638 lines
24 KiB
C++
638 lines
24 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) 2014-2015 Mario Luzeiro <mrluzeiro@gmail.com>
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* Copyright (C) 1992-2015 KiCad Developers, see AUTHORS.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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* @file 3d_draw_board_body.cpp
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*
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*/
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#include <fctsys.h>
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#include <common.h>
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#include <trigo.h>
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#include <pcbstruct.h>
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#include <drawtxt.h>
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#include <layers_id_colors_and_visibility.h>
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#include <wxBasePcbFrame.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_edge_mod.h>
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#include <class_zone.h>
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#include <class_drawsegment.h>
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#include <class_pcb_text.h>
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#include <colors_selection.h>
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#include <convert_basic_shapes_to_polygon.h>
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#define GLM_FORCE_RADIANS
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#include <glm/gtc/matrix_transform.hpp>
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#include <gal/opengl/opengl_compositor.h>
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#ifdef __WINDOWS__
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#include <GL/glew.h> // must be included before gl.h
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#endif
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#include <3d_viewer.h>
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#include <3d_canvas.h>
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#include <info3d_visu.h>
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#include <trackball.h>
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#include <3d_draw_basic_functions.h>
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#include <geometry/shape_poly_set.h>
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#include <geometry/shape_file_io.h>
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#include <CImage.h>
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#include <reporter.h>
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// An option for all operations on polygons:
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// when useFastModeForPolygons = true, calculations can be *a lot* faster.
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// but created polygons can be not stricty simple (can share edges)
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// Although stricty simple are better for glu tesselation functions, I do not see
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// any issue when allowing not stricty simple polygons.
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// But I see *very* long calculations when setting useFastMode to false.
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// So, be careful if changing thie option
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bool useFastModeForPolygons = true;
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/* returns the Z orientation parameter 1.0 or -1.0 for aLayer
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* Z orientation is 1.0 for all layers but "back" layers:
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* B_Cu , B_Adhes, B_Paste ), B_SilkS
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* used to calculate the Z orientation parameter for glNormal3f
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*/
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GLfloat Get3DLayer_Z_Orientation( LAYER_NUM aLayer );
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void EDA_3D_CANVAS::buildBoardThroughHolesPolygonList( SHAPE_POLY_SET& allBoardHoles,
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int aSegCountPerCircle, bool aOptimizeLargeCircles )
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{
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// hole diameter value to change seg count by circle:
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int small_hole_limit = Millimeter2iu( 1.0 );
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int copper_thickness = GetPrm3DVisu().GetCopperThicknessBIU();
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BOARD* pcb = GetBoard();
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// Build holes of through vias:
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for( TRACK* track = pcb->m_Track; track; track = track->Next() )
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{
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if( track->Type() != PCB_VIA_T )
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continue;
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VIA *via = static_cast<VIA*>( track );
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if( via->GetViaType() != VIA_THROUGH )
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continue;
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int holediameter = via->GetDrillValue();
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int hole_outer_radius = (holediameter + copper_thickness) / 2;
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TransformCircleToPolygon( allBoardHoles,
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via->GetStart(), hole_outer_radius,
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aSegCountPerCircle );
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}
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// Build holes of through pads:
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for( MODULE* footprint = pcb->m_Modules; footprint; footprint = footprint->Next() )
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{
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for( D_PAD* pad = footprint->Pads(); pad; pad = pad->Next() )
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{
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// Calculate a factor to apply to segcount for large holes ( > 1 mm)
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// (bigger pad drill size -> more segments) because holes in pads can have
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// very different sizes and optimizing this segcount gives a better look
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// Mainly mounting holes have a size bigger than small_hole_limit
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wxSize padHole = pad->GetDrillSize();
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if( ! padHole.x ) // Not drilled pad like SMD pad
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continue;
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// we use the hole diameter to calculate the seg count.
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// for round holes, padHole.x == padHole.y
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// for oblong holes, the diameter is the smaller of (padHole.x, padHole.y)
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int diam = std::min( padHole.x, padHole.y );
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int segcount = aSegCountPerCircle;
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if( diam > small_hole_limit )
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{
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double segFactor = (double)diam / small_hole_limit;
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segcount = (int)(aSegCountPerCircle * segFactor);
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// limit segcount to 48. For a circle this is a very good approx.
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if( segcount > 48 )
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segcount = 48;
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}
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// The hole in the body is inflated by copper thickness.
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int inflate = copper_thickness;
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// If not plated, no copper.
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if( pad->GetAttribute () == PAD_ATTRIB_HOLE_NOT_PLATED )
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inflate = 0;
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pad->BuildPadDrillShapePolygon( allBoardHoles, inflate, segcount );
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}
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}
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allBoardHoles.Simplify( useFastModeForPolygons );
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}
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void EDA_3D_CANVAS::buildBoard3DView( GLuint aBoardList, GLuint aBodyOnlyList,
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REPORTER* aErrorMessages, REPORTER* aActivity )
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{
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BOARD* pcb = GetBoard();
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// If FL_RENDER_SHOW_HOLES_IN_ZONES is true, holes are correctly removed from copper zones areas.
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// If FL_RENDER_SHOW_HOLES_IN_ZONES is false, holes are not removed from copper zones areas,
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// but the calculation time is twice shorter.
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bool remove_Holes = isEnabled( FL_RENDER_SHOW_HOLES_IN_ZONES );
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bool realistic_mode = isRealisticMode();
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bool useTextures = isRealisticMode() && isEnabled( FL_RENDER_TEXTURES );
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// Number of segments to convert a circle to polygon
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// We use 2 values: the first gives a good shape (for instanes rond pads)
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// the second is used to speed up calculations, when a poor approximation is acceptable (holes)
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const int segcountforcircle = 18;
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double correctionFactor = 1.0 / cos( M_PI / (segcountforcircle * 2.0) );
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const int segcountLowQuality = 12; // segments to draw a circle with low quality
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// to reduce time calculations
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// for holes and items which do not need
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// a fine representation
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double correctionFactorLQ = 1.0 / cos( M_PI / (segcountLowQuality * 2.0) );
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SHAPE_POLY_SET bufferPolys; // copper areas: tracks, pads and filled zones areas
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// when holes are removed from zones
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SHAPE_POLY_SET bufferPcbOutlines; // stores the board main outlines
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SHAPE_POLY_SET bufferZonesPolys; // copper filled zones areas
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// when holes are not removed from zones
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SHAPE_POLY_SET currLayerHoles; // Contains holes for the current layer
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SHAPE_POLY_SET allLayerHoles; // Contains holes for all layers
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// Build a polygon from edge cut items
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wxString msg;
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if( !pcb->GetBoardPolygonOutlines( bufferPcbOutlines, allLayerHoles, &msg ) )
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{
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if( aErrorMessages )
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{
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msg << wxT("\n") << _("Unable to calculate the board outlines.\n"
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"Therefore use the board boundary box.") << wxT("\n\n");
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aErrorMessages->Report( msg, REPORTER::RPT_WARNING );
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}
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}
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// Build board holes, with optimization of large holes shape.
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buildBoardThroughHolesPolygonList( allLayerHoles, segcountLowQuality, true );
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LSET cu_set = LSET::AllCuMask( GetPrm3DVisu().m_CopperLayersCount );
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glNewList( aBoardList, GL_COMPILE );
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for( LSEQ cu = cu_set.CuStack(); cu; ++cu )
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{
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LAYER_ID layer = *cu;
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// Skip non enabled layers in normal mode,
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// and internal layers in realistic mode
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if( !is3DLayerEnabled( layer ) )
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continue;
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if( aActivity )
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aActivity->Report( wxString::Format( _( "Build layer %s" ), LSET::Name( layer ) ) );
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bufferPolys.RemoveAllContours();
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bufferZonesPolys.RemoveAllContours();
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currLayerHoles.RemoveAllContours();
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// Draw track shapes:
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for( TRACK* track = pcb->m_Track; track; track = track->Next() )
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{
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if( !track->IsOnLayer( layer ) )
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continue;
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track->TransformShapeWithClearanceToPolygon( bufferPolys,
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0, segcountforcircle,
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correctionFactor );
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// Add blind/buried via holes
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if( track->Type() == PCB_VIA_T )
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{
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VIA *via = static_cast<VIA*>( track );
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if( via->GetViaType() == VIA_THROUGH )
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continue; // already done
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int holediameter = via->GetDrillValue();
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int thickness = GetPrm3DVisu().GetCopperThicknessBIU();
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int hole_outer_radius = (holediameter + thickness) / 2;
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TransformCircleToPolygon( currLayerHoles,
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via->GetStart(), hole_outer_radius,
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segcountLowQuality );
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}
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}
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// draw pad shapes
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for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
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{
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// Note: NPTH pads are not drawn on copper layers when the pad
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// has same shape as its hole
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module->TransformPadsShapesWithClearanceToPolygon( layer,
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bufferPolys,
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0,
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segcountforcircle,
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correctionFactor, true );
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// Micro-wave modules may have items on copper layers
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module->TransformGraphicShapesWithClearanceToPolygonSet( layer,
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bufferPolys,
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0,
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segcountforcircle,
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correctionFactor );
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// pad holes are already in list.
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}
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// Draw copper zones. Note:
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// * if the holes are removed from copper zones
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// the polygons are stored in bufferPolys (which contains all other polygons)
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// * if the holes are NOT removed from copper zones
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// the polygons are stored in bufferZonesPolys
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if( isEnabled( FL_ZONE ) )
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{
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for( int ii = 0; ii < pcb->GetAreaCount(); ii++ )
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{
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ZONE_CONTAINER* zone = pcb->GetArea( ii );
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LAYER_NUM zonelayer = zone->GetLayer();
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if( zonelayer == layer )
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{
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zone->TransformSolidAreasShapesToPolygonSet(
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remove_Holes ? bufferPolys : bufferZonesPolys,
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segcountLowQuality, correctionFactorLQ );
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}
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}
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}
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// draw graphic items on copper layers (texts)
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for( BOARD_ITEM* item = pcb->m_Drawings; item; item = item->Next() )
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{
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if( !item->IsOnLayer( layer ) )
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continue;
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switch( item->Type() )
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{
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case PCB_LINE_T: // should not exist on copper layers
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( (DRAWSEGMENT*) item )->TransformShapeWithClearanceToPolygon(
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bufferPolys, 0, segcountforcircle, correctionFactor );
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break;
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case PCB_TEXT_T:
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( (TEXTE_PCB*) item )->TransformShapeWithClearanceToPolygonSet(
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bufferPolys, 0, segcountLowQuality, correctionFactor );
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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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// bufferPolys contains polygons to merge. Many overlaps .
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// Calculate merged polygons
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if( bufferPolys.IsEmpty() )
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continue;
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// Use Clipper lib to subtract holes to copper areas
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if( currLayerHoles.OutlineCount() )
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{
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currLayerHoles.Append(allLayerHoles);
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currLayerHoles.Simplify( useFastModeForPolygons );
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bufferPolys.BooleanSubtract( currLayerHoles, useFastModeForPolygons );
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}
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else
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bufferPolys.BooleanSubtract( allLayerHoles, useFastModeForPolygons );
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int thickness = GetPrm3DVisu().GetLayerObjectThicknessBIU( layer );
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int zpos = GetPrm3DVisu().GetLayerZcoordBIU( layer );
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float zNormal = 1.0f; // When using thickness it will draw first the top and then botton (with z inverted)
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// If we are not using thickness, then the z-normal has to match the layer direction
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// because just one plane will be drawn
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if( !thickness )
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zNormal = Get3DLayer_Z_Orientation( layer );
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if( realistic_mode )
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{
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setGLCopperColor();
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}
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else
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{
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EDA_COLOR_T color = g_ColorsSettings.GetLayerColor( layer );
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SetGLColor( color );
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}
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// If holes are removed from copper zones, bufferPolys contains all polygons
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// to draw (tracks+zones+texts).
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Draw3D_SolidHorizontalPolyPolygons( bufferPolys, zpos, thickness,
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GetPrm3DVisu().m_BiuTo3Dunits, useTextures,
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zNormal );
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// If holes are not removed from copper zones (for calculation time reasons,
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// the zone polygons are stored in bufferZonesPolys and have to be drawn now:
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if( !bufferZonesPolys.IsEmpty() )
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{
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Draw3D_SolidHorizontalPolyPolygons( bufferZonesPolys, zpos, thickness,
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GetPrm3DVisu().m_BiuTo3Dunits, useTextures,
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zNormal );
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}
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}
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if( aActivity )
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aActivity->Report( _( "Build board body" ) );
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// Draw plated vertical holes inside the board, but not always. They are drawn:
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// - if the board body is not shown, to show the holes.
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// - or if the copper thickness is shown
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if( !isEnabled( FL_SHOW_BOARD_BODY ) || isEnabled( FL_USE_COPPER_THICKNESS ) )
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{
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// Draw vias holes (vertical cylinders)
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for( const TRACK* track = pcb->m_Track; track; track = track->Next() )
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{
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if( track->Type() == PCB_VIA_T )
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{
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const VIA *via = static_cast<const VIA*>(track);
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draw3DViaHole( via );
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}
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}
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// Draw pads holes (vertical cylinders)
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for( const MODULE* module = pcb->m_Modules; module; module = module->Next() )
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{
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for( D_PAD* pad = module->Pads(); pad; pad = pad->Next() )
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if( pad->GetAttribute () != PAD_ATTRIB_HOLE_NOT_PLATED )
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draw3DPadHole( pad );
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}
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}
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glEndList();
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// Build the body board:
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glNewList( aBodyOnlyList, GL_COMPILE );
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if( isRealisticMode() )
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{
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setGLEpoxyColor( 1.00 );
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}
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else
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{
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EDA_COLOR_T color = g_ColorsSettings.GetLayerColor( Edge_Cuts );
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SetGLColor( color, 0.7 );
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}
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float copper_thickness = GetPrm3DVisu().GetCopperThicknessBIU();
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// a small offset between substrate and external copper layer to avoid artifacts
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// when drawing copper items on board
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float epsilon = Millimeter2iu( 0.01 );
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float zpos = GetPrm3DVisu().GetLayerZcoordBIU( B_Cu );
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float board_thickness = GetPrm3DVisu().GetLayerZcoordBIU( F_Cu )
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- GetPrm3DVisu().GetLayerZcoordBIU( B_Cu );
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// items on copper layers and having a thickness = copper_thickness
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// are drawn from zpos - copper_thickness/2 to zpos + copper_thickness
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// therefore substrate position is copper_thickness/2 to
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// substrate_height - copper_thickness/2
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zpos += (copper_thickness + epsilon) / 2.0f;
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board_thickness -= copper_thickness + epsilon;
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bufferPcbOutlines.BooleanSubtract( allLayerHoles, useFastModeForPolygons );
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if( !bufferPcbOutlines.IsEmpty() )
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{
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Draw3D_SolidHorizontalPolyPolygons( bufferPcbOutlines, zpos + board_thickness / 2.0,
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board_thickness, GetPrm3DVisu().m_BiuTo3Dunits, useTextures,
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1.0f );
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}
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glEndList();
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}
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void EDA_3D_CANVAS::buildTechLayers3DView( REPORTER* aErrorMessages, REPORTER* aActivity )
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{
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BOARD* pcb = GetBoard();
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bool useTextures = isRealisticMode() && isEnabled( FL_RENDER_TEXTURES );
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// Number of segments to draw a circle using segments
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const int segcountforcircle = 18;
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double correctionFactor = 1.0 / cos( M_PI / (segcountforcircle * 2) );
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const int segcountLowQuality = 12; // segments to draw a circle with low quality
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// to reduce time calculations
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// for holes and items which do not need
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// a fine representation
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double correctionFactorLQ = 1.0 / cos( M_PI / (segcountLowQuality * 2) );
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// segments to draw a circle to build texts. Is is used only to build
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// the shape of each segment of the stroke font, therefore no need to have
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// many segments per circle.
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const int segcountInStrokeFont = 8;
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SHAPE_POLY_SET bufferPolys;
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SHAPE_POLY_SET allLayerHoles; // Contains through holes, calculated only once
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SHAPE_POLY_SET bufferPcbOutlines; // stores the board main outlines
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// Build a polygon from edge cut items
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wxString msg;
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if( !pcb->GetBoardPolygonOutlines( bufferPcbOutlines, allLayerHoles, &msg ) )
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{
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if( aErrorMessages )
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{
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msg << wxT("\n") <<
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_("Unable to calculate the board outlines.\n"
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"Therefore use the board boundary box.") << wxT("\n\n");
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aErrorMessages->Report( msg, REPORTER::RPT_WARNING );
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}
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}
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// Build board holes, with no optimization of large holes shape.
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buildBoardThroughHolesPolygonList( allLayerHoles, segcountLowQuality, false );
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// draw graphic items, on technical layers
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static const LAYER_ID teckLayerList[] = {
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B_Adhes,
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F_Adhes,
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B_Paste,
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F_Paste,
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B_SilkS,
|
|
F_SilkS,
|
|
B_Mask,
|
|
F_Mask,
|
|
};
|
|
|
|
// User layers are not drawn here, only technical layers
|
|
for( LSEQ seq = LSET::AllTechMask().Seq( teckLayerList, DIM( teckLayerList ) ); seq; ++seq )
|
|
{
|
|
LAYER_ID layer = *seq;
|
|
|
|
if( !is3DLayerEnabled( layer ) )
|
|
continue;
|
|
|
|
if( layer == Edge_Cuts && isEnabled( FL_SHOW_BOARD_BODY ) )
|
|
continue;
|
|
|
|
if( aActivity )
|
|
aActivity->Report( wxString::Format( _( "Build layer %s" ), LSET::Name( layer ) ) );
|
|
|
|
bufferPolys.RemoveAllContours();
|
|
|
|
for( BOARD_ITEM* item = pcb->m_Drawings; item; item = item->Next() )
|
|
{
|
|
if( !item->IsOnLayer( layer ) )
|
|
continue;
|
|
|
|
switch( item->Type() )
|
|
{
|
|
case PCB_LINE_T:
|
|
( (DRAWSEGMENT*) item )->TransformShapeWithClearanceToPolygon(
|
|
bufferPolys, 0, segcountforcircle, correctionFactor );
|
|
break;
|
|
|
|
case PCB_TEXT_T:
|
|
( (TEXTE_PCB*) item )->TransformShapeWithClearanceToPolygonSet(
|
|
bufferPolys, 0, segcountLowQuality, 1.0 );
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
for( MODULE* module = pcb->m_Modules; module; module = module->Next() )
|
|
{
|
|
if( layer == F_SilkS || layer == B_SilkS )
|
|
{
|
|
// On silk screen layers, the pad shape is only the pad outline
|
|
// never a filled shape
|
|
D_PAD* pad = module->Pads();
|
|
int linewidth = g_DrawDefaultLineThickness;
|
|
|
|
for( ; pad; pad = pad->Next() )
|
|
{
|
|
if( !pad->IsOnLayer( layer ) )
|
|
continue;
|
|
|
|
buildPadShapeThickOutlineAsPolygon( pad, bufferPolys,
|
|
linewidth, segcountforcircle, correctionFactor );
|
|
}
|
|
}
|
|
else
|
|
module->TransformPadsShapesWithClearanceToPolygon( layer,
|
|
bufferPolys, 0, segcountforcircle, correctionFactor );
|
|
|
|
// On tech layers, use a poor circle approximation, only for texts (stroke font)
|
|
module->TransformGraphicShapesWithClearanceToPolygonSet( layer,
|
|
bufferPolys, 0, segcountforcircle, correctionFactor, segcountInStrokeFont );
|
|
}
|
|
|
|
// Draw non copper zones
|
|
if( isEnabled( FL_ZONE ) )
|
|
{
|
|
for( int ii = 0; ii < pcb->GetAreaCount(); ii++ )
|
|
{
|
|
ZONE_CONTAINER* zone = pcb->GetArea( ii );
|
|
|
|
if( !zone->IsOnLayer( layer ) )
|
|
continue;
|
|
|
|
zone->TransformSolidAreasShapesToPolygonSet(
|
|
bufferPolys, segcountLowQuality, correctionFactorLQ );
|
|
}
|
|
}
|
|
|
|
// bufferPolys contains polygons to merge. Many overlaps .
|
|
// Calculate merged polygons and remove pads and vias holes
|
|
if( bufferPolys.IsEmpty() )
|
|
continue;
|
|
|
|
// Solder mask layers are "negative" layers.
|
|
// Shapes should be removed from the full board area.
|
|
if( layer == B_Mask || layer == F_Mask )
|
|
{
|
|
SHAPE_POLY_SET cuts = bufferPolys;
|
|
bufferPolys = bufferPcbOutlines;
|
|
|
|
cuts.Append(allLayerHoles);
|
|
cuts.Simplify( useFastModeForPolygons );
|
|
|
|
bufferPolys.BooleanSubtract( cuts, useFastModeForPolygons );
|
|
}
|
|
// Remove holes from Solder paste layers and silkscreen
|
|
else if( layer == B_Paste || layer == F_Paste
|
|
|| layer == B_SilkS || layer == F_SilkS )
|
|
{
|
|
bufferPolys.BooleanSubtract( allLayerHoles, useFastModeForPolygons );
|
|
}
|
|
|
|
int thickness = 0;
|
|
|
|
if( layer != B_Mask && layer != F_Mask )
|
|
thickness = GetPrm3DVisu().GetLayerObjectThicknessBIU( layer );
|
|
|
|
int zpos = GetPrm3DVisu().GetLayerZcoordBIU( layer );
|
|
|
|
if( layer == Edge_Cuts )
|
|
{
|
|
thickness = GetPrm3DVisu().GetLayerZcoordBIU( F_Cu )
|
|
- GetPrm3DVisu().GetLayerZcoordBIU( B_Cu );
|
|
zpos = GetPrm3DVisu().GetLayerZcoordBIU( B_Cu )
|
|
+ (thickness / 2);
|
|
}
|
|
else
|
|
{
|
|
// for Draw3D_SolidHorizontalPolyPolygons, zpos it the middle between bottom and top
|
|
// sides.
|
|
// However for top layers, zpos should be the bottom layer pos,
|
|
// and for bottom layers, zpos should be the top layer pos.
|
|
if( Get3DLayer_Z_Orientation( layer ) > 0 )
|
|
zpos += thickness/2;
|
|
else
|
|
zpos -= thickness/2 ;
|
|
}
|
|
|
|
|
|
float zNormal = 1.0f; // When using thickness it will draw first the top and then botton (with z inverted)
|
|
|
|
// If we are not using thickness, then the znormal must face the layer direction
|
|
// because it will draw just one plane
|
|
if( !thickness )
|
|
zNormal = Get3DLayer_Z_Orientation( layer );
|
|
|
|
|
|
setGLTechLayersColor( layer );
|
|
Draw3D_SolidHorizontalPolyPolygons( bufferPolys, zpos,
|
|
thickness, GetPrm3DVisu().m_BiuTo3Dunits, useTextures,
|
|
zNormal );
|
|
}
|
|
}
|