kicad/3d-viewer/3d_frame.cpp

913 lines
30 KiB
C++

/**
* @file 3d_frame.cpp
*/
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 1992-2015 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
*/
#include <fctsys.h>
#include <kiface_i.h>
#include <pgm_base.h>
#include <macros.h>
#include <3d_viewer.h>
#include <3d_canvas.h>
#include <info3d_visu.h>
#include <trackball.h>
#include <wx/colordlg.h>
#include <3d_viewer_id.h>
#include <wxBasePcbFrame.h>
INFO3D_VISU g_Parm_3D_Visu;
// Key to store 3D Viewer config:
static const wxChar keyBgColor_Red[] = wxT( "BgColor_Red" );
static const wxChar keyBgColor_Green[] = wxT( "BgColor_Green" );
static const wxChar keyBgColor_Blue[] = wxT( "BgColor_Blue" );
static const wxChar keyBgColor_Red_Top[] = wxT( "BgColor_Red_Top" );
static const wxChar keyBgColor_Green_Top[] = wxT( "BgColor_Green_Top" );
static const wxChar keyBgColor_Blue_Top[] = wxT( "BgColor_Blue_Top" );
static const wxChar keySMaskColor_Red[] = wxT( "SMaskColor_Red" );
static const wxChar keySMaskColor_Green[] = wxT( "SMaskColor_Green" );
static const wxChar keySMaskColor_Blue[] = wxT( "SMaskColor_Blue" );
static const wxChar keySPasteColor_Red[] = wxT( "SPasteColor_Red" );
static const wxChar keySPasteColor_Green[] = wxT( "SPasteColor_Green" );
static const wxChar keySPasteColor_Blue[] = wxT( "SPasteColor_Blue" );
static const wxChar keySilkColor_Red[] = wxT( "SilkColor_Red" );
static const wxChar keySilkColor_Green[] = wxT( "SilkColor_Green" );
static const wxChar keySilkColor_Blue[] = wxT( "SilkColor_Blue" );
static const wxChar keyCopperColor_Red[] = wxT( "CopperColor_Red" );
static const wxChar keyCopperColor_Green[] = wxT( "CopperColor_Green" );
static const wxChar keyCopperColor_Blue[] = wxT( "CopperColor_Blue" );
static const wxChar keyBoardBodyColor_Red[] = wxT( "BoardBodyColor_Red" );
static const wxChar keyBoardBodyColor_Green[] = wxT( "BoardBodyColor_Green" );
static const wxChar keyBoardBodyColor_Blue[]= wxT( "BoardBodyColor_Blue" );
static const wxChar keyShowRealisticMode[] = wxT( "ShowRealisticMode" );
static const wxChar keyRenderShadows[] = wxT( "Render_Shadows" );
static const wxChar keyRenderRemoveHoles[] = wxT( "Render_RemoveHoles" );
static const wxChar keyRenderTextures[] = wxT( "Render_Textures" );
static const wxChar keyRenderSmoothNormals[] = wxT( "Render_Smooth_Normals" );
static const wxChar keyRenderUseModelNormals[] =wxT( "Render_Use_Model_Normals" );
static const wxChar keyRenderMaterial[] = wxT( "Render_Material" );
static const wxChar keyRenderShowModelBBox[] = wxT( "Render_ShowModelBoudingBoxes" );
static const wxChar keyShowAxis[] = wxT( "ShowAxis" );
static const wxChar keyShowGrid[] = wxT( "ShowGrid3D" );
static const wxChar keyShowGridSize[] = wxT( "Grid3DSize" );
static const wxChar keyShowZones[] = wxT( "ShowZones" );
static const wxChar keyShowFootprints[] = wxT( "ShowFootprints" );
static const wxChar keyShowCopperThickness[] = wxT( "ShowCopperThickness" );
static const wxChar keyShowAdhesiveLayers[] = wxT( "ShowAdhesiveLayers" );
static const wxChar keyShowSilkScreenLayers[] = wxT( "ShowSilkScreenLayers" );
static const wxChar keyShowSolderMaskLayers[] = wxT( "ShowSolderMasLayers" );
static const wxChar keyShowSolderPasteLayers[] =wxT( "ShowSolderPasteLayers" );
static const wxChar keyShowCommentsLayer[] = wxT( "ShowCommentsLayers" );
static const wxChar keyShowBoardBody[] = wxT( "ShowBoardBody" );
static const wxChar keyShowEcoLayers[] = wxT( "ShowEcoLayers" );
BEGIN_EVENT_TABLE( EDA_3D_FRAME, EDA_BASE_FRAME )
EVT_ACTIVATE( EDA_3D_FRAME::OnActivate )
EVT_TOOL_RANGE( ID_ZOOM_IN, ID_ZOOM_PAGE, EDA_3D_FRAME::Process_Zoom )
EVT_TOOL_RANGE( ID_START_COMMAND_3D, ID_END_COMMAND_3D,
EDA_3D_FRAME::Process_Special_Functions )
EVT_TOOL( ID_TOOL_SET_VISIBLE_ITEMS, EDA_3D_FRAME::Process_Special_Functions )
EVT_MENU( wxID_EXIT, EDA_3D_FRAME::Exit3DFrame )
EVT_MENU( ID_MENU_SCREENCOPY_PNG, EDA_3D_FRAME::Process_Special_Functions )
EVT_MENU( ID_MENU_SCREENCOPY_JPEG, EDA_3D_FRAME::Process_Special_Functions )
EVT_MENU_RANGE( ID_MENU3D_GRID, ID_MENU3D_GRID_END,
EDA_3D_FRAME::On3DGridSelection )
EVT_CLOSE( EDA_3D_FRAME::OnCloseWindow )
END_EVENT_TABLE()
EDA_3D_FRAME::EDA_3D_FRAME( KIWAY* aKiway, PCB_BASE_FRAME* aParent,
const wxString& aTitle, long style ) :
KIWAY_PLAYER( aKiway, aParent, FRAME_PCB_DISPLAY3D, aTitle,
wxDefaultPosition, wxDefaultSize, style, wxT( "Frame3D" ) )
{
m_canvas = NULL;
m_reloadRequest = false;
m_ortho = false;
// Give it an icon
wxIcon icon;
icon.CopyFromBitmap( KiBitmap( icon_3d_xpm ) );
SetIcon( icon );
LoadSettings( config() );
SetSize( m_FramePos.x, m_FramePos.y, m_FrameSize.x, m_FrameSize.y );
// Create the status line
static const int dims[5] = { -1, 100, 100, 100, 140 };
CreateStatusBar( 5 );
SetStatusWidths( 5, dims );
CreateMenuBar();
ReCreateMainToolbar();
// Make a EDA_3D_CANVAS
// Note: We try to use anti aliasing if the graphic card allows that,
// but only on wxWidgets >= 3.0.0 (this option does not exist on wxWidgets 2.8)
int attrs[] = { // This array should be 2*n+1
// Sadly wxwidgets / glx < 13 allowed
// a thing named "boolean attributes" that don't take a value.
// (See src/unix/glx11.cpp -> wxGLCanvasX11::ConvertWXAttrsToGL() ).
// To avoid problems due to this, just specify those attributes twice.
// Only WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_STEREO are such boolean
// attributes.
// Boolean attributes (using itself at padding):
WX_GL_RGBA, WX_GL_RGBA,
WX_GL_DOUBLEBUFFER, WX_GL_DOUBLEBUFFER,
// Normal attributes with values:
WX_GL_DEPTH_SIZE, 16,
WX_GL_STENCIL_SIZE, 1,
#if wxCHECK_VERSION( 3, 0, 0 )
WX_GL_SAMPLE_BUFFERS, 1, // Enable multisampling support (antialiasing).
WX_GL_SAMPLES, 0, // Disable AA for the start.
#endif
0 }; // NULL termination
#if wxCHECK_VERSION( 3, 0, 0 )
// Check if the canvas supports multisampling.
if( EDA_3D_CANVAS::IsDisplaySupported( attrs ) )
{
// Check for possible sample sizes, start form the top.
int maxSamples = 8; // Any higher doesn't change anything.
int samplesOffset = 0;
for( unsigned int ii = 0; ii < DIM( attrs ); ii += 2 )
{
if( attrs[ii] == WX_GL_SAMPLES )
{
samplesOffset = ii+1;
break;
}
}
attrs[samplesOffset] = maxSamples;
for( ; maxSamples > 0 && !EDA_3D_CANVAS::IsDisplaySupported( attrs );
maxSamples = maxSamples>>1 )
{
attrs[samplesOffset] = maxSamples;
}
}
else
{
// Disable multisampling
for( unsigned int ii = 0; ii < DIM( attrs ); ii += 2 )
{
if( attrs[ii] == WX_GL_SAMPLE_BUFFERS )
{
attrs[ii+1] = 0;
break;
}
}
}
#endif
m_canvas = new EDA_3D_CANVAS( this, attrs );
m_auimgr.SetManagedWindow( this );
EDA_PANEINFO horiztb;
horiztb.HorizontalToolbarPane();
m_auimgr.AddPane( m_mainToolBar,
wxAuiPaneInfo( horiztb ).Name( wxT( "m_mainToolBar" ) ).Top() );
m_auimgr.AddPane( m_canvas,
wxAuiPaneInfo().Name( wxT( "DrawFrame" ) ).CentrePane() );
m_auimgr.Update();
// Fixes bug in Windows (XP and possibly others) where the canvas requires the focus
// in order to receive mouse events. Otherwise, the user has to click somewhere on
// the canvas before it will respond to mouse wheel events.
m_canvas->SetFocus();
}
void EDA_3D_FRAME::Exit3DFrame( wxCommandEvent& event )
{
Close( true );
}
void EDA_3D_FRAME::OnCloseWindow( wxCloseEvent& Event )
{
if( Parent() )
Parent()->m_Draw3DFrame = NULL;
Destroy();
}
void EDA_3D_FRAME::LoadSettings( wxConfigBase* aCfg )
{
EDA_BASE_FRAME::LoadSettings( aCfg );
INFO3D_VISU& prms = GetPrm3DVisu();
aCfg->Read( keyBgColor_Red, &GetPrm3DVisu().m_BgColor.m_Red, 0.4 );
aCfg->Read( keyBgColor_Green, &GetPrm3DVisu().m_BgColor.m_Green, 0.4 );
aCfg->Read( keyBgColor_Blue, &GetPrm3DVisu().m_BgColor.m_Blue, 0.5 );
aCfg->Read( keyBgColor_Red_Top, &GetPrm3DVisu().m_BgColor_Top.m_Red, 0.8 );
aCfg->Read( keyBgColor_Green_Top, &GetPrm3DVisu().m_BgColor_Top.m_Green, 0.8 );
aCfg->Read( keyBgColor_Blue_Top, &GetPrm3DVisu().m_BgColor_Top.m_Blue, 0.9 );
// m_SolderMaskColor default value = dark grey-green
aCfg->Read( keySMaskColor_Red, &GetPrm3DVisu().m_SolderMaskColor.m_Red, 100.0 * 0.2 / 255.0 );
aCfg->Read( keySMaskColor_Green, &GetPrm3DVisu().m_SolderMaskColor.m_Green, 255.0 * 0.2 / 255.0 );
aCfg->Read( keySMaskColor_Blue, &GetPrm3DVisu().m_SolderMaskColor.m_Blue, 180.0 * 0.2 / 255.0 );
// m_SolderPasteColor default value = light grey
aCfg->Read( keySPasteColor_Red, &GetPrm3DVisu().m_SolderPasteColor.m_Red, 128.0 /255.0 );
aCfg->Read( keySPasteColor_Green, &GetPrm3DVisu().m_SolderPasteColor.m_Green, 128.0 /255.0 );
aCfg->Read( keySPasteColor_Blue, &GetPrm3DVisu().m_SolderPasteColor.m_Blue, 128.0 /255.0 );
// m_SilkScreenColor default value = white
aCfg->Read( keySilkColor_Red, &GetPrm3DVisu().m_SilkScreenColor.m_Red, 0.9 );
aCfg->Read( keySilkColor_Green, &GetPrm3DVisu().m_SilkScreenColor.m_Green, 0.9 );
aCfg->Read( keySilkColor_Blue, &GetPrm3DVisu().m_SilkScreenColor.m_Blue, 0.9 );
// m_CopperColor default value = gold
aCfg->Read( keyCopperColor_Red, &GetPrm3DVisu().m_CopperColor.m_Red, 255.0 * 0.7 / 255.0 );
aCfg->Read( keyCopperColor_Green, &GetPrm3DVisu().m_CopperColor.m_Green, 223.0 * 0.7 / 255.0 );
aCfg->Read( keyCopperColor_Blue, &GetPrm3DVisu().m_CopperColor.m_Blue, 0.0 /255.0 );
// m_BoardBodyColor default value = FR4, in realistic mode
aCfg->Read( keyBoardBodyColor_Red, &GetPrm3DVisu().m_BoardBodyColor.m_Red, 51.0 / 255.0 );
aCfg->Read( keyBoardBodyColor_Green, &GetPrm3DVisu().m_BoardBodyColor.m_Green, 43.0 / 255.0 );
aCfg->Read( keyBoardBodyColor_Blue, &GetPrm3DVisu().m_BoardBodyColor.m_Blue, 22.0 /255.0 );
bool tmp;
aCfg->Read( keyShowRealisticMode, &tmp, false );
prms.SetFlag( FL_USE_REALISTIC_MODE, tmp );
aCfg->Read( keyRenderShadows, &tmp, false );
prms.SetFlag( FL_RENDER_SHADOWS, tmp );
aCfg->Read( keyRenderRemoveHoles, &tmp, false );
prms.SetFlag( FL_RENDER_SHOW_HOLES_IN_ZONES, tmp );
aCfg->Read( keyRenderTextures, &tmp, false );
prms.SetFlag( FL_RENDER_TEXTURES, tmp );
aCfg->Read( keyRenderSmoothNormals, &tmp, false );
prms.SetFlag( FL_RENDER_SMOOTH_NORMALS, tmp );
aCfg->Read( keyRenderUseModelNormals, &tmp, false );
prms.SetFlag( FL_RENDER_USE_MODEL_NORMALS, tmp );
aCfg->Read( keyRenderMaterial, &tmp, false );
prms.SetFlag( FL_RENDER_MATERIAL, tmp );
aCfg->Read( keyRenderShowModelBBox, &tmp, false );
prms.SetFlag( FL_RENDER_SHOW_MODEL_BBOX, tmp );
aCfg->Read( keyShowAxis, &tmp, true );
prms.SetFlag( FL_AXIS, tmp );
aCfg->Read( keyShowGrid, &tmp, true );
prms.SetFlag( FL_GRID, tmp );
aCfg->Read( keyShowGridSize, &prms.m_3D_Grid, 10.0 );
aCfg->Read( keyShowFootprints, &tmp, true );
prms.SetFlag( FL_MODULE, tmp );
aCfg->Read( keyShowCopperThickness, &tmp, false );
prms.SetFlag( FL_USE_COPPER_THICKNESS, tmp );
aCfg->Read( keyShowZones, &tmp, true );
prms.SetFlag( FL_ZONE, tmp );
aCfg->Read( keyShowAdhesiveLayers, &tmp, true );
prms.SetFlag( FL_ADHESIVE, tmp );
aCfg->Read( keyShowSilkScreenLayers, &tmp, true );
prms.SetFlag( FL_SILKSCREEN, tmp );
aCfg->Read( keyShowSolderMaskLayers, &tmp, true );
prms.SetFlag( FL_SOLDERMASK, tmp );
aCfg->Read( keyShowSolderPasteLayers, &tmp, true );
prms.SetFlag( FL_SOLDERPASTE, tmp );
aCfg->Read( keyShowCommentsLayer, &tmp, true );
prms.SetFlag( FL_COMMENTS, tmp );
aCfg->Read( keyShowEcoLayers, &tmp, true );
prms.SetFlag( FL_ECO, tmp );
aCfg->Read( keyShowBoardBody, &tmp, true );
prms.SetFlag( FL_SHOW_BOARD_BODY, tmp );
}
void EDA_3D_FRAME::SaveSettings( wxConfigBase* aCfg )
{
EDA_BASE_FRAME::SaveSettings( aCfg );
INFO3D_VISU& prms = GetPrm3DVisu();
aCfg->Write( keyBgColor_Red, GetPrm3DVisu().m_BgColor.m_Red );
aCfg->Write( keyBgColor_Green, GetPrm3DVisu().m_BgColor.m_Green );
aCfg->Write( keyBgColor_Blue, GetPrm3DVisu().m_BgColor.m_Blue );
aCfg->Write( keyBgColor_Red_Top, GetPrm3DVisu().m_BgColor_Top.m_Red );
aCfg->Write( keyBgColor_Green_Top, GetPrm3DVisu().m_BgColor_Top.m_Green );
aCfg->Write( keyBgColor_Blue_Top, GetPrm3DVisu().m_BgColor_Top.m_Blue );
aCfg->Write( keySMaskColor_Red, GetPrm3DVisu().m_SolderMaskColor.m_Red );
aCfg->Write( keySMaskColor_Green, GetPrm3DVisu().m_SolderMaskColor.m_Green );
aCfg->Write( keySMaskColor_Blue, GetPrm3DVisu().m_SolderMaskColor.m_Blue );
aCfg->Write( keySPasteColor_Red, GetPrm3DVisu().m_SolderPasteColor.m_Red );
aCfg->Write( keySPasteColor_Green, GetPrm3DVisu().m_SolderPasteColor.m_Green );
aCfg->Write( keySPasteColor_Blue, GetPrm3DVisu().m_SolderPasteColor.m_Blue );
aCfg->Write( keySilkColor_Red, GetPrm3DVisu().m_SilkScreenColor.m_Red );
aCfg->Write( keySilkColor_Green, GetPrm3DVisu().m_SilkScreenColor.m_Green );
aCfg->Write( keySilkColor_Blue, GetPrm3DVisu().m_SilkScreenColor.m_Blue );
aCfg->Write( keyCopperColor_Red, GetPrm3DVisu().m_CopperColor.m_Red );
aCfg->Write( keyCopperColor_Green, GetPrm3DVisu().m_CopperColor.m_Green );
aCfg->Write( keyCopperColor_Blue, GetPrm3DVisu().m_CopperColor.m_Blue );
aCfg->Write( keyBoardBodyColor_Red, GetPrm3DVisu().m_BoardBodyColor.m_Red );
aCfg->Write( keyBoardBodyColor_Green, GetPrm3DVisu().m_BoardBodyColor.m_Green );
aCfg->Write( keyBoardBodyColor_Blue, GetPrm3DVisu().m_BoardBodyColor.m_Blue );
aCfg->Write( keyShowRealisticMode, prms.GetFlag( FL_USE_REALISTIC_MODE ) );
aCfg->Write( keyRenderShadows, prms.GetFlag( FL_RENDER_SHADOWS ) );
aCfg->Write( keyRenderRemoveHoles, prms.GetFlag( FL_RENDER_SHOW_HOLES_IN_ZONES ) );
aCfg->Write( keyRenderTextures, prms.GetFlag( FL_RENDER_TEXTURES ) );
aCfg->Write( keyRenderSmoothNormals, prms.GetFlag( FL_RENDER_SMOOTH_NORMALS ) );
aCfg->Write( keyRenderUseModelNormals, prms.GetFlag( FL_RENDER_USE_MODEL_NORMALS ) );
aCfg->Write( keyRenderMaterial, prms.GetFlag( FL_RENDER_MATERIAL ) );
aCfg->Write( keyRenderShowModelBBox, prms.GetFlag( FL_RENDER_SHOW_MODEL_BBOX ) );
aCfg->Write( keyShowAxis, prms.GetFlag( FL_AXIS ) );
aCfg->Write( keyShowGrid, prms.GetFlag( FL_GRID ) );
aCfg->Write( keyShowGridSize, prms.m_3D_Grid );
aCfg->Write( keyShowFootprints, prms.GetFlag( FL_MODULE ) );
aCfg->Write( keyShowCopperThickness, prms.GetFlag( FL_USE_COPPER_THICKNESS ) );
aCfg->Write( keyShowZones, prms.GetFlag( FL_ZONE ) );
aCfg->Write( keyShowAdhesiveLayers, prms.GetFlag( FL_ADHESIVE ) );
aCfg->Write( keyShowSilkScreenLayers, prms.GetFlag( FL_SILKSCREEN ) );
aCfg->Write( keyShowSolderMaskLayers, prms.GetFlag( FL_SOLDERMASK ) );
aCfg->Write( keyShowSolderPasteLayers, prms.GetFlag( FL_SOLDERPASTE ) );
aCfg->Write( keyShowCommentsLayer, prms.GetFlag( FL_COMMENTS ) );
aCfg->Write( keyShowEcoLayers, prms.GetFlag( FL_ECO ) );
aCfg->Write( keyShowBoardBody, prms.GetFlag( FL_SHOW_BOARD_BODY ) );
}
void EDA_3D_FRAME::Process_Zoom( wxCommandEvent& event )
{
int ii;
switch( event.GetId() )
{
case ID_ZOOM_PAGE:
for( ii = 0; ii < 4; ii++ )
GetPrm3DVisu().m_Rot[ii] = 0.0;
GetPrm3DVisu().m_Zoom = 1.0;
m_canvas->SetOffset( 0.0, 0.0 );
trackball( GetPrm3DVisu().m_Quat, 0.0, 0.0, 0.0, 0.0 );
break;
case ID_ZOOM_IN:
GetPrm3DVisu().m_Zoom /= 1.2;
if( GetPrm3DVisu().m_Zoom <= 0.01 )
GetPrm3DVisu().m_Zoom = 0.01;
break;
case ID_ZOOM_OUT:
GetPrm3DVisu().m_Zoom *= 1.2;
break;
case ID_ZOOM_REDRAW:
break;
default:
return;
}
m_canvas->Refresh( false );
m_canvas->DisplayStatus();
}
void EDA_3D_FRAME::OnLeftClick( wxDC* DC, const wxPoint& MousePos )
{
}
void EDA_3D_FRAME::OnRightClick( const wxPoint& MousePos, wxMenu* PopMenu )
{
}
double EDA_3D_FRAME::BestZoom()
{
return 1.0;
}
void EDA_3D_FRAME::RedrawActiveWindow( wxDC* DC, bool EraseBg )
{
}
void EDA_3D_FRAME::Process_Special_Functions( wxCommandEvent& event )
{
#define ROT_ANGLE 10.0
int id = event.GetId();
bool isChecked = event.IsChecked();
switch( id )
{
case ID_TOOL_SET_VISIBLE_ITEMS:
Install_3D_ViewOptionDialog( event );
break;
case ID_RELOAD3D_BOARD:
m_reloadRequest = true;
NewDisplay();
return;
break;
case ID_ROTATE3D_X_POS:
GetPrm3DVisu().m_ROTX += ROT_ANGLE;
break;
case ID_ROTATE3D_X_NEG:
GetPrm3DVisu().m_ROTX -= ROT_ANGLE;
break;
case ID_ROTATE3D_Y_POS:
GetPrm3DVisu().m_ROTY += ROT_ANGLE;
break;
case ID_ROTATE3D_Y_NEG:
GetPrm3DVisu().m_ROTY -= ROT_ANGLE;
break;
case ID_ROTATE3D_Z_POS:
GetPrm3DVisu().m_ROTZ += ROT_ANGLE;
break;
case ID_ROTATE3D_Z_NEG:
GetPrm3DVisu().m_ROTZ -= ROT_ANGLE;
break;
case ID_MOVE3D_LEFT:
m_canvas->SetView3D( WXK_LEFT );
return;
case ID_MOVE3D_RIGHT:
m_canvas->SetView3D( WXK_RIGHT );
return;
case ID_MOVE3D_UP:
m_canvas->SetView3D( WXK_UP );
return;
case ID_MOVE3D_DOWN:
m_canvas->SetView3D( WXK_DOWN );
return;
case ID_ORTHO:
ToggleOrtho();
return;
case ID_TOOL_SCREENCOPY_TOCLIBBOARD:
case ID_MENU_SCREENCOPY_PNG:
case ID_MENU_SCREENCOPY_JPEG:
m_canvas->TakeScreenshot( event );
break;
case ID_MENU3D_BGCOLOR_BOTTOM_SELECTION:
if( Set3DColorFromUser( GetPrm3DVisu().m_BgColor, _( "Background Color, Bottom" ) ) )
m_canvas->Refresh( true );
return;
case ID_MENU3D_BGCOLOR_TOP_SELECTION:
if( Set3DColorFromUser( GetPrm3DVisu().m_BgColor_Top, _( "Background Color, Top" ) ) )
m_canvas->Refresh( true );
return;
case ID_MENU3D_SILKSCREEN_COLOR_SELECTION:
Set3DSilkScreenColorFromUser();
return;
case ID_MENU3D_SOLDERMASK_COLOR_SELECTION:
Set3DSolderMaskColorFromUser();
return;
case ID_MENU3D_SOLDERPASTE_COLOR_SELECTION:
Set3DSolderPasteColorFromUser();
return;
case ID_MENU3D_COPPER_COLOR_SELECTION:
Set3DCopperColorFromUser();
break;
case ID_MENU3D_PCB_BODY_COLOR_SELECTION:
Set3DBoardBodyColorFromUser();
break;
case ID_MENU3D_REALISTIC_MODE:
GetPrm3DVisu().SetFlag( FL_USE_REALISTIC_MODE, isChecked );
NewDisplay();
return;
case ID_MENU3D_FL_RENDER_SHADOWS:
GetPrm3DVisu().SetFlag( FL_RENDER_SHADOWS, isChecked );
NewDisplay();
return;
case ID_MENU3D_FL_RENDER_SHOW_HOLES_IN_ZONES:
GetPrm3DVisu().SetFlag( FL_RENDER_SHOW_HOLES_IN_ZONES, isChecked );
NewDisplay();
return;
case ID_MENU3D_FL_RENDER_TEXTURES:
GetPrm3DVisu().SetFlag( FL_RENDER_TEXTURES, isChecked );
NewDisplay(GL_ID_BOARD);
NewDisplay(GL_ID_TECH_LAYERS);
return;
case ID_MENU3D_FL_RENDER_SMOOTH_NORMALS:
GetPrm3DVisu().SetFlag( FL_RENDER_SMOOTH_NORMALS, isChecked );
NewDisplay();
return;
case ID_MENU3D_FL_RENDER_USE_MODEL_NORMALS:
GetPrm3DVisu().SetFlag( FL_RENDER_USE_MODEL_NORMALS, isChecked );
NewDisplay();
return;
case ID_MENU3D_FL_RENDER_MATERIAL:
GetPrm3DVisu().SetFlag( FL_RENDER_MATERIAL, isChecked );
NewDisplay();
return;
case ID_MENU3D_FL_RENDER_SHOW_MODEL_BBOX:
GetPrm3DVisu().SetFlag( FL_RENDER_SHOW_MODEL_BBOX, isChecked );
NewDisplay();
return;
case ID_MENU3D_SHOW_BOARD_BODY:
GetPrm3DVisu().SetFlag( FL_SHOW_BOARD_BODY, isChecked );
NewDisplay();
return;
case ID_MENU3D_AXIS_ONOFF:
GetPrm3DVisu().SetFlag( FL_AXIS, isChecked );
m_canvas->Refresh();
return;
case ID_MENU3D_MODULE_ONOFF:
GetPrm3DVisu().SetFlag( FL_MODULE, isChecked );
m_canvas->Refresh();
return;
case ID_MENU3D_USE_COPPER_THICKNESS:
GetPrm3DVisu().SetFlag( FL_USE_COPPER_THICKNESS, isChecked );
NewDisplay( GL_ID_BOARD );
NewDisplay( GL_ID_TECH_LAYERS );
return;
case ID_MENU3D_ZONE_ONOFF:
GetPrm3DVisu().SetFlag( FL_ZONE, isChecked );
NewDisplay( GL_ID_BOARD );
return;
case ID_MENU3D_ADHESIVE_ONOFF:
GetPrm3DVisu().SetFlag( FL_ADHESIVE, isChecked );
NewDisplay( GL_ID_TECH_LAYERS );
return;
case ID_MENU3D_SILKSCREEN_ONOFF:
GetPrm3DVisu().SetFlag( FL_SILKSCREEN, isChecked );
NewDisplay( GL_ID_TECH_LAYERS );
return;
case ID_MENU3D_SOLDER_MASK_ONOFF:
GetPrm3DVisu().SetFlag( FL_SOLDERMASK, isChecked );
NewDisplay( GL_ID_TECH_LAYERS );
return;
case ID_MENU3D_SOLDER_PASTE_ONOFF:
GetPrm3DVisu().SetFlag( FL_SOLDERPASTE, isChecked );
NewDisplay();
return;
case ID_MENU3D_COMMENTS_ONOFF:
GetPrm3DVisu().SetFlag( FL_COMMENTS, isChecked );
NewDisplay( GL_ID_AUX_LAYERS );
return;
case ID_MENU3D_ECO_ONOFF:
GetPrm3DVisu().SetFlag( FL_ECO, isChecked );
NewDisplay( GL_ID_AUX_LAYERS );
return;
default:
wxLogMessage( wxT( "EDA_3D_FRAME::Process_Special_Functions() error: unknown command" ) );
return;
}
m_canvas->Refresh( true );
m_canvas->DisplayStatus();
}
void EDA_3D_FRAME::On3DGridSelection( wxCommandEvent& event )
{
int id = event.GetId();
for( int ii = ID_MENU3D_GRID_NOGRID; ii < ID_MENU3D_GRID_END; ii++ )
{
if( event.GetId() == ii )
continue;
GetMenuBar()->Check( ii, false );
}
switch( id )
{
case ID_MENU3D_GRID_NOGRID:
GetPrm3DVisu().SetFlag( FL_GRID, false );
break;
case ID_MENU3D_GRID_10_MM:
GetPrm3DVisu().SetFlag( FL_GRID, true );
GetPrm3DVisu().m_3D_Grid = 10.0;
break;
case ID_MENU3D_GRID_5_MM:
GetPrm3DVisu().SetFlag( FL_GRID, true );
GetPrm3DVisu().m_3D_Grid = 5.0;
break;
case ID_MENU3D_GRID_2P5_MM:
GetPrm3DVisu().SetFlag( FL_GRID, true );
GetPrm3DVisu().m_3D_Grid = 2.5;
break;
case ID_MENU3D_GRID_1_MM:
GetPrm3DVisu().SetFlag( FL_GRID, true );
GetPrm3DVisu().m_3D_Grid = 1.0;
break;
default:
wxLogMessage( wxT( "EDA_3D_FRAME::On3DGridSelection() error: unknown command" ) );
return;
}
NewDisplay( GL_ID_GRID );
}
void EDA_3D_FRAME::NewDisplay( int aGlList )
{
m_canvas->ClearLists( aGlList );
// Rebuild the 3D board and refresh the view on reload request:
if( m_reloadRequest )
m_canvas->ReportWarnings( true );
m_canvas->Refresh( true );
m_canvas->DisplayStatus();
m_reloadRequest = false;
}
void EDA_3D_FRAME::OnActivate( wxActivateEvent& event )
{
// Reload data if 3D frame shows a board,
// because it can be changed since last frame activation
if( m_reloadRequest )
NewDisplay();
event.Skip(); // required under wxMAC
}
/* called to set the background color of the 3D scene
*/
bool EDA_3D_FRAME::Set3DColorFromUser( S3D_COLOR &aColor, const wxString& aTitle,
wxColourData* aPredefinedColors )
{
wxColour newcolor, oldcolor;
oldcolor.Set( KiROUND( aColor.m_Red * 255 ),
KiROUND( aColor.m_Green * 255 ),
KiROUND( aColor.m_Blue * 255 ) );
wxColourData emptyColorSet; // Provides a empty predefined set of colors
// if no color set available to avoid use of an
// old color set
if( aPredefinedColors == NULL )
aPredefinedColors = &emptyColorSet;
newcolor = wxGetColourFromUser( this, oldcolor, aTitle, aPredefinedColors );
if( !newcolor.IsOk() ) // Cancel command
return false;
if( newcolor != oldcolor )
{
aColor.m_Red = (double) newcolor.Red() / 255.0;
aColor.m_Green = (double) newcolor.Green() / 255.0;
aColor.m_Blue = (double) newcolor.Blue() / 255.0;
}
return true;
}
/* called to set the silkscreen color. Sets up a number of default colors
*/
bool EDA_3D_FRAME::Set3DSilkScreenColorFromUser()
{
wxColourData definedColors;
definedColors.SetCustomColour(0, wxColour( 241, 241, 241 ) ); // White
definedColors.SetCustomColour(1, wxColour( 180, 180, 180 ) ); // Gray
bool change = Set3DColorFromUser( GetPrm3DVisu().m_SilkScreenColor,
_( "Silk Screen Color" ),
&definedColors );
if( change )
NewDisplay( GL_ID_TECH_LAYERS );
return change;
}
/* called to set the soldermask color. Sets up a number of default colors
*/
bool EDA_3D_FRAME::Set3DSolderMaskColorFromUser()
{
wxColourData definedColors;
definedColors.SetCustomColour(0, wxColour( 20, 51, 36 ) ); // Green
definedColors.SetCustomColour(1, wxColour( 43, 10, 65 ) ); // Purple
definedColors.SetCustomColour(2, wxColour( 117, 19, 21 ) ); // Red
definedColors.SetCustomColour(3, wxColour( 54, 79, 116) ); // Light blue
definedColors.SetCustomColour(4, wxColour( 11, 11, 11 ) ); // Black
definedColors.SetCustomColour(5, wxColour( 241, 241,241) ); // White
bool change = Set3DColorFromUser( GetPrm3DVisu().m_SolderMaskColor,
_( "Solder Mask Color" ),
&definedColors );
if( change )
NewDisplay( GL_ID_TECH_LAYERS );
return change;
}
/* called to set the copper surface color. Sets up a number of default colors
*/
bool EDA_3D_FRAME::Set3DCopperColorFromUser()
{
wxColourData definedColors;
definedColors.SetCustomColour( 0, wxColour( 184, 115, 50 ) ); // Copper
definedColors.SetCustomColour( 1, wxColour( 233, 221, 82 ) ); // Gold
definedColors.SetCustomColour( 2, wxColour( 213, 213, 213) ); // Silver
definedColors.SetCustomColour( 3, wxColour( 160, 160, 160) ); // tin
bool change = Set3DColorFromUser( GetPrm3DVisu().m_CopperColor,
_( "Copper Color" ),
&definedColors );
if( change )
NewDisplay( GL_ID_BOARD );
return change;
}
/* called to set the board body color. Sets up a number of default colors
*/
bool EDA_3D_FRAME::Set3DBoardBodyColorFromUser()
{
wxColourData definedColors;
definedColors.SetCustomColour( 0, wxColour( 51, 43, 22 ) ); // FR4 natural, dark
definedColors.SetCustomColour( 1, wxColour( 109, 116, 75 ) ); // FR4 natural
definedColors.SetCustomColour( 2, wxColour( 78, 14, 5 ) ); // brown/red
definedColors.SetCustomColour( 3, wxColour( 146, 99, 47 ) ); // brown 1
definedColors.SetCustomColour( 4, wxColour( 160, 123, 54 ) ); // brown 2
definedColors.SetCustomColour( 5, wxColour( 146, 99, 47 ) ); // brown 3
definedColors.SetCustomColour( 6, wxColour( 63, 126, 71 ) ); // green 1
definedColors.SetCustomColour( 7, wxColour( 117, 122, 90 ) ); // green 2
bool change = Set3DColorFromUser( GetPrm3DVisu().m_BoardBodyColor,
_( "Board Body Color" ),
&definedColors );
if( change )
NewDisplay( GL_ID_BOARD );
return change;
}
/* called to set the solder paste layer color. Sets up a number of default colors
*/
bool EDA_3D_FRAME::Set3DSolderPasteColorFromUser()
{
wxColourData definedColors;
definedColors.SetCustomColour(0, wxColour( 128, 128, 128 ) ); // grey
definedColors.SetCustomColour(1, wxColour( 213, 213, 213 ) ); // Silver
definedColors.SetCustomColour(2, wxColour( 90, 90, 90 ) ); // grey 2
bool change = Set3DColorFromUser( GetPrm3DVisu().m_SolderPasteColor,
_( "Solder Paste Color" ),
&definedColors );
if( change )
NewDisplay( GL_ID_TECH_LAYERS );
return change;
}
BOARD* EDA_3D_FRAME::GetBoard()
{
return Parent()->GetBoard();
}
INFO3D_VISU& EDA_3D_FRAME::GetPrm3DVisu() const
{
// return the INFO3D_VISU which contains the current parameters
// to draw the 3D view of the board
return g_Parm_3D_Visu;
}
bool EDA_3D_FRAME::IsEnabled( DISPLAY3D_FLG aItem ) const
{
// return true if aItem must be displayed
return GetPrm3DVisu().GetFlag( aItem );
}