Commit 263d80fe authored by dickelbeck's avatar dickelbeck

beautified

parent 6153dadc
/////////////////////////////////////////////////////////////////////////////
// Name: 3d_aux.cpp
/////////////////////////////////////////////////////////////////////////////
......@@ -24,88 +25,90 @@
#include "trackball.h"
/**************************************************************************/
void Struct3D_Master::Set_Object_Coords(S3D_Vertex * coord, int nbcoord )
void Struct3D_Master::Set_Object_Coords( S3D_Vertex* coord, int nbcoord )
/**************************************************************************/
{
int ii;
int ii;
/* adjust object scale, rotation and offset position */
for ( ii = 0; ii < nbcoord; ii++ )
for( ii = 0; ii < nbcoord; ii++ )
{
coord[ii].x *= m_MatScale.x;
coord[ii].y *= m_MatScale.y;
coord[ii].z *= m_MatScale.z;
/* adjust rotation */
if ( m_MatRotation.x )
RotatePoint(&coord[ii].y, &coord[ii].z,
(int)(m_MatRotation.x * 10));
if ( m_MatRotation.y )
RotatePoint(&coord[ii].z, &coord[ii].x,
(int)(m_MatRotation.y * 10));
if ( m_MatRotation.z )
RotatePoint(&coord[ii].x, &coord[ii].y,
(int)(m_MatRotation.z * 10));
if( m_MatRotation.x )
RotatePoint( &coord[ii].y, &coord[ii].z,
(int) (m_MatRotation.x * 10) );
if( m_MatRotation.y )
RotatePoint( &coord[ii].z, &coord[ii].x,
(int) (m_MatRotation.y * 10) );
if( m_MatRotation.z )
RotatePoint( &coord[ii].x, &coord[ii].y,
(int) (m_MatRotation.z * 10) );
/* adjust offset position (offset is given in UNIT 3D (0.1 inch) */
#define SCALE_3D_CONV (PCB_INTERNAL_UNIT/UNITS3D_TO_UNITSPCB)
#define SCALE_3D_CONV (PCB_INTERNAL_UNIT / UNITS3D_TO_UNITSPCB)
coord[ii].x += m_MatPosition.x * SCALE_3D_CONV;
coord[ii].y += m_MatPosition.y * SCALE_3D_CONV;
coord[ii].z += m_MatPosition.z * SCALE_3D_CONV;
}
}
/************************************************************/
void Set_Object_Data(const S3D_Vertex * coord, int nbcoord )
void Set_Object_Data( const S3D_Vertex* coord, int nbcoord )
/************************************************************/
{
int ii;
GLfloat ax,ay,az,bx,by,bz,nx,ny,nz,r;
int ii;
GLfloat ax, ay, az, bx, by, bz, nx, ny, nz, r;
/* ignore faces with less than 3 points */
if (nbcoord < 3) return;
if( nbcoord < 3 )
return;
/* calculate normal direction */
ax = coord[1].x - coord[0].x;
ay = coord[1].y - coord[0].y;
az = coord[1].z - coord[0].z;
bx = coord[nbcoord-1].x - coord[0].x;
by = coord[nbcoord-1].y - coord[0].y;
bz = coord[nbcoord-1].z - coord[0].z;
bx = coord[nbcoord - 1].x - coord[0].x;
by = coord[nbcoord - 1].y - coord[0].y;
bz = coord[nbcoord - 1].z - coord[0].z;
nx = ay * bz - az * by;
ny = az * bx - ax * bz;
nz = ax * by - ay * bx;
r = sqrt(nx*nx + ny*ny + nz*nz);
if (r >= 0.000001) /* avoid division by zero */
r = sqrt( nx * nx + ny * ny + nz * nz );
if( r >= 0.000001 ) /* avoid division by zero */
{
nx /= r; ny /= r; nz /= r;
glNormal3f(nx,ny,nz);
glNormal3f( nx, ny, nz );
}
/* glBegin/glEnd */
switch (nbcoord)
switch( nbcoord )
{
case 3:
glBegin(GL_TRIANGLES);
glBegin( GL_TRIANGLES );
break;
case 4:
glBegin(GL_QUADS);
glBegin( GL_QUADS );
break;
default:
glBegin(GL_POLYGON);
glBegin( GL_POLYGON );
break;
}
/* draw polygon/triangle/quad */
for (ii = 0; ii < nbcoord; ii++)
for( ii = 0; ii < nbcoord; ii++ )
{
glVertex3f(coord[ii].x * DataScale3D,
glVertex3f( coord[ii].x * DataScale3D,
coord[ii].y * DataScale3D,
coord[ii].z * DataScale3D);
coord[ii].z * DataScale3D );
}
glEnd();
......@@ -116,34 +119,34 @@ GLfloat ax,ay,az,bx,by,bz,nx,ny,nz,r;
GLuint Pcb3D_GLCanvas::DisplayCubeforTest()
/**********************************************/
{
GLuint gllist = glGenLists( 1 );
GLuint gllist = glGenLists( 1 );
glNewList( gllist, GL_COMPILE_AND_EXECUTE );
/* draw six faces of a cube */
glBegin(GL_QUADS);
glNormal3f( 0.0F, 0.0F, 1.0F);
glVertex3f( 0.5F, 0.5F, 0.5F); glVertex3f(-0.5F, 0.5F, 0.5F);
glVertex3f(-0.5F,-0.5F, 0.5F); glVertex3f( 0.5F,-0.5F, 0.5F);
glNormal3f( 0.0F, 0.0F,-1.0F);
glVertex3f(-0.5F,-0.5F,-0.5F); glVertex3f(-0.5F, 0.5F,-0.5F);
glVertex3f( 0.5F, 0.5F,-0.5F); glVertex3f( 0.5F,-0.5F,-0.5F);
glNormal3f( 0.0F, 1.0F, 0.0F);
glVertex3f( 0.5F, 0.5F, 0.5F); glVertex3f( 0.5F, 0.5F,-0.5F);
glVertex3f(-0.5F, 0.5F,-0.5F); glVertex3f(-0.5F, 0.5F, 0.5F);
glNormal3f( 0.0F,-1.0F, 0.0F);
glVertex3f(-0.5F,-0.5F,-0.5F); glVertex3f( 0.5F,-0.5F,-0.5F);
glVertex3f( 0.5F,-0.5F, 0.5F); glVertex3f(-0.5F,-0.5F, 0.5F);
glNormal3f( 1.0F, 0.0F, 0.0F);
glVertex3f( 0.5F, 0.5F, 0.5F); glVertex3f( 0.5F,-0.5F, 0.5F);
glVertex3f( 0.5F,-0.5F,-0.5F); glVertex3f( 0.5F, 0.5F,-0.5F);
glNormal3f(-1.0F, 0.0F, 0.0F);
glVertex3f(-0.5F,-0.5F,-0.5F); glVertex3f(-0.5F,-0.5F, 0.5F);
glVertex3f(-0.5F, 0.5F, 0.5F); glVertex3f(-0.5F, 0.5F,-0.5F);
glBegin( GL_QUADS );
glNormal3f( 0.0F, 0.0F, 1.0F );
glVertex3f( 0.5F, 0.5F, 0.5F ); glVertex3f( -0.5F, 0.5F, 0.5F );
glVertex3f( -0.5F, -0.5F, 0.5F ); glVertex3f( 0.5F, -0.5F, 0.5F );
glNormal3f( 0.0F, 0.0F, -1.0F );
glVertex3f( -0.5F, -0.5F, -0.5F ); glVertex3f( -0.5F, 0.5F, -0.5F );
glVertex3f( 0.5F, 0.5F, -0.5F ); glVertex3f( 0.5F, -0.5F, -0.5F );
glNormal3f( 0.0F, 1.0F, 0.0F );
glVertex3f( 0.5F, 0.5F, 0.5F ); glVertex3f( 0.5F, 0.5F, -0.5F );
glVertex3f( -0.5F, 0.5F, -0.5F ); glVertex3f( -0.5F, 0.5F, 0.5F );
glNormal3f( 0.0F, -1.0F, 0.0F );
glVertex3f( -0.5F, -0.5F, -0.5F ); glVertex3f( 0.5F, -0.5F, -0.5F );
glVertex3f( 0.5F, -0.5F, 0.5F ); glVertex3f( -0.5F, -0.5F, 0.5F );
glNormal3f( 1.0F, 0.0F, 0.0F );
glVertex3f( 0.5F, 0.5F, 0.5F ); glVertex3f( 0.5F, -0.5F, 0.5F );
glVertex3f( 0.5F, -0.5F, -0.5F ); glVertex3f( 0.5F, 0.5F, -0.5F );
glNormal3f( -1.0F, 0.0F, 0.0F );
glVertex3f( -0.5F, -0.5F, -0.5F ); glVertex3f( -0.5F, -0.5F, 0.5F );
glVertex3f( -0.5F, 0.5F, 0.5F ); glVertex3f( -0.5F, 0.5F, -0.5F );
glEnd();
glEndList();
......@@ -152,7 +155,6 @@ GLuint gllist = glGenLists( 1 );
}
/**********************/
/* class Info_3D_Visu */
/**********************/
......@@ -160,11 +162,14 @@ GLuint gllist = glGenLists( 1 );
/* Constructor */
Info_3D_Visu::Info_3D_Visu()
{
int ii;
int ii;
m_Beginx = m_Beginy = 0.0; /* position of mouse */
m_Zoom = 1.0; /* field of view in degrees */
trackball( m_Quat, 0.0, 0.0, 0.0, 0.0 );
for ( ii = 0; ii < 4; ii++ ) m_Rot[ii] = 0.0;
for( ii = 0; ii < 4; ii++ )
m_Rot[ii] = 0.0;
m_Layers = 1;
m_BoardSettings = NULL;
}
......@@ -180,42 +185,92 @@ Info_3D_Visu::~Info_3D_Visu()
/* en INCHES ou MM ou sans unites */
/*****************************************************************/
WinEDA_VertexCtrl::WinEDA_VertexCtrl(wxWindow *parent, const wxString & title,
wxBoxSizer * BoxSizer,
int units, int internal_unit)
WinEDA_VertexCtrl::WinEDA_VertexCtrl( wxWindow* parent, const wxString& title,
wxBoxSizer* BoxSizer,
int units, int internal_unit )
{
wxString text;
wxStaticText * msgtitle;
wxString text;
wxStaticText* msgtitle;
m_Units = units;
m_Internal_Unit = internal_unit;
if ( title.IsEmpty() ) text = _("Vertex ");
else text = title;
text += ReturnUnitSymbol(units);
msgtitle = new wxStaticText(parent, -1, text, wxDefaultPosition, wxSize(-1,-1), 0 );
BoxSizer->Add(msgtitle, wxGROW|wxLEFT|wxRIGHT|wxTOP|wxBOTTOM|wxADJUST_MINSIZE);
wxFlexGridSizer * GridSizer = new wxFlexGridSizer(3, 2, 0, 0);
BoxSizer->Add(GridSizer, 0, wxGROW|wxALL, 5);
msgtitle = new wxStaticText(parent, -1, wxT("X:"));
GridSizer->Add(msgtitle, 0, wxALIGN_CENTER_HORIZONTAL|wxALIGN_CENTER_VERTICAL|wxLEFT|wxRIGHT|wxADJUST_MINSIZE, 5);
m_XValueCtrl = new wxTextCtrl(parent, -1, wxEmptyString, wxDefaultPosition, wxSize(-1,-1), 0 );
GridSizer->Add(m_XValueCtrl, 0, wxALIGN_CENTER_HORIZONTAL|wxALIGN_CENTER_VERTICAL|wxLEFT|wxRIGHT, 5);
msgtitle = new wxStaticText(parent, -1, wxT("Y:"), wxDefaultPosition, wxSize(-1,-1), 0 );
GridSizer->Add(msgtitle, 0, wxALIGN_CENTER_HORIZONTAL|wxALIGN_CENTER_VERTICAL|wxLEFT|wxRIGHT|wxADJUST_MINSIZE, 5);
m_YValueCtrl = new wxTextCtrl(parent, -1, wxEmptyString, wxDefaultPosition, wxSize(-1,-1), 0 );
GridSizer->Add(m_YValueCtrl, 0, wxALIGN_CENTER_HORIZONTAL|wxALIGN_CENTER_VERTICAL|wxLEFT|wxRIGHT, 5);
msgtitle = new wxStaticText(parent, -1, wxT("Z:"), wxDefaultPosition, wxSize(-1,-1), 0 );
GridSizer->Add(msgtitle, 0, wxALIGN_CENTER_HORIZONTAL|wxALIGN_CENTER_VERTICAL|wxLEFT|wxRIGHT|wxADJUST_MINSIZE, 5);
m_ZValueCtrl = new wxTextCtrl(parent, -1, wxEmptyString, wxDefaultPosition, wxSize(-1,-1), 0 );
GridSizer->Add(m_ZValueCtrl, 0, wxALIGN_CENTER_HORIZONTAL|wxALIGN_CENTER_VERTICAL|wxLEFT|wxRIGHT, 5);
if( title.IsEmpty() )
text = _( "Vertex " );
else
text = title;
text += ReturnUnitSymbol( units );
msgtitle = new wxStaticText( parent, -1, text, wxDefaultPosition, wxSize(
-1,
-1 ), 0 );
BoxSizer->Add( msgtitle, wxGROW | wxLEFT | wxRIGHT | wxTOP | wxBOTTOM | wxADJUST_MINSIZE );
wxFlexGridSizer* GridSizer = new wxFlexGridSizer( 3, 2, 0, 0 );
BoxSizer->Add( GridSizer, 0, wxGROW | wxALL, 5 );
msgtitle = new wxStaticText( parent, -1, wxT( "X:" ) );
GridSizer->Add( msgtitle,
0,
wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL | wxLEFT | wxRIGHT | wxADJUST_MINSIZE,
5 );
m_XValueCtrl = new wxTextCtrl( parent,
-1,
wxEmptyString,
wxDefaultPosition,
wxSize( -1, -1 ),
0 );
GridSizer->Add( m_XValueCtrl,
0,
wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL | wxLEFT | wxRIGHT,
5 );
msgtitle = new wxStaticText( parent, -1, wxT(
"Y:" ), wxDefaultPosition, wxSize( -1,
-1 ), 0 );
GridSizer->Add( msgtitle,
0,
wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL | wxLEFT | wxRIGHT | wxADJUST_MINSIZE,
5 );
m_YValueCtrl = new wxTextCtrl( parent,
-1,
wxEmptyString,
wxDefaultPosition,
wxSize( -1, -1 ),
0 );
GridSizer->Add( m_YValueCtrl,
0,
wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL | wxLEFT | wxRIGHT,
5 );
msgtitle = new wxStaticText( parent, -1, wxT(
"Z:" ), wxDefaultPosition, wxSize( -1,
-1 ), 0 );
GridSizer->Add( msgtitle,
0,
wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL | wxLEFT | wxRIGHT | wxADJUST_MINSIZE,
5 );
m_ZValueCtrl = new wxTextCtrl( parent,
-1,
wxEmptyString,
wxDefaultPosition,
wxSize( -1, -1 ),
0 );
GridSizer->Add( m_ZValueCtrl,
0,
wxALIGN_CENTER_HORIZONTAL | wxALIGN_CENTER_VERTICAL | wxLEFT | wxRIGHT,
5 );
}
WinEDA_VertexCtrl::~WinEDA_VertexCtrl()
{
}
......@@ -224,46 +279,48 @@ WinEDA_VertexCtrl::~WinEDA_VertexCtrl()
/*******************************************/
S3D_Vertex WinEDA_VertexCtrl::GetValue()
/*******************************************/
/* Retourne (en unites internes) les coordonnes entrees (en unites utilisateur)
*/
*/
{
S3D_Vertex value;
double dtmp;
S3D_Vertex value;
double dtmp;
m_XValueCtrl->GetValue().ToDouble(&dtmp);
m_XValueCtrl->GetValue().ToDouble( &dtmp );
value.x = dtmp;
m_YValueCtrl->GetValue().ToDouble(&dtmp);
m_YValueCtrl->GetValue().ToDouble( &dtmp );
value.y = dtmp;
m_ZValueCtrl->GetValue().ToDouble(&dtmp);
m_ZValueCtrl->GetValue().ToDouble( &dtmp );
value.z = dtmp;
return value;
}
/**************************************************/
void WinEDA_VertexCtrl::SetValue(S3D_Vertex vertex)
void WinEDA_VertexCtrl::SetValue( S3D_Vertex vertex )
/**************************************************/
{
wxString text;
wxString text;
text.Printf( wxT("%f"), vertex.x);
text.Printf( wxT( "%f" ), vertex.x );
m_XValueCtrl->Clear();
m_XValueCtrl->AppendText(text);
m_XValueCtrl->AppendText( text );
text.Printf(wxT("%f"), vertex.y);
text.Printf( wxT( "%f" ), vertex.y );
m_YValueCtrl->Clear();
m_YValueCtrl->AppendText(text);
m_YValueCtrl->AppendText( text );
text.Printf(wxT("%f"), vertex.z);
text.Printf( wxT( "%f" ), vertex.z );
m_ZValueCtrl->Clear();
m_ZValueCtrl->AppendText(text);
m_ZValueCtrl->AppendText( text );
}
/*****************************************/
void WinEDA_VertexCtrl::Enable(bool onoff)
void WinEDA_VertexCtrl::Enable( bool onoff )
/*****************************************/
{
m_XValueCtrl->Enable(onoff);
m_YValueCtrl->Enable(onoff);
m_ZValueCtrl->Enable(onoff);
m_XValueCtrl->Enable( onoff );
m_YValueCtrl->Enable( onoff );
m_ZValueCtrl->Enable( onoff );
}
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