// board edges and cutouts static void export_vrml_board( MODEL_VRML& aModel, BOARD* pcb ) { CPOLYGONS_LIST bufferPcbOutlines; // stores the board main outlines CPOLYGONS_LIST allLayerHoles; // Contains through holes, calculated only once allLayerHoles.reserve( 20000 ); // Build a polygon from edge cut items wxString msg; if( !pcb->GetBoardPolygonOutlines( bufferPcbOutlines, allLayerHoles, &msg ) ) { msg << wxT( "\n\n" ) << _( "Unable to calculate the board outlines;\n" "fall back to using the board boundary box." ); wxMessageBox( msg ); } double scale = aModel.scale; int i = 0; int seg; // deal with the solid outlines int nvert = bufferPcbOutlines.GetCornersCount(); while( i < nvert ) { seg = aModel.board.NewContour(); if( seg < 0 ) { msg << wxT( "\n\n" ) << _( "VRML Export Failed:\nCould not add outline to contours." ); wxMessageBox( msg ); return; } while( i < nvert ) { if( bufferPcbOutlines[i].end_contour ) break; aModel.board.AddVertex( seg, bufferPcbOutlines[i].x * scale, -(bufferPcbOutlines[i].y * scale ) ); ++i; } aModel.board.EnsureWinding( seg, false ); ++i; } // deal with the holes nvert = allLayerHoles.GetCornersCount(); i = 0; while( i < nvert ) { seg = aModel.holes.NewContour(); if( seg < 0 ) { msg << wxT( "\n\n" ) << _( "VRML Export Failed:\nCould not add holes to contours." ); wxMessageBox( msg ); return; } while( i < nvert ) { if( allLayerHoles[i].end_contour ) break; aModel.holes.AddVertex( seg, allLayerHoles[i].x * scale, -(allLayerHoles[i].y * scale ) ); ++i; } aModel.holes.EnsureWinding( seg, true ); ++i; } }
/** * Function buildBoard3DAuxLayers * Called by CreateDrawGL_List() * Fills the OpenGL GL_ID_BOARD draw list with items * on aux layers only */ void EDA_3D_CANVAS::buildBoard3DAuxLayers( REPORTER* aErrorMessages, REPORTER* aActivity ) { const int segcountforcircle = 18; double correctionFactor = 1.0 / cos( M_PI / (segcountforcircle * 2) ); BOARD* pcb = GetBoard(); CPOLYGONS_LIST bufferPolys; bufferPolys.reserve( 5000 ); // Reserve for items not on board static const LAYER_ID sequence[] = { Dwgs_User, Cmts_User, Eco1_User, Eco2_User, Edge_Cuts, Margin }; for( LSEQ aux( sequence, sequence+DIM(sequence) ); aux; ++aux ) { LAYER_ID layer = *aux; if( !is3DLayerEnabled( layer ) ) continue; if( aActivity ) aActivity->Report( wxString::Format( _( "Build layer %s" ), LSET::Name( layer ) ) ); bufferPolys.RemoveAllContours(); for( BOARD_ITEM* item = pcb->m_Drawings; item; item = item->Next() ) { if( !item->IsOnLayer( layer ) ) continue; switch( item->Type() ) { case PCB_LINE_T: ( (DRAWSEGMENT*) item )->TransformShapeWithClearanceToPolygon( bufferPolys, 0, segcountforcircle, correctionFactor ); break; case PCB_TEXT_T: ( (TEXTE_PCB*) item )->TransformShapeWithClearanceToPolygonSet( bufferPolys, 0, segcountforcircle, correctionFactor ); break; default: break; } } for( MODULE* module = pcb->m_Modules; module; module = module->Next() ) { module->TransformPadsShapesWithClearanceToPolygon( layer, bufferPolys, 0, segcountforcircle, correctionFactor ); module->TransformGraphicShapesWithClearanceToPolygonSet( layer, bufferPolys, 0, segcountforcircle, correctionFactor ); } // bufferPolys contains polygons to merge. Many overlaps . // Calculate merged polygons and remove pads and vias holes if( bufferPolys.GetCornersCount() == 0 ) continue; KI_POLYGON_SET currLayerPolyset; KI_POLYGON_SET polyset; bufferPolys.ExportTo( polyset ); currLayerPolyset += polyset; int thickness = GetPrm3DVisu().GetLayerObjectThicknessBIU( layer ); int zpos = GetPrm3DVisu().GetLayerZcoordBIU( layer ); // for Draw3D_SolidHorizontalPolyPolygons, // zpos it the middle between bottom and top sides. // However for top layers, zpos should be the bottom layer pos, // and for bottom layers, zpos should be the top layer pos. if( Get3DLayer_Z_Orientation( layer ) > 0 ) zpos += thickness/2; else zpos -= thickness/2 ; bufferPolys.RemoveAllContours(); bufferPolys.ImportFrom( currLayerPolyset ); float zNormal = 1.0f; // When using thickness it will draw first the top and then botton (with z inverted) // If we are not using thickness, then the znormal must face the layer direction // because it will draw just one plane if( !thickness ) zNormal = Get3DLayer_Z_Orientation( layer ); setGLTechLayersColor( layer ); Draw3D_SolidHorizontalPolyPolygons( bufferPolys, zpos, thickness, GetPrm3DVisu().m_BiuTo3Dunits, false, zNormal ); } }