Commit 7c482f68 authored by CHARRAS's avatar CHARRAS

Added Jonas Diemer's patch (3D display: enhanced movings from mouse and tools)

parent 56ef4d3b
......@@ -283,14 +283,25 @@ void Pcb3D_GLCanvas::OnMouseEvent( wxMouseEvent& event )
if( event.Dragging() )
{
/* drag in progress, simulate trackball */
trackball( spin_quat,
(2.0 * g_Parm_3D_Visu.m_Beginx - size.x) / size.x,
(size.y - 2.0 * g_Parm_3D_Visu.m_Beginy) / size.y,
( 2.0 * event.GetX() - size.x) / size.x,
( size.y - 2.0 * event.GetY() ) / size.y );
add_quats( spin_quat, g_Parm_3D_Visu.m_Quat, g_Parm_3D_Visu.m_Quat );
if( event.LeftIsDown() )
{
/* drag in progress, simulate trackball */
trackball( spin_quat,
(2.0 * g_Parm_3D_Visu.m_Beginx - size.x) / size.x,
(size.y - 2.0 * g_Parm_3D_Visu.m_Beginy) / size.y,
( 2.0 * event.GetX() - size.x) / size.x,
( size.y - 2.0 * event.GetY() ) / size.y );
add_quats( spin_quat, g_Parm_3D_Visu.m_Quat, g_Parm_3D_Visu.m_Quat );
}
else if( event.MiddleIsDown() )
{
/* middle button drag -> pan */
/* Current zoom and an additional factor are taken into account for the amount of panning. */
const float PAN_FACTOR = 8.0 * g_Parm_3D_Visu.m_Zoom;
g_Draw3d_dx -= PAN_FACTOR * ( g_Parm_3D_Visu.m_Beginx - event.GetX() ) / size.x;
g_Draw3d_dy -= PAN_FACTOR * (event.GetY() - g_Parm_3D_Visu.m_Beginy) / size.y;
}
/* orientation has changed, redraw mesh */
DisplayStatus();
......
//////////////////////////////////////
// Name: 3d_draw.cpp
//////////////////////////////////////
......@@ -27,822 +28,858 @@
#include "3d_struct.h"
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_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 );
/******************************************/
void Pcb3D_GLCanvas::Redraw( bool finish )
/**********************************/
/******************************************/
{
SetCurrent();
InitGL();
InitGL();
glMatrixMode(GL_MODELVIEW); /* position viewer */
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] );
glTranslatef(g_Draw3d_dx, g_Draw3d_dy, 0.0F);
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 );
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
{
m_gllist = CreateDrawGL_List();
if( m_gllist )
glCallList( m_gllist );
else
{
m_gllist = CreateDrawGL_List();
// m_gllist = DisplayCubeforTest(); // Only for test
}
}
glFlush();
if( finish )
glFinish();
SwapBuffers();
glFlush();
if( finish )
glFinish();
SwapBuffers();
}
/**********************************************/
GLuint Pcb3D_GLCanvas::CreateDrawGL_List()
/**********************************************/
/* Creation de la liste des elements a afficher
*/
{
GLuint gllist = glGenLists( 1 );
WinEDA_BasePcbFrame * pcbframe = m_Parent->m_Parent;
BOARD * pcb = pcbframe->m_Pcb;
TRACK * pt_piste;
int ii;
wxBusyCursor dummy;
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;
g_Parm_3D_Visu.m_BoardScale = 2.0 / MAX(g_Parm_3D_Visu.m_BoardSize.x, g_Parm_3D_Visu.m_BoardSize.y);
float 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;
/* calcul de l'altitude de chaque couche */
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 = 500 * 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( gllist, GL_COMPILE_AND_EXECUTE );
glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
/* draw axes */
glEnable(GL_COLOR_MATERIAL);
SetGLColor(WHITE);
glBegin(GL_LINES);
glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
glVertex3f( 0.0, 0.0, 0.0 );
glVertex3f( 1.0, 0.0, 0.0 ); // X axis
glVertex3f( 0.0, 0.0, 0.0);
glVertex3f( 0.0, -1.0, 0.0); // Y axis
glNormal3f( 1.0, 0.0, 0.0); // Normal is Y axis
glVertex3f( 0.0 , 0.0, 0.0);
glVertex3f( 0.0, 0.0, 0.3 ); // Z axis
GLuint gllist = glGenLists( 1 );
WinEDA_BasePcbFrame* pcbframe = m_Parent->m_Parent;
BOARD* pcb = pcbframe->m_Pcb;
TRACK* pt_piste;
int ii;
wxBusyCursor dummy;
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;
g_Parm_3D_Visu.m_BoardScale = 2.0 / MAX( g_Parm_3D_Visu.m_BoardSize.x,
g_Parm_3D_Visu.m_BoardSize.y );
float 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;
/* calcul de l'altitude de chaque couche */
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 = 500 * 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( gllist, GL_COMPILE_AND_EXECUTE );
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
/* draw axes */
glEnable( GL_COLOR_MATERIAL );
SetGLColor( WHITE );
glBegin( GL_LINES );
glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
glVertex3f( 0.0, 0.0, 0.0 );
glVertex3f( 1.0, 0.0, 0.0 ); // X axis
glVertex3f( 0.0, 0.0, 0.0 );
glVertex3f( 0.0, -1.0, 0.0 ); // Y axis
glNormal3f( 1.0, 0.0, 0.0 ); // Normal is Y axis
glVertex3f( 0.0, 0.0, 0.0 );
glVertex3f( 0.0, 0.0, 0.3 ); // Z axis
glEnd();
/* Draw epoxy limits (do not use, works and test in progress) */
/* Draw epoxy limits (do not use, works and test in progress) */
#if 0
glEnable(GL_FOG);
GLfloat param;
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();
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
/* Translation du trac du BOARD pour placer son centre en 0, 0 */
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
/* Trac des pistes : */
for( pt_piste = pcb->m_Track; pt_piste != NULL; pt_piste = (TRACK*) pt_piste->Pnext )
{
if( pt_piste->Type() == TYPEVIA )
Draw3D_Via((SEGVIA*)pt_piste);
else
Draw3D_Track( pt_piste);
}
/* Trac des edges */
EDA_BaseStruct * PtStruct;
for( PtStruct = pcb->m_Drawings; PtStruct != NULL; PtStruct = PtStruct->Pnext )
{
#define STRUCT ((DRAWSEGMENT *) PtStruct)
if( PtStruct->Type() != TYPEDRAWSEGMENT )
continue;
Draw3D_DrawSegment(STRUCT);
}
/* trac des modules */
MODULE * Module = (MODULE*) pcb->m_Modules;
for( ; Module != NULL; Module = (MODULE *) Module->Pnext )
{
Module->Draw3D(this);
}
/* Translation du trac du BOARD pour placer son centre en 0, 0 */
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
/* Trac des pistes : */
for( pt_piste = pcb->m_Track; pt_piste != NULL; pt_piste = (TRACK*) pt_piste->Pnext )
{
if( pt_piste->Type() == TYPEVIA )
Draw3D_Via( (SEGVIA*) pt_piste );
else
Draw3D_Track( pt_piste );
}
/* Trac des edges */
EDA_BaseStruct* PtStruct;
for( PtStruct = pcb->m_Drawings; PtStruct != NULL; PtStruct = PtStruct->Pnext )
{
#define STRUCT ( (DRAWSEGMENT*) PtStruct )
if( PtStruct->Type() != TYPEDRAWSEGMENT )
continue;
Draw3D_DrawSegment( STRUCT );
}
/* trac des modules */
MODULE* Module = (MODULE*) pcb->m_Modules;
for( ; Module != NULL; Module = (MODULE*) Module->Pnext )
{
Module->Draw3D( this );
}
glEndList();
/* Test for errors */
GLenum err = glGetError();
if( err != GL_NO_ERROR )
DisplayError(this, wxT("Error in GL commands") );
return gllist;
/* Test for errors */
GLenum err = glGetError();
if( err != GL_NO_ERROR )
DisplayError( this, wxT( "Error in GL commands" ) );
return gllist;
}
/************************************************/
void Pcb3D_GLCanvas::Draw3D_Track(TRACK * track)
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);
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)
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);
glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
Draw3D_FilledCircle(x, -y, r, hole, zpos);
if( layer >= top_layer)
break;
}
// Drawing hole:
SetGLColor(DARKGRAY);
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]);
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 );
glNormal3f( 0.0, 0.0, (layer == COPPER_LAYER_N) ? -1.0 : 1.0 );
Draw3D_FilledCircle( x, -y, r, hole, zpos );
if( layer >= top_layer )
break;
}
// Drawing hole:
SetGLColor( DARKGRAY );
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)
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];
Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos );
}
}
else
{
zpos = g_Parm_3D_Visu.m_LayerZcoord[segment->GetLayer()];
Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos );
}
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];
Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos );
}
}
else
{
zpos = g_Parm_3D_Visu.m_LayerZcoord[segment->GetLayer()];
Draw3D_FilledSegment( x, -y, xf, -yf, w, zpos );
}
}
/*********************************************/
void MODULE::Draw3D(Pcb3D_GLCanvas * glcanvas)
void MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas )
/*********************************************/
{
D_PAD * pad = m_Pads;
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;
}
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 = (D_PAD*) pad->Pnext )
{
pad->Draw3D(glcanvas);
}
/* Draw module shape: 3D shape if exists (or module edge if not exists) */
Struct3D_Master * Struct3D = m_3D_Drawings;
bool As3dShape = FALSE;
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_Master *) Struct3D->Pnext )
{
if( ! Struct3D->m_Shape3DName.IsEmpty() )
{
As3dShape = TRUE;
Struct3D->ReadData();
}
}
glPopMatrix();
if( ! As3dShape )
{
EDA_BaseStruct * Struct = m_Drawings;
glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
for( ; Struct != NULL; Struct = Struct->Pnext )
{
switch( Struct->Type() )
{
case TYPETEXTEMODULE:
break;
case TYPEEDGEMODULE:
((EDGE_MODULE *) Struct)->Draw3D(glcanvas);
break;
default:
break;
}
}
}
/* 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 = (D_PAD*) pad->Pnext )
{
pad->Draw3D( glcanvas );
}
/* Draw module shape: 3D shape if exists (or module edge if not exists) */
Struct3D_Master* Struct3D = m_3D_Drawings;
bool As3dShape = FALSE;
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_Master*) Struct3D->Pnext )
{
if( !Struct3D->m_Shape3DName.IsEmpty() )
{
As3dShape = TRUE;
Struct3D->ReadData();
}
}
glPopMatrix();
if( !As3dShape )
{
EDA_BaseStruct* Struct = m_Drawings;
glNormal3f( 0.0, 0.0, 1.0 ); // Normal is Z axis
for( ; Struct != NULL; Struct = Struct->Pnext )
{
switch( Struct->Type() )
{
case TYPETEXTEMODULE:
break;
case TYPEEDGEMODULE:
( (EDGE_MODULE*) Struct )->Draw3D( glcanvas );
break;
default:
break;
}
}
}
}
/***************************************************/
void EDGE_MODULE::Draw3D(Pcb3D_GLCanvas * glcanvas)
void EDGE_MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas )
/***************************************************/
{
int ux0, uy0, dx, dy, rayon, StAngle, EndAngle;
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;
ux0 = m_Start.x;
uy0 = m_Start.y;
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;
switch( m_Shape )
{
case S_SEGMENT:
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;
Draw3D_FilledSegment(x, -y, fx, -fy, w, zpos);
break ;
case S_CIRCLE:
rayon = (int)hypot( (double)(dx - ux0), (double)(dy - uy0) );
/* TO DO */
break;
case S_ARC:
rayon = (int)hypot( (double)(dx - ux0), (double)(dy - uy0) );
StAngle = (int)ArcTangente( dy - uy0, dx - ux0 );
EndAngle = StAngle + m_Angle;
/* TO DO */
break;
}
int ux0, uy0, dx, dy, rayon, StAngle, EndAngle;
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;
ux0 = m_Start.x;
uy0 = m_Start.y;
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;
switch( m_Shape )
{
case S_SEGMENT:
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;
Draw3D_FilledSegment( x, -y, fx, -fy, w, zpos );
break;
case S_CIRCLE:
rayon = (int) hypot( (double) (dx - ux0), (double) (dy - uy0) );
/* TO DO */
break;
case S_ARC:
rayon = (int) hypot( (double) (dx - ux0), (double) (dy - uy0) );
StAngle = (int) ArcTangente( dy - uy0, dx - ux0 );
EndAngle = StAngle + m_Angle;
/* TO DO */
break;
}
}
/***********************************************/
void D_PAD::Draw3D(Pcb3D_GLCanvas * glcanvas)
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];
float 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 : */
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];
float 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];
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];
Draw3D_FilledSegmentWithHole(ox, -oy, fx, -fy, w, drillx, -drilly, hole, zpos);
}
}
break;
case PAD_RECT :
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];
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];
Draw3D_FilledSegmentWithHole( ox, -oy, fx, -fy, w, drillx, -drilly, hole, zpos );
}
}
break;
case PAD_RECT:
// case SPECIAL_PAD:
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];
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;
}
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];
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)
void SetGLColor( int color )
/*************************/
{
double red, green, blue;
StructColors colordata = ColorRefs[color & MASKCOLOR];
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);
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)
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();
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)
static void Draw3D_FilledCylinder( double posx, double posy,
double rayon, double height, double zpos )
/*********************************************************/
{
int ii;
double x, y;
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;
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)
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 coordonnes du segment suppos 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);
// trac 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;
}
}
// trac 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();
double dx, dy, x, y, firstx = 0, firsty = 0;
int ii, angle;
// on va calculer les coordonnes du segment suppos 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 );
// trac 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;
}
}
// trac 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)
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 coordonnes du segment suppos horizontal,
// puis tourner les cordonnes de l'angle voulu
// Tous des calculs se font avec startx, starty comme origine du trac
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);
// trac 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 dpart du trac
{
firstx = startx + x;
firsty = starty + y;
firstxin = startx + xin;
firstyin = starty + yin;
}
}
// trac 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();
double x, y, xin, yin;
double firstx = 0, firsty = 0, firstxin = 0, firstyin = 0;
int ii, angle, theta;
// on va calculer les coordonnes du segment suppos horizontal,
// puis tourner les cordonnes de l'angle voulu
// Tous des calculs se font avec startx, starty comme origine du trac
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 );
// trac 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 dpart du trac
{
firstx = startx + x;
firsty = starty + y;
firstxin = startx + xin;
firstyin = starty + yin;
}
}
// trac 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();
}
......@@ -5,6 +5,12 @@ Started 2007-June-11
Please add newer entries at the top, list the date and your name with
email address.
2008-mars-03 UPDATE Jean-Pierre Charras <jean-pierre.charras@inpg.fr>
================================================================================
3d display:
Added Jonas Diemer's patch (enhanced movings from mouse and tools)
2008-Mar-1 UPDATE Dick Hollenbeck <dick@softplc.com>
================================================================================
+pcbnew
......
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