
|
{
|
|
msg << wxT( "\n\n" ) <<
|
|
_( "Unable to calculate the board outlines;\n"
|
|
"fall back to using the board boundary box." );
|
|
wxMessageBox( msg );
|
|
}
|
|
|
|
double scale = aModel.scale;
|
|
double dx = aModel.tx;
|
|
double dy = aModel.ty;
|
|
|
|
int i = 0;
|
|
int seg;
|
|
|
|
// deal with the solid outlines
|
|
int nvert = bufferPcbOutlines.GetCornersCount();
|
|
|
|
while( i < nvert )
|
|
{
|
|
seg = aModel.board.NewContour();
|
|
|
|
if( seg < 0 )
|
|
{
|
|
msg << wxT( "\n\n" ) <<
|
|
_( "VRML Export Failed:\nCould not add outline to contours." );
|
|
wxMessageBox( msg );
|
|
|
|
return;
|
|
}
|
|
|
|
while( i < nvert )
|
|
{
|
|
aModel.board.AddVertex( seg, bufferPcbOutlines[i].x * scale + dx,
|
|
-(bufferPcbOutlines[i].y * scale + dy) );
|
|
|
|
if( bufferPcbOutlines[i].end_contour )
|
|
break;
|
|
|
|
++i;
|
|
}
|
|
|
|
aModel.board.EnsureWinding( seg, false );
|
|
++i;
|
|
}
|
|
|
|
// deal with the holes
|
|
nvert = allLayerHoles.GetCornersCount();
|
|
|
|
i = 0;
|
|
while( i < nvert )
|
|
{
|
|
seg = aModel.holes.NewContour();
|
|
|
|
if( seg < 0 )
|
|
{
|
|
msg << wxT( "\n\n" ) <<
|
|
_( "VRML Export Failed:\nCould not add holes to contours." );
|
|
wxMessageBox( msg );
|
|
|
|
return;
|
|
}
|
|
|
|
while( i < nvert )
|
|
{
|
|
aModel.holes.AddVertex( seg, allLayerHoles[i].x * scale + dx,
|
|
-(allLayerHoles[i].y * scale + dy) );
|
|
|
|
if( allLayerHoles[i].end_contour )
|
|
break;
|
|
|
|
++i;
|
|
}
|
|
|
|
aModel.holes.EnsureWinding( seg, true );
|
|
++i;
|
|
}
|
|
}
|
|
|
|
|
|
static void export_round_padstack( MODEL_VRML& aModel, BOARD* pcb,
|
|
double x, double y, double r,
|
|
LAYER_NUM bottom_layer, LAYER_NUM top_layer,
|
|
double hole )
|
|
{
|
|
LAYER_NUM layer = top_layer;
|
|
bool thru = true;
|
|
|
|
// if not a thru hole do not put a hole in the board
|
|
if( top_layer != LAST_COPPER_LAYER || bottom_layer != FIRST_COPPER_LAYER )
|
|
thru = false;
|
|
|
|
while( 1 )
|
|
{
|
|
if( layer == FIRST_COPPER_LAYER )
|
|
{
|
|
aModel.bot_copper.AddCircle( x, -y, r, 1 );
|
|
|
|
if( hole > 0 )
|
|
{
|
|
if( thru )
|
|
aModel.holes.AddCircle( x, -y, hole, 1, true );
|
|
else
|
|
aModel.bot_copper.AddCircle( x, -y, hole, 1, true );
|
|
}
|
|
}
|
|
else if( layer == LAST_COPPER_LAYER )
|
|
{
|
|
aModel.top_copper.AddCircle( x, -y, r, 1 );
|
|
|
|
if( hole > 0 )
|
|
{
|
|
if( thru )
|
|
aModel.holes.AddCircle( x, -y, hole, 1, true );
|
|
else
|
|
aModel.top_copper.AddCircle( x, -y, hole, 1, true );
|
|
}
|
|
}
|
|
|
|
if( layer == bottom_layer )
|
|
break;
|
|
|
|
layer = bottom_layer;
|
|
}
|
|
}
|
|
|
|
|
|
static void export_vrml_via( MODEL_VRML& aModel, BOARD* pcb, SEGVIA* via )
|
|
{
|
|
double x, y, r, hole;
|
|
LAYER_NUM top_layer, bottom_layer;
|
|
|
|
hole = via->GetDrillValue() * aModel.scale / 2.0;
|
|
r = via->GetWidth() * aModel.scale / 2.0;
|
|
x = via->GetStart().x * aModel.scale + aModel.tx;
|
|
y = via->GetStart().y * aModel.scale + aModel.ty;
|
|
via->ReturnLayerPair( &top_layer, &bottom_layer );
|
|
|
|
// do not render a buried via
|
|
if( top_layer != LAST_COPPER_LAYER && bottom_layer != FIRST_COPPER_LAYER )
|
|
return;
|
|
|
|
// Export the via padstack
|
|
export_round_padstack( aModel, pcb, x, y, r, bottom_layer, top_layer, hole );
|
|
}
|
|
|
|
|
|
static void export_vrml_tracks( MODEL_VRML& aModel, BOARD* pcb )
|
|
{
|
|
for( TRACK* track = pcb->m_Track; track != NULL; track = track->Next() )
|
|
{
|
|
if( track->Type() == PCB_VIA_T )
|
|
{
|
|
export_vrml_via( aModel, pcb, (SEGVIA*) track );
|
|
}
|
|
else if( track->GetLayer() == FIRST_COPPER_LAYER
|
|
|| track->GetLayer() == LAST_COPPER_LAYER )
|
|
export_vrml_line( aModel, track->GetLayer(),
|
|
track->GetStart().x * aModel.scale + aModel.tx,
|
|
track->GetStart().y * aModel.scale + aModel.ty,
|
|
track->GetEnd().x * aModel.scale + aModel.tx,
|
|
track->GetEnd().y * aModel.scale + aModel.ty,
|
|
track->GetWidth() * aModel.scale );
|
|
}
|
|
}
|
|
|
|
|
|
static void export_vrml_zones( MODEL_VRML& aModel, BOARD* aPcb )
|
|
{
|
|
|
|
double scale = aModel.scale;
|
|
double dx = aModel.tx;
|
|
double dy = aModel.ty;
|
|
|
|
double x, y;
|
|
|
|
for( int ii = 0; ii < aPcb->GetAreaCount(); ii++ )
|
|
{
|
|
ZONE_CONTAINER* zone = aPcb->GetArea( ii );
|
|
|
|
VRML_LAYER* vl;
|
|
|
|
if( !VRMLEXPORT::GetLayer( aModel, zone->GetLayer(), &vl ) )
|
|
continue;
|
|
|
|
if( !zone->IsFilled() )
|
|
{
|
|
zone->SetFillMode( 0 ); // use filled polygons
|
|
zone->BuildFilledSolidAreasPolygons( aPcb );
|
|
}
|
|
const CPOLYGONS_LIST& poly = zone->GetFilledPolysList();
|
|
|
|
int nvert = poly.GetCornersCount();
|
|
int i = 0;
|
|
|
|
while( i < nvert )
|
|
{
|
|
int seg = vl->NewContour();
|
|
bool first = true;
|
|
|
|
if( seg < 0 )
|
|
break;
|
|
|
|
while( i < nvert )
|
|
{
|
|
x = poly.GetX(i) * scale + dx;
|
|
y = -(poly.GetY(i) * scale + dy);
|
|
vl->AddVertex( seg, x, y );
|
|
|
|
if( poly.IsEndContour(i) )
|
|
break;
|
|
|
|
++i;
|
|
}
|
|
|
|
// KiCad ensures that the first polygon is the outline
|
|
// and all others are holes
|
|
vl->EnsureWinding( seg, first ? false : true );
|
|
|
|
if( first )
|
|
first = false;
|
|
|
|
++i;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void export_vrml_text_module( TEXTE_MODULE* module )
|
|
{
|
|
if( module->IsVisible() )
|
|
{
|
|
wxSize size = module->GetSize();
|
|
|
|
if( module->IsMirrored() )
|
|
NEGATE( size.x ); // Text is mirrored
|
|
|
|
VRMLEXPORT::model_vrml->s_text_layer = module->GetLayer();
|
|
VRMLEXPORT::model_vrml->s_text_width = module->GetThickness();
|
|
|
|
DrawGraphicText( NULL, NULL, module->GetTextPosition(), BLACK,
|
|
module->GetText(), module->GetDrawRotation(), size,
|
|
module->GetHorizJustify(), module->GetVertJustify(),
|
|
module->GetThickness(), module->IsItalic(),
|
|
true,
|
|
vrml_text_callback );
|
|
}
|
|
}
|
|
|
|
|
|
static void export_vrml_edge_module( MODEL_VRML& aModel, EDGE_MODULE* aOutline )
|
|
{
|
|
LAYER_NUM layer = aOutline->GetLayer();
|
|
double x = aOutline->GetStart().x * aModel.scale + aModel.tx;
|
|
double y = aOutline->GetStart().y * aModel.scale + aModel.ty;
|
|
double xf = aOutline->GetEnd().x * aModel.scale + aModel.tx;
|
|
double yf = aOutline->GetEnd().y * aModel.scale + aModel.ty;
|
|
double w = aOutline->GetWidth() * aModel.scale;
|
|
|
|
switch( aOutline->GetShape() )
|
|
{
|
|
case S_ARC:
|
|
export_vrml_arc( aModel, layer, x, y, xf, yf, w, aOutline->GetAngle() / 10 );
|
|
break;
|
|
|
|
case S_CIRCLE:
|
|
export_vrml_circle( aModel, layer, x, y, xf, yf, w );
|
|
break;
|
|
|
|
default:
|
|
export_vrml_line( aModel, layer, x, y, xf, yf, w );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
static void export_vrml_padshape( MODEL_VRML& aModel, VRML_LAYER* aLayer,
|
|
VRML_LAYER* aTinLayer, D_PAD* aPad )
|
|
{
|
|
// The (maybe offset) pad position
|
|
wxPoint pad_pos = aPad->ReturnShapePos();
|
|
double pad_x = pad_pos.x * aModel.scale + aModel.tx;
|
|
double pad_y = pad_pos.y * aModel.scale + aModel.ty;
|
|
wxSize pad_delta = aPad->GetDelta();
|
|
|
|
double pad_dx = pad_delta.x * aModel.scale / 2.0;
|
|
double pad_dy = pad_delta.y * aModel.scale / 2.0;
|
|
|
|
double pad_w = aPad->GetSize().x * aModel.scale / 2.0;
|
|
double pad_h = aPad->GetSize().y * aModel.scale / 2.0;
|
|
|
|
switch( aPad->GetShape() )
|
|
{
|
|
case PAD_CIRCLE:
|
|
aLayer->AddCircle( pad_x, -pad_y, pad_w, 1, true );
|
|
aTinLayer->AddCircle( pad_x, -pad_y, pad_w, 1, false );
|
|
break;
|
|
|
|
case PAD_OVAL:
|
|
aLayer->AddSlot( pad_x, -pad_y, pad_w * 2.0, pad_h * 2.0,
|
|
DECIDEG2RAD( aPad->GetOrientation() ), 1, true );
|
|
aTinLayer->AddSlot( pad_x, -pad_y, pad_w * 2.0, pad_h * 2.0,
|
|
DECIDEG2RAD( aPad->GetOrientation() ), 1, false );
|
|
break;
|
|
|
|
case PAD_RECT:
|
|
// Just to be sure :D
|
|
pad_dx = 0;
|
|
pad_dy = 0;
|
|
|
|
case PAD_TRAPEZOID:
|
|
{
|
|
double coord[8] =
|
|
{
|
|
-pad_w + pad_dy, -pad_h - pad_dx,
|
|
-pad_w - pad_dy, pad_h + pad_dx,
|
|
+pad_w - pad_dy, -pad_h + pad_dx,
|
|
+pad_w + pad_dy, pad_h - pad_dx
|
|
};
|
|
|
|
for( int i = 0; i < 4; i++ )
|
|
{
|
|
RotatePoint( &coord[i * 2], &coord[i * 2 + 1], aPad->GetOrientation() );
|
|
coord[i * 2] += pad_x;
|
|
coord[i * 2 + 1] += pad_y;
|
|
}
|
|
|
|
int lines = aLayer->NewContour();
|
|
|
|
if( lines < 0 )
|
|
return;
|
|
|
|
aLayer->AddVertex( lines, coord[2], -coord[3] );
|
|
aLayer->AddVertex( lines, coord[6], -coord[7] );
|
|
aLayer->AddVertex( lines, coord[4], -coord[5] );
|
|
aLayer->AddVertex( lines, coord[0], -coord[1] );
|
|
aLayer->EnsureWinding( lines, true );
|
|
|
|
lines = aTinLayer->NewContour();
|
|
|
|
if( lines < 0 )
|
|
return;
|
|
|
|
aTinLayer->AddVertex( lines, coord[0], -coord[1] );
|
|
aTinLayer->AddVertex( lines, coord[4], -coord[5] );
|
|
aTinLayer->AddVertex( lines, coord[6], -coord[7] );
|
|
aTinLayer->AddVertex( lines, coord[2], -coord[3] );
|
|
aTinLayer->EnsureWinding( lines, false );
|
|
}
|
|
break;
|
|
|
|
default:
|
|
;
|
|
}
|
|
}
|
|
|
|
|
|
static void export_vrml_pad( MODEL_VRML& aModel, BOARD* pcb, D_PAD* aPad )
|
|
{
|
|
double hole_drill_w = (double) aPad->GetDrillSize().x * aModel.scale / 2.0;
|
|
double hole_drill_h = (double) aPad->GetDrillSize().y * aModel.scale / 2.0;
|
|
double hole_drill = std::min( hole_drill_w, hole_drill_h );
|
|
double hole_x = aPad->GetPosition().x * aModel.scale + aModel.tx;
|
|
double hole_y = aPad->GetPosition().y * aModel.scale + aModel.ty;
|
|
|
|
// Export the hole on the edge layer
|
|
if( hole_drill > 0 )
|
|
{
|
|
if( aPad->GetDrillShape() == PAD_OVAL )
|
|
{
|
|
// Oblong hole (slot)
|
|
aModel.holes.AddSlot( hole_x, -hole_y, hole_drill_w * 2.0, hole_drill_h * 2.0,
|
|
DECIDEG2RAD( aPad->GetOrientation() ), 1, true );
|
|
}
|
|
else
|
|
{
|
|
// Drill a round hole
|
|
aModel.holes.AddCircle( hole_x, -hole_y, hole_drill, 1, true );
|
|
}
|
|
}
|
|
|
|
// The pad proper, on the selected layers
|
|
LAYER_MSK layer_mask = aPad->GetLayerMask();
|
|
|
|
if( layer_mask & LAYER_BACK )
|
|
{
|
|
export_vrml_padshape( aModel, &aModel.bot_copper, &aModel.bot_tin, aPad );
|
|
}
|
|
|
|
if( layer_mask & LAYER_FRONT )
|
|
{
|
|
export_vrml_padshape( aModel, &aModel.top_copper, &aModel.top_tin, aPad );
|
|
}
|
|
}
|
|
|
|
|
|
// From axis/rot to quaternion
|
|
static void build_quat( double x, double y, double z, double a, double q[4] )
|
|
{
|
|
double sina = sin( a / 2 );
|
|
|
|
q[0] = x * sina;
|
|
q[1] = y * sina;
|
|
q[2] = z * sina;
|
|
q[3] = cos( a / 2 );
|
|
}
|
|
|
|
|
|
// From quaternion to axis/rot
|
|
static void from_quat( double q[4], double rot[4] )
|
|
{
|
|
rot[3] = acos( q[3] ) * 2;
|
|
|
|
for( int i = 0; i < 3; i++ )
|
|
{
|
|
rot[i] = q[i] / sin( rot[3] / 2 );
|
|
}
|
|
}
|
|
|
|
|
|
// Quaternion composition
|
|
static void compose_quat( double q1[4], double q2[4], double qr[4] )
|
|
{
|
|
double tmp[4];
|
|
|
|
tmp[0] = q2[3] * q1[0] + q2[0] * q1[3] + q2[1] * q1[2] - q2[2] * q1[1];
|
|
tmp[1] = q2[3] * q1[1] + q2[1] * q1[3] + q2[2] * q1[0] - q2[0] * q1[2];
|
|
tmp[2] = q2[3] * q1[2] + q2[2] * q1[3] + q2[0] * q1[1] - q2[1] * q1[0];
|
|
tmp[3] = q2[3] * q1[3] - q2[0] * q1[0] - q2[1] * q1[1] - q2[2] * q1[2];
|
|
|
|
qr[0] = tmp[0];
|
|
qr[1] = tmp[1];
|
|
qr[2] = tmp[2];
|
|
qr[3] = tmp[3];
|
|
}
|
|
|
|
|
|
static void export_vrml_module( MODEL_VRML& aModel, BOARD* aPcb, MODULE* aModule,
|
|
FILE* aOutputFile,
|
|
double aVRMLModelsToBiu,
|
|
bool aExport3DFiles, const wxString& a3D_Subdir )
|
|
{
|
|
// Reference and value
|
|
if( aModule->Reference().IsVisible() )
|
|
export_vrml_text_module( &aModule->Reference() );
|
|
|
|
if( aModule->Value().IsVisible() )
|
|
export_vrml_text_module( &aModule->Value() );
|
|
|
|
// Export module edges
|
|
for( EDA_ITEM* item = aModule->GraphicalItems(); item != NULL; item = item->Next() )
|
|
{
|
|
switch( item->Type() )
|
|
{
|
|
case PCB_MODULE_TEXT_T:
|
|
export_vrml_text_module( dynamic_cast<TEXTE_MODULE*>( item ) );
|
|
break;
|
|
|
|
case PCB_MODULE_EDGE_T:
|
|
export_vrml_edge_module( aModel, dynamic_cast<EDGE_MODULE*>( item ) );
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Export pads
|
|
for( D_PAD* pad = aModule->Pads(); pad; pad = pad->Next() )
|
|
export_vrml_pad( aModel, aPcb, pad );
|
|
|
|
bool isFlipped = aModule->GetLayer() == LAYER_N_BACK;
|
|
|
|
// Export the object VRML model(s)
|
|
for( S3D_MASTER* vrmlm = aModule->Models(); vrmlm != 0; vrmlm = vrmlm->Next() )
|
|
{
|
|
wxString fname = vrmlm->m_Shape3DName;
|
|
|
|
if( fname.IsEmpty() )
|
|
continue;
|
|
|
|
if( !wxFileName::FileExists( fname ) )
|
|
{
|
|
wxFileName fn = fname;
|
|
fname = wxGetApp().FindLibraryPath( fn );
|
|
|
|
if( fname.IsEmpty() ) // keep "short" name if full filemane not found
|
|
fname = vrmlm->m_Shape3DName;
|
|
}
|
|
|
|
fname.Replace( wxT( "\\" ), wxT( "/" ) );
|
|
wxString source_fname = fname;
|
|
|
|
if( aExport3DFiles ) // Change illegal characters in short filename
|
|
{
|
|
ChangeIllegalCharacters( fname, true );
|
|
fname = a3D_Subdir + wxT( "/" ) + fname;
|
|
|
|
if( !wxFileExists( fname ) )
|
|
wxCopyFile( source_fname, fname );
|
|
}
|
|
|
|
/* Calculate 3D shape rotation:
|
|
* this is the rotation parameters, with an additional 180 deg rotation
|
|
* for footprints that are flipped
|
|
* When flipped, axis rotation is the horizontal axis (X axis)
|
|
*/
|
|
double rotx = -vrmlm->m_MatRotation.x;
|
|
double roty = -vrmlm->m_MatRotation.y;
|
|
double rotz = -vrmlm->m_MatRotation.z;
|
|
|
|
if( isFlipped )
|
|
{
|
|
rotx += 180.0;
|
|
NEGATE( roty );
|
|
NEGATE( rotz );
|
|
}
|
|
|
|
// Do some quaternion munching
|
|
double q1[4], q2[4], rot[4];
|
|
build_quat( 1, 0, 0, DEG2RAD( rotx ), q1 );
|
|
build_quat( 0, 1, 0, DEG2RAD( roty ), q2 );
|
|
compose_quat( q1, q2, q1 );
|
|
build_quat( 0, 0, 1, DEG2RAD( rotz ), q2 );
|
|
compose_quat( q1, q2, q1 );
|
|
|
|
// Note here aModule->GetOrientation() is in 0.1 degrees,
|
|
// so module rotation has to be converted to radians
|
|
build_quat( 0, 0, 1, DECIDEG2RAD( aModule->GetOrientation() ), q2 );
|
|
compose_quat( q1, q2, q1 );
|
|
from_quat( q1, rot );
|
|
|
|
fprintf( aOutputFile, "Transform {\n" );
|
|
|
|
// A null rotation would fail the acos!
|
|
if( rot[3] != 0.0 )
|
|
{
|
|
fprintf( aOutputFile, " rotation %g %g %g %g\n", rot[0], rot[1], rot[2], rot[3] );
|
|
}
|
|
|
|
// adjust 3D shape local offset position
|
|
// they are given in inch, so they are converted in board IU.
|
|
double offsetx = vrmlm->m_MatPosition.x * IU_PER_MILS * 1000.0;
|
|
double offsety = vrmlm->m_MatPosition.y * IU_PER_MILS * 1000.0;
|
|
double offsetz = vrmlm->m_MatPosition.z * IU_PER_MILS * 1000.0;
|
|
|
|
if( isFlipped )
|
|
NEGATE( offsetz );
|
|
else // In normal mode, Y axis is reversed in Pcbnew.
|
|
NEGATE( offsety );
|
|
|
|
RotatePoint( &offsetx, &offsety, aModule->GetOrientation() );
|
|
|
|
fprintf( aOutputFile, " translation %g %g %g\n",
|
|
(offsetx + aModule->GetPosition().x) * aModel.scale + aModel.tx,
|
|
-(offsety + aModule->GetPosition().y) * aModel.scale - aModel.ty,
|
|
(offsetz * aModel.scale ) + aModel.GetLayerZ( aModule->GetLayer() ) );
|
|
|
|
fprintf( aOutputFile, " scale %g %g %g\n",
|
|
vrmlm->m_MatScale.x * aVRMLModelsToBiu,
|
|
vrmlm->m_MatScale.y * aVRMLModelsToBiu,
|
|
vrmlm->m_MatScale.z * aVRMLModelsToBiu );
|
|
|
|
if( fname.EndsWith( wxT( "x3d" ) ) )
|
|
{
|
|
X3D_MODEL_PARSER* parser = new X3D_MODEL_PARSER( vrmlm );
|
|
|
|
if( parser )
|
|
{
|
|
// embed x3d model in vrml format
|
|
parser->Load( fname );
|
|
fprintf( aOutputFile,
|
|
" children [\n %s ]\n", TO_UTF8( parser->VRML_representation() ) );
|
|
fprintf( aOutputFile, " }\n" );
|
|
delete parser;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fprintf( aOutputFile,
|
|
" children [\n Inline {\n url \"%s\"\n } ]\n",
|
|
TO_UTF8( fname ) );
|
|
fprintf( aOutputFile, " }\n" );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool PCB_EDIT_FRAME::ExportVRML_File( const wxString& aFullFileName,
|
|
double aMMtoWRMLunit, bool aExport3DFiles,
|
|
const wxString& a3D_Subdir )
|
|
{
|
|
wxString msg;
|
|
FILE* output_file;
|
|
BOARD* pcb = GetBoard();
|
|
|
|
MODEL_VRML model3d;
|
|
|
|
VRMLEXPORT::model_vrml = &model3d;
|
|
|
|
output_file = wxFopen( aFullFileName, wxT( "wt" ) );
|
|
|
|
if( output_file == NULL )
|
|
return false;
|
|
|
|
// Switch the locale to standard C (needed to print floating point numbers like 1.3)
|
|
SetLocaleTo_C_standard();
|
|
|
|
// Begin with the usual VRML boilerplate
|
|
wxString name = aFullFileName;
|
|
|
|
name.Replace( wxT( "\\" ), wxT( "/" ) );
|
|
ChangeIllegalCharacters( name, false );
|
|
fprintf( output_file, "#VRML V2.0 utf8\n"
|
|
"WorldInfo {\n"
|
|
" title \"%s - Generated by Pcbnew\"\n"
|
|
"}\n", TO_UTF8( name ) );
|
|
|
|
// Global VRML scale to export to a different scale.
|
|
model3d.scale = aMMtoWRMLunit / MM_PER_IU;
|
|
// Set the mechanical deviation limit (in this case 0.02mm)
|
|
// XXX - NOTE: the value should be set via the GUI
|
|
model3d.SetMaxDev( 20000 * model3d.scale );
|
|
|
|
fprintf( output_file, "Transform {\n" );
|
|
|
|
// compute the offset to center the board on (0, 0, 0)
|
|
// XXX - NOTE: we should allow the user a GUI option to specify the offset
|
|
EDA_RECT bbbox = pcb->ComputeBoundingBox();
|
|
|
|
model3d.SetOffset( -model3d.scale * bbbox.Centre().x, -model3d.scale * bbbox.Centre().y );
|
|
|
|
fprintf( output_file, " children [\n" );
|
|
|
|
// Preliminary computation: the z value for each layer
|
|
compute_layer_Zs( model3d, pcb );
|
|
|
|
// board edges and cutouts
|
|
export_vrml_board( model3d, pcb );
|
|
|
|
// Drawing and text on the board
|
|
export_vrml_drawings( model3d, pcb );
|
|
|
|
// Export vias and trackage
|
|
export_vrml_tracks( model3d, pcb );
|
|
|
|
// Export zone fills
|
|
export_vrml_zones( model3d, pcb);
|
|
|
|
/* scaling factor to convert 3D models to board units (decimils)
|
|
* Usually we use Wings3D to create thems.
|
|
* One can consider the 3D units is 0.1 inch (2.54 mm)
|
|
* So the scaling factor from 0.1 inch to board units
|
|
* is 2.54 * aMMtoWRMLunit
|
|
*/
|
|
double wrml_3D_models_scaling_factor = 2.54 * aMMtoWRMLunit;
|
|
|
|
// Export footprints
|
|
for( MODULE* module = pcb->m_Modules; module != 0; module = module->Next() )
|
|
export_vrml_module( model3d, pcb, module, output_file,
|
|
wrml_3D_models_scaling_factor,
|
|
aExport3DFiles, a3D_Subdir );
|
|
|
|
// write out the board and all layers
|
|
write_layers( model3d, output_file, pcb );
|
|
|
|
// Close the outer 'transform' node
|
|
fputs( "]\n}\n", output_file );
|
|
|
|
// End of work
|
|
fclose( output_file );
|
|
SetLocaleTo_Default(); // revert to the current locale
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
* some characters cannot be used in filenames,
|
|
* this function change them to "_"
|
|
*/
|
|
static void ChangeIllegalCharacters( wxString& aFileName, bool aDirSepIsIllegal )
|
|
{
|
|
if( aDirSepIsIllegal )
|
|
aFileName.Replace( wxT( "/" ), wxT( "_" ) );
|
|
|
|
aFileName.Replace( wxT( " " ), wxT( "_" ) );
|
|
aFileName.Replace( wxT( ":" ), wxT( "_" ) );
|
|
}
|