Commit f6a62dc7 authored by jean-pierre charras's avatar jean-pierre charras

fixed bug 588882 (issue on arcs draw in 3D viewer)

parent c7623715
...@@ -32,8 +32,8 @@ static void Draw3D_FilledSegmentWithHole( double startx, double starty, ...@@ -32,8 +32,8 @@ static void Draw3D_FilledSegmentWithHole( double startx, double starty,
double width, double holex, double width, double holex,
double holey, double holeradius, double holey, double holeradius,
double zpos ); double zpos );
static void Draw3D_ArcSegment( double startx, double starty, double endx, static void Draw3D_ArcSegment( double startx, double starty, double centrex,
double endy, double width, double zpos ); double centrey, double arc_angle, double width, double zpos );
static void Draw3D_CircleSegment( double startx, double starty, double endx, static void Draw3D_CircleSegment( double startx, double starty, double endx,
double endy, double width, double zpos ); double endy, double width, double zpos );
static int Get3DLayerEnable( int act_layer ); static int Get3DLayerEnable( int act_layer );
...@@ -530,7 +530,7 @@ void Pcb3D_GLCanvas::Draw3D_DrawSegment( DRAWSEGMENT* segment ) ...@@ -530,7 +530,7 @@ void Pcb3D_GLCanvas::Draw3D_DrawSegment( DRAWSEGMENT* segment )
switch( segment->m_Shape ) switch( segment->m_Shape )
{ {
case S_ARC: case S_ARC:
Draw3D_ArcSegment( x, -y, xf, -yf, w, zpos ); Draw3D_ArcSegment( x, -y, xf, -yf, (double) segment->m_Angle, w, zpos );
break; break;
case S_CIRCLE: case S_CIRCLE:
...@@ -552,7 +552,7 @@ void Pcb3D_GLCanvas::Draw3D_DrawSegment( DRAWSEGMENT* segment ) ...@@ -552,7 +552,7 @@ void Pcb3D_GLCanvas::Draw3D_DrawSegment( DRAWSEGMENT* segment )
switch( segment->m_Shape ) switch( segment->m_Shape )
{ {
case S_ARC: case S_ARC:
Draw3D_ArcSegment( x, -y, xf, -yf, w, zpos ); Draw3D_ArcSegment( x, -y, xf, -yf, (double) segment->m_Angle, w, zpos );
break; break;
case S_CIRCLE: case S_CIRCLE:
...@@ -759,7 +759,7 @@ void EDGE_MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas ) ...@@ -759,7 +759,7 @@ void EDGE_MODULE::Draw3D( Pcb3D_GLCanvas* glcanvas )
break; break;
case S_ARC: case S_ARC:
Draw3D_ArcSegment( x, -y, fx, -fy, w, zpos ); Draw3D_ArcSegment( x, -y, fx, -fy, (double) m_Angle, w, zpos );
break; break;
default: default:
...@@ -1196,27 +1196,42 @@ static void Draw3D_FilledSegmentWithHole( double startx, double starty, ...@@ -1196,27 +1196,42 @@ static void Draw3D_FilledSegmentWithHole( double startx, double starty,
} }
static void Draw3D_ArcSegment( double startx, double starty, double endx, static void Draw3D_ArcSegment( double startx, double starty, double centrex,
double endy, double width, double zpos ) double centrey, double arc_angle, double width, double zpos )
{ {
int ii, slice = 36; int ii;
double x, y, hole, rayon; int slice = 36; // Number of segments to approximate a circle by segments
int angle; double hole, rayon;
double arcStart_Angle;
angle = static_cast<int>( atan2( startx - endx, starty - endy ) * arcStart_Angle = (atan2( startx - centrex, starty - centrey ) * 1800 / M_PI );
1800 / M_PI ) + 900; rayon = hypot( startx - centrex, starty - centrey ) + ( width / 2);
rayon = hypot( startx - endx, starty - endy ) + ( width / 2);
hole = rayon - width; hole = rayon - width;
// Calculate the number of segments to approximate this arc
int imax = (int) ( (double) arc_angle * slice / 3600.0 );
if( imax < 0 )
imax = -imax;
if (imax == 0 )
imax = 1;
// Adjust delta_angle to have exactly imax segments in arc_angle
// i.e. arc_angle = imax delta_agnle.
double delta_angle = (double) arc_angle / imax;
glBegin( GL_QUAD_STRIP ); glBegin( GL_QUAD_STRIP );
for( ii = 0; ii <= slice / 4; ii++ ) for( ii = 0; ii <= imax; ii++ )
{ {
x = hole; y = 0.0; double angle = (double) ii * delta_angle;
RotatePoint( &x, &y, angle + ( ii * 3600 / slice ) ); angle += arcStart_Angle + 900;
glVertex3f( x + startx, y + starty, zpos ); double dx = hole;
x = rayon; y = 0.0; double dy = 0.0;
RotatePoint( &x, &y, angle + ( ii * 3600 / slice ) ); RotatePoint( &dx, &dy, (int)angle );
glVertex3f( x + startx, y + starty, zpos ); glVertex3f( dx + startx, dy + starty, zpos );
dx = rayon;
dy = 0.0;
RotatePoint( &dx, &dy, (int)angle );
glVertex3f( dx + startx, dy + starty, zpos );
} }
glEnd(); glEnd();
......
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