//////////////////////////////////////
// Name:        3d_draw.cpp
//////////////////////////////////////

#include "fctsys.h"
#include "common.h"
#include "trigo.h"
#include "pcbstruct.h"
#include "macros.h"
#include "drawtxt.h"
#include "confirm.h"

#include "3d_viewer.h"
#include "trackball.h"

#include "3d_struct.h"

#if !wxUSE_GLCANVAS
#error Please set wxUSE_GLCANVAS to 1 in setup.h.
#endif


static void Draw3D_FilledCircle( double posx, double posy,
                                 double rayon, double hole_rayon, double zpos );
static void Draw3D_FilledSegment( double startx, double starty,
                                  double endx, double endy, double width, double zpos );
static void Draw3D_FilledCylinder( double posx, double posy,
                                   double rayon, double height, double zpos );
static void Draw3D_FilledSegmentWithHole( double startx,
                                          double starty,
                                          double endx,
                                          double endy,
                                          double width,
                                          double holex,
                                          double holey,
                                          double holeradius,
                                          double zpos );
static void    Draw3D_ArcSegment( double startx, double starty,
                                  double endx, double endy, double width, double zpos );
static void    Draw3D_CircleSegment( double startx, double starty,
                                     double endx, double endy, double width, double zpos );
static int     Get3DLayerEnable( int act_layer );
static GLfloat Get3DLayerSide( int act_layer );

/******************************************/
void Pcb3D_GLCanvas::Redraw( bool finish )
/******************************************/
{
    SetCurrent();

    InitGL();

    glMatrixMode( GL_MODELVIEW );    /* position viewer */
    /* transformations */
    GLfloat mat[4][4];

    // Translatory motion first, so rotations don't mess up the orientation...
    glTranslatef( g_Draw3d_dx, g_Draw3d_dy, 0.0F );

    build_rotmatrix( mat, g_Parm_3D_Visu.m_Quat );
    glMultMatrixf( &mat[0][0] );

    glRotatef( g_Parm_3D_Visu.m_Rot[0], 1.0, 0.0, 0.0 );
    glRotatef( g_Parm_3D_Visu.m_Rot[1], 0.0, 1.0, 0.0 );
    glRotatef( g_Parm_3D_Visu.m_Rot[2], 0.0, 0.0, 1.0 );

    if( m_gllist )
        glCallList( m_gllist );
    else
    {
        CreateDrawGL_List();
    }

    glFlush();
    if( finish )
        glFinish();
    SwapBuffers();
}


/**********************************************/
GLuint Pcb3D_GLCanvas::CreateDrawGL_List()
/**********************************************/

/* Create the draw list items
 */
{
    WinEDA_BasePcbFrame* pcbframe = m_Parent->m_Parent;
    BOARD* pcb = pcbframe->GetBoard();
    TRACK* track;
    SEGZONE*             segzone;
    int ii;

    wxBusyCursor         dummy;

    m_gllist = glGenLists( 1 );

    pcb->ComputeBoundaryBox();
    g_Parm_3D_Visu.m_BoardSettings = pcb->m_BoardSettings;
    g_Parm_3D_Visu.m_BoardSize     = pcb->m_BoundaryBox.GetSize();
    g_Parm_3D_Visu.m_BoardPos   = pcb->m_BoundaryBox.Centre();
    g_Parm_3D_Visu.m_BoardPos.y = -g_Parm_3D_Visu.m_BoardPos.y;
    g_Parm_3D_Visu.m_Layers     = pcb->m_BoardSettings->m_CopperLayerCount;

    // Ensure the board has 2 sides for 3D views, because it is hard to find a *really* single side board in the true life...
    if ( g_Parm_3D_Visu.m_Layers < 2 )
        g_Parm_3D_Visu.m_Layers = 2;

    g_Parm_3D_Visu.m_BoardScale = 2.0 / MAX( g_Parm_3D_Visu.m_BoardSize.x,
                                             g_Parm_3D_Visu.m_BoardSize.y );
    // @TODO: epoxy_width (board thickness) must be set by user,
    // because all boards thickness no not match with this setup:
    double epoxy_width = 1.6;    // epoxy width in mm
    g_Parm_3D_Visu.m_Epoxy_Width = epoxy_width / 2.54 * 1000
                                   * g_Parm_3D_Visu.m_BoardScale;

    /* calculate z position for each layer */
    for( ii = 0; ii < 32; ii++ )
    {
        if( ii < g_Parm_3D_Visu.m_Layers )
            g_Parm_3D_Visu.m_LayerZcoord[ii] = g_Parm_3D_Visu.m_Epoxy_Width * ii
                                               / (g_Parm_3D_Visu.m_Layers - 1);
        else
            g_Parm_3D_Visu.m_LayerZcoord[ii] = g_Parm_3D_Visu.m_Epoxy_Width;
    }

    GLfloat zpos_cu  = 10 * g_Parm_3D_Visu.m_BoardScale;
    GLfloat zpos_cmp = g_Parm_3D_Visu.m_Epoxy_Width + zpos_cu;
    g_Parm_3D_Visu.m_LayerZcoord[ADHESIVE_N_CU]    = -zpos_cu * 2;
    g_Parm_3D_Visu.m_LayerZcoord[ADHESIVE_N_CMP]   = zpos_cmp + zpos_cu;
    g_Parm_3D_Visu.m_LayerZcoord[SILKSCREEN_N_CU]  = -zpos_cu;
    g_Parm_3D_Visu.m_LayerZcoord[SILKSCREEN_N_CMP] = zpos_cmp;
    g_Parm_3D_Visu.m_LayerZcoord[DRAW_N]    = zpos_cmp + zpos_cu;
    g_Parm_3D_Visu.m_LayerZcoord[COMMENT_N] = zpos_cmp + zpos_cu;
    g_Parm_3D_Visu.m_LayerZcoord[ECO1_N]    = zpos_cmp + zpos_cu;
    g_Parm_3D_Visu.m_LayerZcoord[ECO2_N]    = zpos_cmp + zpos_cu;

    glNewList( m_gllist, GL_COMPILE_AND_EXECUTE );

    glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );

    /* draw axis */
    if( g_Parm_3D_Visu.m_Draw3DAxis )
    {
        glEnable( GL_COLOR_MATERIAL );
        SetGLColor( WHITE );
        glBegin( GL_LINES );
        glNormal3f( 0.0f, 0.0f, 1.0f );    // Normal is Z axis
        glVertex3f( 0.0f, 0.0f, 0.0f );
        glVertex3f( 1.0f, 0.0f, 0.0f );    // X axis
        glVertex3f( 0.0f, 0.0f, 0.0f );
        glVertex3f( 0.0f, -1.0f, 0.0f );   // Y axis
        glNormal3f( 1.0f, 0.0f, 0.0f );    // Normal is Y axis
        glVertex3f( 0.0f, 0.0f, 0.0f );
        glVertex3f( 0.0f, 0.0f, 0.3f );    // Z axis
        glEnd();
    }

    /* Draw epoxy limits (do not use, works and test in progress) */
#if 0
    glEnable( GL_FOG );
    GLfloat param;

//	param = GL_LINEAR;
//	glFogfv(GL_FOG_MODE, & param);
    param = 0.2;
    glFogfv( GL_FOG_DENSITY, &param );
    param = g_Parm_3D_Visu.m_LayerZcoord[15];
    glFogfv( GL_FOG_END, &param );
    glBegin( GL_QUADS );
    SetGLColor( g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[CMP_N] );
    double sx   = DataScale3D * g_Parm_3D_Visu.m_BoardSize.x / 2;
    double sy   = DataScale3D * g_Parm_3D_Visu.m_BoardSize.y / 2;
    double zpos = g_Parm_3D_Visu.m_LayerZcoord[15];
    glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
    sx = sy = 0.5;
    glVertex3f( -sx, -sy, zpos );
    glVertex3f( -sx, sy, zpos );
    glVertex3f( sx, sy, zpos );
    glVertex3f( sx, -sy, zpos );
    glEnd();
    glBegin( GL_QUADS );
    SetGLColor( g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[COPPER_LAYER_N] );
    glNormal3f( 0.0, 0.0, -1.0 ); // Normal is -Z axis
    glVertex3f( -sx, -sy, 0 );
    glVertex3f( -sx, sy, 0 );
    glVertex3f( sx, sy, 0 );
    glVertex3f( sx, -sy, 0 );
    glEnd();
#endif

    /* move the board in order to draw it with its centre at 0,0 3D coordinates */
    glTranslatef( -g_Parm_3D_Visu.m_BoardPos.x * g_Parm_3D_Visu.m_BoardScale,
                  -g_Parm_3D_Visu.m_BoardPos.y * g_Parm_3D_Visu.m_BoardScale,
                  0.0F );

    glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
    /* draw tracks and vias : */
    for( track = pcb->m_Track; track != NULL; track = track->Next() )
    {
        if( track->Type() == TYPE_VIA )
            Draw3D_Via( (SEGVIA*) track );
        else
            Draw3D_Track( track );
    }

    if( g_Parm_3D_Visu.m_Draw3DZone )
    {
        // Draw segments used to fill copper areas
        for( segzone = pcb->m_Zone; segzone != NULL; segzone = segzone->Next() )
        {
            if( segzone->Type() == TYPE_ZONE )
                Draw3D_Track( segzone );
        }

        // Draw copper areas outlines
        for( ii = 0; ii < pcb->GetAreaCount(); ii++ )
        {
            ZONE_CONTAINER* zone = pcb->GetArea( ii );
            if( zone->m_FilledPolysList.size() == 0 )
                continue;
            if( zone->m_ZoneMinThickness <= 1 )
                continue;
            int      imax = zone->m_FilledPolysList.size() - 1;
            CPolyPt* firstcorner = &zone->m_FilledPolysList[0];
            CPolyPt* begincorner = firstcorner;
            SEGZONE  dummysegment(pcb);
            dummysegment.SetLayer( zone->GetLayer() );
            dummysegment.m_Width   = zone->m_ZoneMinThickness;
            for( int ic = 1; ic <= imax; ic++ )
            {
                CPolyPt* endcorner = &zone->m_FilledPolysList[ic];
                if( begincorner->utility == 0 )                 // Draw only basic outlines, not extra segments
                {
                    dummysegment.m_Start.x = begincorner->x;
                    dummysegment.m_Start.y = begincorner->y;
                    dummysegment.m_End.x   = endcorner->x;
                    dummysegment.m_End.y   = endcorner->y;
                    Draw3D_Track( &dummysegment );
                }
                if( (endcorner->end_contour) || (ic == imax) )      // the last corner of a filled area is found: draw it
                {
                    if( endcorner->utility == 0 )                   // Draw only basic outlines, not extra segments
                    {
                        dummysegment.m_Start.x = endcorner->x;
                        dummysegment.m_Start.y = endcorner->y;
                        dummysegment.m_End.x   = firstcorner->x;
                        dummysegment.m_End.y   = firstcorner->y;

                        Draw3D_Track( &dummysegment );
                    }
                    ic++;
                    if( ic < imax - 1 )
                        begincorner = firstcorner = &zone->m_FilledPolysList[ic];
                }
                else
                    begincorner = endcorner;

            }
        }
    }

    /* draw graphic items */
    EDA_BaseStruct* PtStruct;
    for( PtStruct = pcb->m_Drawings; PtStruct != NULL; PtStruct = PtStruct->Next() )
    {
        switch( PtStruct->Type() )
        {
        case TYPE_DRAWSEGMENT:
            Draw3D_DrawSegment( (DRAWSEGMENT*) PtStruct );
            break;

        case TYPE_TEXTE:
            Draw3D_DrawText( (TEXTE_PCB*) PtStruct );
            break;

        default:
            break;
        }
    }

    /* draw footprints */
    MODULE* Module = pcb->m_Modules;
    for( ; Module != NULL; Module = Module->Next() )
    {
        Module->Draw3D( this );
    }

    glEndList();

    /* Test for errors */
    GLenum err = glGetError();
    if( err != GL_NO_ERROR )
        DisplayError( this, wxT( "Error in GL commands" ) );
    return m_gllist;
}


/************************************************/
void Pcb3D_GLCanvas::Draw3D_Track( TRACK* track )
/************************************************/
{
    double zpos;
    int    layer = track->GetLayer();
    int    color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer];
    double ox, oy, fx, fy;
    double w;

    if( color & ITEM_NOT_SHOW )
        return;
    if( layer == LAST_COPPER_LAYER )
        layer = g_Parm_3D_Visu.m_Layers - 1;
    zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];

    SetGLColor( color );
    glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );

    w  = track->m_Width * g_Parm_3D_Visu.m_BoardScale;
    ox = track->m_Start.x * g_Parm_3D_Visu.m_BoardScale;
    oy = track->m_Start.y * g_Parm_3D_Visu.m_BoardScale;
    fx = track->m_End.x * g_Parm_3D_Visu.m_BoardScale;
    fy = track->m_End.y * g_Parm_3D_Visu.m_BoardScale;
    Draw3D_FilledSegment( ox, -oy, fx, -fy, w, zpos );
}


/********************************************/
void Pcb3D_GLCanvas::Draw3D_Via( SEGVIA* via )
/*********************************************/

/* 3D drawing for a VIA (cylinder + filled circles)
 */
{
    double x, y, r, hole;
    int    layer, top_layer, bottom_layer;
    double zpos, height;
    int    color;

    r     = via->m_Width * g_Parm_3D_Visu.m_BoardScale / 2;
    hole  = via->GetDrillValue();
    hole *= g_Parm_3D_Visu.m_BoardScale / 2;
    x     = via->m_Start.x * g_Parm_3D_Visu.m_BoardScale;
    y     = via->m_Start.y * g_Parm_3D_Visu.m_BoardScale;

    via->ReturnLayerPair( &top_layer, &bottom_layer );

    // Drawing filled circles:
    for( layer = bottom_layer; layer < g_Parm_3D_Visu.m_Layers; layer++ )
    {
        zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
        if( layer < g_Parm_3D_Visu.m_Layers - 1 )
            color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer];
        else
            color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[CMP_N];
        if( color & ITEM_NOT_SHOW )
            continue;

        SetGLColor( color );

        // SetGLColor( LIGHTGRAY );
        glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
        if( layer == COPPER_LAYER_N )
            zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale;
        else
            zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale;
        Draw3D_FilledCircle( x, -y, r, hole, zpos );
        if( layer >= top_layer )
            break;
    }

    // Drawing hole:
    color = g_Parm_3D_Visu.m_BoardSettings->m_ViaColor[via->m_Shape];
    SetGLColor( color );
    height = g_Parm_3D_Visu.m_LayerZcoord[top_layer] - g_Parm_3D_Visu.m_LayerZcoord[bottom_layer];
    Draw3D_FilledCylinder( x, -y, hole, height, g_Parm_3D_Visu.m_LayerZcoord[bottom_layer] );
}


/*************************************************************/
void Pcb3D_GLCanvas::Draw3D_DrawSegment( DRAWSEGMENT* segment )
/*************************************************************/
{
    int    layer;
    double x, y, xf, yf;
    double zpos, w;
    int    color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[segment->GetLayer()];

    if( color & ITEM_NOT_SHOW )
        return;

    SetGLColor( color );
    w  = segment->m_Width * g_Parm_3D_Visu.m_BoardScale;
    x  = segment->m_Start.x * g_Parm_3D_Visu.m_BoardScale;
    y  = segment->m_Start.y * g_Parm_3D_Visu.m_BoardScale;
    xf = segment->m_End.x * g_Parm_3D_Visu.m_BoardScale;
    yf = segment->m_End.y * g_Parm_3D_Visu.m_BoardScale;

    if( segment->GetLayer() == EDGE_N )
    {
        for( layer = 0; layer < g_Parm_3D_Visu.m_Layers; layer++ )
        {
            glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
            zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];

            switch( segment->m_Shape )
            {
            case S_ARC:
                Draw3D_ArcSegment( x, -y, xf, -yf, w, zpos );
                break;

            case S_CIRCLE:
                Draw3D_CircleSegment( x, -y, xf, -yf, w, zpos );
                break;

            default:
                Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos );
                break;
            }
        }
    }
    else
    {
        layer = segment->GetLayer();
        glNormal3f( 0.0, 0.0, Get3DLayerSide( layer ) );
        zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
        if( Get3DLayerEnable( layer ) )
        {
            switch( segment->m_Shape )
            {
            case S_ARC:
                Draw3D_ArcSegment( x, -y, xf, -yf, w, zpos );
                break;

            case S_CIRCLE:
                Draw3D_CircleSegment( x, -y, xf, -yf, w, zpos );
                break;

            default:
                Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos );
                break;
            }
        }
    }
}


/* function to draw 3D segments, called by DrawGraphicText
 * When DrawGraphicText is called to draw a text to an OpenGL DC
 * it calls Draw3dTextSegm to each segment to draw.
 * 2 parameters used by Draw3D_FilledSegment are not handled by DrawGraphicText
 * but are used in Draw3D_FilledSegment().
 * they are 2 local variables. This is an ugly, but trivial code.
 * Using DrawGraphicText to draw all texts ensure texts have the same shape
 * in all contexts
 */
static double s_Text3DWidth, s_Text3DZPos;
static void Draw3dTextSegm( int x0, int y0, int xf, int yf )
{
    double startx = x0 * g_Parm_3D_Visu.m_BoardScale;
    double starty = y0 * g_Parm_3D_Visu.m_BoardScale;
    double endx   = xf * g_Parm_3D_Visu.m_BoardScale;
    double endy   = yf * g_Parm_3D_Visu.m_BoardScale;

    Draw3D_FilledSegment( startx, -starty, endx, -endy,
                          s_Text3DWidth, s_Text3DZPos );
}


/*************************************************************/
void Pcb3D_GLCanvas::Draw3D_DrawText( TEXTE_PCB* text )
/*************************************************************/
{
    int layer = text->GetLayer();

    if( !Get3DLayerEnable( layer ) )
        return;

    int color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer];


    SetGLColor( color );
    s_Text3DZPos  = g_Parm_3D_Visu.m_LayerZcoord[layer];
    s_Text3DWidth = text->m_Width * g_Parm_3D_Visu.m_BoardScale;
    glNormal3f( 0.0, 0.0, Get3DLayerSide( layer ) );
    if( text->m_MultilineAllowed )
    {
        wxPoint        pos  = text->m_Pos;
        wxArrayString* list = wxStringSplit( text->m_Text, '\n' );
        wxPoint        offset;

        offset.y = text->GetInterline();

        RotatePoint( &offset, text->m_Orient );
        for( unsigned i = 0; i<list->Count(); i++ )
        {
            wxString txt = list->Item( i );
            DrawGraphicText( NULL, NULL, pos, (EDA_Colors) color,
                     txt, text->m_Orient, text->m_Size,
                     text->m_HJustify, text->m_VJustify,
                     text->m_Width, text->m_Italic,
                     true,
                     Draw3dTextSegm );
            pos += offset;
        }

        delete (list);
    }
    else
        DrawGraphicText( NULL, NULL, text->m_Pos, (EDA_Colors) color,
                     text->m_Text, text->m_Orient, text->m_Size,
                     text->m_HJustify, text->m_VJustify,
                     text->m_Width, text->m_Italic,
                     true,
                     Draw3dTextSegm );
}


/*********************************************/
void MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas )
/*********************************************/
{
    D_PAD* pad = m_Pads;

#if 0
    if( !DisplayOpt.Show_Modules_Cmp )
    {
        if( m_Layer == CMP_N )
            return;
    }
    if( !DisplayOpt.Show_Modules_Cu )
    {
        if( m_Layer == COPPER_LAYER_N )
            return;
    }
#endif

    /* Draw pads */
    glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
    glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
    for( ; pad != NULL; pad = pad->Next() )
    {
        pad->Draw3D( glcanvas );
    }

    /* Draw module shape: 3D shape if exists (or module edge if not exists) */
    S3D_MASTER* Struct3D  = m_3D_Drawings;
    bool        As3dShape = FALSE;
    if( g_Parm_3D_Visu.m_Draw3DModule )
    {
        glPushMatrix();

        glTranslatef( m_Pos.x * g_Parm_3D_Visu.m_BoardScale,
                      -m_Pos.y * g_Parm_3D_Visu.m_BoardScale,
                      g_Parm_3D_Visu.m_LayerZcoord[m_Layer] );

        if( m_Orient )
        {
            glRotatef( (double) m_Orient / 10, 0.0, 0.0, 1.0 );
        }
        if( m_Layer == COPPER_LAYER_N )
        {
            glRotatef( 180.0, 0.0, 1.0, 0.0 );
            glRotatef( 180.0, 0.0, 0.0, 1.0 );
        }
        DataScale3D = g_Parm_3D_Visu.m_BoardScale * UNITS3D_TO_UNITSPCB;

        for( ; Struct3D != NULL; Struct3D = Struct3D->Next() )
        {
            if( !Struct3D->m_Shape3DName.IsEmpty() )
            {
                As3dShape = TRUE;
                Struct3D->ReadData();
            }
        }

        glPopMatrix();
    }

    if( !As3dShape )    // The footprint does not have a 3D shape, draw its 2D shape instead
    {
        EDA_BaseStruct* Struct = m_Drawings;
        glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
        for( ; Struct != NULL; Struct = Struct->Next() )
        {
            switch( Struct->Type() )
            {
            case TYPE_TEXTE_MODULE:
                break;

            case TYPE_EDGE_MODULE:
                ( (EDGE_MODULE*) Struct )->Draw3D( glcanvas );
                break;

            default:
                break;
            }
        }
    }
}


/***************************************************/
void EDGE_MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas )
/***************************************************/
{
    wxString s;
    int      dx, dy;
    double   scale, x, y, fx, fy, w, zpos;
    int      color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[m_Layer];

    if( color & ITEM_NOT_SHOW )
        return;

    SetGLColor( color );
    glNormal3f( 0.0, 0.0, (m_Layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
    scale = g_Parm_3D_Visu.m_BoardScale;

    dx   = m_End.x;
    dy   = m_End.y;
    zpos = g_Parm_3D_Visu.m_LayerZcoord[m_Layer];
    w    = m_Width * g_Parm_3D_Visu.m_BoardScale;
    x    = m_Start.x * g_Parm_3D_Visu.m_BoardScale;
    y    = m_Start.y * g_Parm_3D_Visu.m_BoardScale;
    fx   = dx * g_Parm_3D_Visu.m_BoardScale;
    fy   = dy * g_Parm_3D_Visu.m_BoardScale;


    switch( m_Shape )
    {
    case S_SEGMENT:
        Draw3D_FilledSegment( x, -y, fx, -fy, w, zpos );
        break;

    case S_CIRCLE:
        Draw3D_CircleSegment( x, -y, fx, -fy, w, zpos );
        break;

    case S_ARC:
        Draw3D_ArcSegment( x, -y, fx, -fy, w, zpos );
        break;

    default:
        s.Printf( wxT( "Error: Shape nr %d not implemented!\n" ), m_Shape );
        printf( CONV_TO_UTF8( s ) );
        break;
    }
}


/***********************************************/
void D_PAD::Draw3D( Pcb3D_GLCanvas* glcanvas )
/***********************************************/

/* Dessin 3D des pads avec leur trou de percage
 */
{
    int ii, ll, layer, nlmax;
    int ux0, uy0,
        dx, dx0, dy, dy0,
        delta_cx, delta_cy,
        xc, yc;
    int     angle, delta_angle;
    int     coord[4][2];
    double  fcoord[8][2], f_hole_coord[8][2];
    double  scale;
    double  zpos;
    wxPoint shape_pos;
    double  x, y, r, w, hole, holeX, holeY;
    double  drillx, drilly;
    bool    Oncu, Oncmp, Both;
    int     color;

    scale = g_Parm_3D_Visu.m_BoardScale;
    holeX = (double) m_Drill.x * scale / 2;
    holeY = (double) m_Drill.y * scale / 2;
    hole  = MIN( holeX, holeY );

    /* calcul du centre des formes des pads : */
    shape_pos = ReturnShapePos();
    ux0 = shape_pos.x;
    uy0 = shape_pos.y;
    xc  = ux0;
    yc  = uy0;

    /* le trace depend de la rotation de l'empreinte */
    dx = dx0 = m_Size.x >> 1;
    dy = dy0 = m_Size.y >> 1; /* demi dim  dx et dy */

    angle  = m_Orient;
    drillx = m_Pos.x * scale;
    drilly = m_Pos.y * scale;
    /* Draw the pad hole (TODO: draw OBLONG hole) */
    if( holeX && holeY )
    {
        SetGLColor( DARKGRAY );
        Draw3D_FilledCylinder( drillx, -drilly, hole,
                               g_Parm_3D_Visu.m_LayerZcoord[CMP_N], 0.0 );
    }

    glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
    nlmax = g_Parm_3D_Visu.m_Layers - 1;
    Oncu  = (m_Masque_Layer & CUIVRE_LAYER) ? TRUE : FALSE;
    Oncmp = (m_Masque_Layer & CMP_LAYER) ? TRUE : FALSE;
    Both  = Oncu && Oncmp;

    switch( m_PadShape & 0x7F )
    {
    case PAD_CIRCLE:
        x = xc * scale;
        y = yc * scale;
        r = (double) dx * scale;
        for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ )
        {
            if( layer && (layer == nlmax) )
                layer = CMP_N;
            if( (layer == CMP_N) && !Oncmp )
                continue;
            if( (layer == COPPER_LAYER_N) && !Oncu )
                continue;
            if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both )
                continue;
            color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer];
            if( color & ITEM_NOT_SHOW )
                continue;

            SetGLColor( color );
            glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
            zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
            if( layer == COPPER_LAYER_N )
                zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale;
            else
                zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale;
            Draw3D_FilledCircle( x, -y, r, hole, zpos );
        }

        break;

    case PAD_OVAL:
        /* calcul de l'entraxe de l'ellipse */
        if( dx > dy ) /* ellipse horizontale */
        {
            delta_cx = dx - dy;
            delta_cy = 0;
            w = m_Size.y * scale;
            delta_angle = angle + 900;
        }
        else /* ellipse verticale */
        {
            delta_cx = 0;
            delta_cy = dy - dx;
            w = m_Size.x * scale;
            delta_angle = angle;
        }
        RotatePoint( &delta_cx, &delta_cy, angle );
        {
            double ox, oy, fx, fy;
            ox = (double) ( ux0 + delta_cx ) * scale;
            oy = (double) ( uy0 + delta_cy ) * scale;
            fx = (double) ( ux0 - delta_cx ) * scale;
            fy = (double) ( uy0 - delta_cy ) * scale;
            for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ )
            {
                if( layer && (layer == nlmax) )
                    layer = CMP_N;
                if( (layer == CMP_N) && !Oncmp )
                    continue;
                if( (layer == COPPER_LAYER_N) && !Oncu )
                    continue;
                if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both )
                    continue;
                color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer];
                glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
                if( color & ITEM_NOT_SHOW )
                    continue;

                SetGLColor( color );
                zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
                if( layer == COPPER_LAYER_N )
                    zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale;
                else
                    zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale;
                Draw3D_FilledSegmentWithHole( ox, -oy, fx, -fy, w, drillx, -drilly, hole, zpos );
            }
        }
        break;

    case PAD_RECT:

    case PAD_TRAPEZOID:
    {
        int ddx, ddy;
        ddx = m_DeltaSize.x >> 1;
        ddy = m_DeltaSize.y >> 1;      /* demi dim  dx et dy */

        coord[0][0] = -dx - ddy;
        coord[0][1] = +dy + ddx;

        coord[1][0] = -dx + ddy;
        coord[1][1] = -dy - ddx;

        coord[2][0] = +dx - ddy;
        coord[2][1] = -dy + ddx;

        coord[3][0] = +dx + ddy;
        coord[3][1] = +dy - ddx;

        for( ii = 0; ii < 4; ii++ )
        {
            RotatePoint( &coord[ii][0], &coord[ii][1], angle );
            coord[ii][0] += ux0;
            coord[ii][1] += uy0;
            ll = ii * 2;
            fcoord[ll][0] = coord[ii][0] *scale;
            fcoord[ll][1] = coord[ii][1] *scale;
        }

        for( ii = 0; ii < 7; ii += 2 )
        {
            ll = ii + 2;
            if( ll > 7 )
                ll -= 8;
            fcoord[ii + 1][0] = (fcoord[ii][0] + fcoord[ll][0]) / 2;
            fcoord[ii + 1][1] = (fcoord[ii][1] + fcoord[ll][1]) / 2;
        }

        for( ii = 0; ii < 8; ii++ )
        {
            f_hole_coord[ii][0] = -hole * 0.707;
            f_hole_coord[ii][1] = hole * 0.707;
            RotatePoint( &f_hole_coord[ii][0], &f_hole_coord[ii][1],
                        angle - (ii * 450) );
            f_hole_coord[ii][0] += drillx;
            f_hole_coord[ii][1] += drilly;
        }

        for( layer = FIRST_COPPER_LAYER; layer <= LAST_COPPER_LAYER; layer++ )
        {
            if( layer && (layer == nlmax) )
                layer = CMP_N;
            if( (layer == CMP_N) && !Oncmp )
                continue;
            if( (layer == COPPER_LAYER_N) && !Oncu )
                continue;
            if( (layer > FIRST_COPPER_LAYER) && (layer < LAST_COPPER_LAYER) && !Both )
                continue;
            color = g_Parm_3D_Visu.m_BoardSettings->m_LayerColor[layer];
            glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
            if( color & ITEM_NOT_SHOW )
                continue;

            SetGLColor( color );
            zpos = g_Parm_3D_Visu.m_LayerZcoord[layer];
            if( layer == COPPER_LAYER_N )
                zpos = zpos - 5 * g_Parm_3D_Visu.m_BoardScale;
            else
                zpos = zpos + 5 * g_Parm_3D_Visu.m_BoardScale;
            glBegin( GL_QUAD_STRIP );
            for( ii = 0; ii < 8; ii++ )
            {
                glVertex3f( f_hole_coord[ii][0], -f_hole_coord[ii][1], zpos );
                glVertex3f( fcoord[ii][0], -fcoord[ii][1], zpos );
            }

            glVertex3f( f_hole_coord[0][0], -f_hole_coord[0][1], zpos );
            glVertex3f( fcoord[0][0], -fcoord[0][1], zpos );
            glEnd();
        }
    }
    break;

    default:
        break;
    }
}


/*************************/
void SetGLColor( int color )
/*************************/
{
    double       red, green, blue;
    StructColors colordata = ColorRefs[color & MASKCOLOR];

    red   = colordata.m_Red / 255.0;
    blue  = colordata.m_Blue / 255.0;
    green = colordata.m_Green / 255.0;
    glColor3f( red, green, blue );
}


/********************************************************/
static void Draw3D_FilledCircle( double posx, double posy,
                                 double rayon, double hole, double zpos )
/********************************************************/
{
    int    ii, slice = 16;
    double x, y;

    glBegin( GL_QUAD_STRIP );
    for( ii = 0; ii <= slice; ii++ )
    {
        x = hole;
        y = 0.0;
        RotatePoint( &x, &y, ii * 225 );
        glVertex3f( x + posx, y + posy, zpos );
        x = rayon;
        y = 0.0;
        RotatePoint( &x, &y, ii * 225 );
        glVertex3f( x + posx, y + posy, zpos );
    }

    glEnd();
}


/*********************************************************/
static void Draw3D_FilledCylinder( double posx, double posy,
                                   double rayon, double height, double zpos )
/*********************************************************/
{
    int        ii;
    double     x, y;

#define NB_SEGM 12
    S3D_Vertex coords[4];
    double     tmp = DataScale3D;

    DataScale3D = 1.0; // les coord sont deja a l'echelle pour Set_Object_Data();
    coords[0].x = coords[1].x = posx + rayon;
    coords[0].y = coords[1].y = posy;
    coords[0].z = coords[3].z = zpos;
    coords[1].z = coords[2].z = zpos + height;

    for( ii = 0; ii <= NB_SEGM; ii++ )
    {
        x = rayon;
        y = 0.0;
        RotatePoint( &x, &y, ii * (3600 / NB_SEGM) );
        coords[2].x = coords[3].x = posx + x;
        coords[2].y = coords[3].y = posy + y;
        Set_Object_Data( coords, 4 );
        coords[0].x = coords[2].x;
        coords[0].y = coords[2].y;
        coords[1].x = coords[3].x;
        coords[1].y = coords[3].y;
    }

    glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
    DataScale3D = tmp;
}


/*****************************************************************/
static void Draw3D_FilledSegment( double startx, double starty,
                                  double endx, double endy, double width, double zpos )
/*****************************************************************/

/* trace un polygone semblable a un segment a bouts ronds
 */
{
    double dx, dy, x, y, firstx = 0, firsty = 0;
    int    ii, angle;

    // on va calculer les coordonnées du segment supposé horizontal,
    // puis tourner les  cordonnes de l'angle voulu

    dx    = endx - startx;
    dy    = endy - starty;
    angle = (int) ( ( atan2( dy, dx ) * 1800 / M_PI ) + 0.5 );

    RotatePoint( &dx, &dy, angle );     // apres rotation: dx = longueur du segment
                                        // dy = 0;
    width /= 2;

    glBegin( GL_POLYGON );

    // tracé de l'arrondi a droite (1er demi polygone a la fin du segment)
    for( ii = 0; ii <= 8; ii++ )
    {
        x = 0.0;
        y = -width;
        RotatePoint( &x, &y, -ii * 225 );
        x += dx;
        RotatePoint( &x, &y, -angle );
        glVertex3f( startx + x, starty + y, zpos );
        if( ii == 0 )
        {
            firstx = startx + x;
            firsty = starty + y;
        }
    }

    // tracé de l'arrondi a gauche (2ieme demi polygone a l'origine du segment)
    for( ii = 0; ii <= 8; ii++ )
    {
        int jj = ii * 225;
        x = 0.0;
        y = width;
        RotatePoint( &x, &y, -angle - jj );
        glVertex3f( startx + x, starty + y, zpos );
    }

    glVertex3f( firstx, firsty, zpos );
    glEnd();
}


/*****************************************************************/
static void Draw3D_FilledSegmentWithHole( double startx,
                                          double starty,
                                          double endx,
                                          double endy,
                                          double width,
                                          double holex,
                                          double holey,
                                          double holeradius,
                                          double zpos )
/*****************************************************************/

/* trace un polygone semblable a un segment a bouts ronds avec trou
 */
{
    double x, y, xin, yin;
    double firstx = 0, firsty = 0, firstxin = 0, firstyin = 0;
    int    ii, angle, theta;

    // on va calculer les coordonnées du segment supposé horizontal,
    // puis tourner les  cordonnes de l'angle voulu
    // Tous des calculs se font avec startx, starty comme origine du tracé

    endx  -= startx;
    endy  -= starty;
    holex -= startx;
    holey -= starty;
    angle  = (int) ( ( atan2( endy, endx ) * 1800 / M_PI ) + 0.5 );

    RotatePoint( &endx, &endy, angle );     // apres rotation: endx = longueur du segment
                                            // endy = 0;
    RotatePoint( &holex, &holey, angle );
    width /= 2;

    glBegin( GL_QUAD_STRIP );

    // tracé de l'arrondi a droite (1er demi polygone a la fin du segment)
    // autour du demi-trou de percage
    for( ii = 0; ii <= 8; ii++ )
    {
        x     = 0.0;
        y     = -width;
        xin   = 0.0;
        yin   = -holeradius;
        theta = -ii * 225;
        RotatePoint( &x, &y, theta );
        RotatePoint( &xin, &yin, theta );
        x += endx;
        RotatePoint( &x, &y, -angle );
        xin += holex;
        RotatePoint( &xin, &yin, -angle );
        glVertex3f( startx + xin, starty + yin, zpos );
        glVertex3f( startx + x, starty + y, zpos );
        if( ii == 0 ) // Memorisation du point de départ du tracé
        {
            firstx   = startx + x;
            firsty   = starty + y;
            firstxin = startx + xin;
            firstyin = starty + yin;
        }
    }

    // tracé de l'arrondi a gauche (2ieme demi polygone a l'origine du segment)
    for( ii = 0; ii <= 8; ii++ )
    {
        theta = -ii * 225;
        x     = 0.0;
        y     = width;
        RotatePoint( &x, &y, -angle + theta );
        xin = 0.0;
        yin = holeradius;
        RotatePoint( &xin, &yin, theta );
        xin += holex;
        RotatePoint( &xin, &yin, -angle );
        glVertex3f( startx + xin, starty + yin, zpos );
        glVertex3f( startx + x, starty + y, zpos );
    }

    glVertex3f( firstxin, firstyin, zpos );
    glVertex3f( firstx, firsty, zpos );
    glEnd();
}


/********************************************************/
static void Draw3D_ArcSegment( double startx, double starty,
                               double endx, double endy, double width, double zpos )
{
    int    ii, slice = 36;
    double x, y, hole, rayon;
    int    angle;

    angle = static_cast<int>(atan2( startx - endx, starty - endy ) * 1800 / M_PI) + 900;
    rayon = hypot( startx - endx, starty - endy ) + ( width / 2);
    hole  = rayon - width;

    glBegin( GL_QUAD_STRIP );
    for( ii = 0; ii <= slice / 4; ii++ )
    {
        x = hole; y = 0.0;
        RotatePoint( &x, &y, angle + (ii * 3600 / slice) );
        glVertex3f( x + startx, y + starty, zpos );
        x = rayon; y = 0.0;
        RotatePoint( &x, &y, angle + (ii * 3600 / slice) );
        glVertex3f( x + startx, y + starty, zpos );
    }

    glEnd();
}


/*******************************************************************/
static void Draw3D_CircleSegment( double startx, double starty,
                                  double endx, double endy, double width, double zpos )
/*******************************************************************/
{
    int    ii, slice = 36;
    double x, y, hole, rayon;

    rayon = hypot( startx - endx, starty - endy ) + ( width / 2);
    hole  = rayon - width;

    glBegin( GL_QUAD_STRIP );
    for( ii = 0; ii <= slice; ii++ )
    {
        x = hole; y = 0.0;
        RotatePoint( &x, &y, ii * 3600 / slice );
        glVertex3f( x + startx, y + starty, zpos );
        x = rayon; y = 0.0;
        RotatePoint( &x, &y, ii * 3600 / slice );
        glVertex3f( x + startx, y + starty, zpos );
    }

    glEnd();
}


/******************************************/
static int Get3DLayerEnable( int act_layer )
/******************************************/
{
    bool enablelayer;

    enablelayer = TRUE;
    if( act_layer == DRAW_N && !g_Parm_3D_Visu.m_Draw3DDrawings )
        enablelayer = FALSE;
    if( act_layer == COMMENT_N && !g_Parm_3D_Visu.m_Draw3DComments )
        enablelayer = FALSE;
    if( act_layer == ECO1_N && !g_Parm_3D_Visu.m_Draw3DEco1 )
        enablelayer = FALSE;
    if( act_layer == ECO2_N && !g_Parm_3D_Visu.m_Draw3DEco2 )
        enablelayer = FALSE;

    return enablelayer;
}


/******************************************/
static GLfloat Get3DLayerSide( int act_layer )
/******************************************/
{
    GLfloat nZ;

    nZ = 1.0;
    if(
        (act_layer <= LAST_COPPER_LAYER - 1)
        || (act_layer == ADHESIVE_N_CU)
        || (act_layer == SOLDERPASTE_N_CU)
        || (act_layer == SILKSCREEN_N_CU)
        || (act_layer == SOLDERMASK_N_CU)
        )
        nZ = -1.0;
    return nZ;
}
