// Draw 3D pads.
void EDA_3D_CANVAS::draw3DPadHole( const D_PAD* aPad )
{
    // Draw the pad hole
    wxSize  drillsize   = aPad->GetDrillSize();
    bool    hasHole     = drillsize.x && drillsize.y;

    if( !hasHole )
        return;

    // Store here the points to approximate hole by segments
    SHAPE_POLY_SET  holecornersBuffer;
    int             thickness   = GetPrm3DVisu().GetCopperThicknessBIU();
    int             height      = GetPrm3DVisu().GetLayerZcoordBIU( F_Cu ) -
                                  GetPrm3DVisu().GetLayerZcoordBIU( B_Cu );

    if( isRealisticMode() )
        setGLCopperColor();
    else
        SetGLColor( DARKGRAY );

    int holeZpoz    = GetPrm3DVisu().GetLayerZcoordBIU( B_Cu ) - thickness / 2;
    int holeHeight  = height + thickness;

    if( drillsize.x == drillsize.y )    // usual round hole
    {
        int hole_radius = ( drillsize.x + thickness ) / 2;
        Draw3D_ZaxisCylinder( aPad->GetPosition(),
                              hole_radius, holeHeight,
                              thickness, holeZpoz, GetPrm3DVisu().m_BiuTo3Dunits );
    }
    else    // Oblong hole
    {
        wxPoint ends_offset;
        int     width;

        if( drillsize.x > drillsize.y )    // Horizontal oval
        {
            ends_offset.x = ( drillsize.x - drillsize.y ) / 2;
            width = drillsize.y;
        }
        else    // Vertical oval
        {
            ends_offset.y = ( drillsize.y - drillsize.x ) / 2;
            width = drillsize.x;
        }

        RotatePoint( &ends_offset, aPad->GetOrientation() );

        wxPoint start   = aPad->GetPosition() + ends_offset;
        wxPoint end     = aPad->GetPosition() - ends_offset;
        int     hole_radius = ( width + thickness ) / 2;

        // Draw the hole
        Draw3D_ZaxisOblongCylinder( start, end, hole_radius, holeHeight,
                                    thickness, holeZpoz, GetPrm3DVisu().m_BiuTo3Dunits );
    }
}
void EDA_3D_CANVAS::draw3DViaHole( const VIA* aVia )
{
    LAYER_ID    top_layer, bottom_layer;
    int         thickness       = GetPrm3DVisu().GetCopperThicknessBIU();
    int         inner_radius    = (int)((float)aVia->GetDrillValue() * 1.01f) / 2.0f;      // This add a bit more in order to correct a draw artifact while using thickness

    aVia->LayerPair( &top_layer, &bottom_layer );

    // Drawing via hole:
    if( isRealisticMode() )
        setGLCopperColor();
    else
    {
        EDA_COLOR_T color = g_ColorsSettings.GetItemColor( VIAS_VISIBLE + aVia->GetViaType() );
        SetGLColor( color );
    }

    int height = GetPrm3DVisu().GetLayerZcoordBIU( top_layer ) -
                 GetPrm3DVisu().GetLayerZcoordBIU( bottom_layer ) + thickness;
    int   zpos = GetPrm3DVisu().GetLayerZcoordBIU( bottom_layer ) - thickness / 2;

    Draw3D_ZaxisCylinder( aVia->GetStart(), inner_radius, height,
                          thickness, zpos, GetPrm3DVisu().m_BiuTo3Dunits );
}
Esempio n. 3
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void EDA_3D_CANVAS::Draw3DViaHole( const VIA* aVia )
{
    LAYER_ID    top_layer, bottom_layer;
    int         inner_radius    = aVia->GetDrillValue() / 2;
    int         thickness       = GetPrm3DVisu().GetCopperThicknessBIU();

    aVia->LayerPair( &top_layer, &bottom_layer );

    // Drawing via hole:
    if( isRealisticMode() )
        setGLCopperColor();
    else
    {
        EDA_COLOR_T color = g_ColorsSettings.GetItemColor( VIAS_VISIBLE + aVia->GetViaType() );
        SetGLColor( color );
    }

    int height = GetPrm3DVisu().GetLayerZcoordBIU( top_layer ) -
                 GetPrm3DVisu().GetLayerZcoordBIU( bottom_layer ) - thickness;
    int   zpos = GetPrm3DVisu().GetLayerZcoordBIU( bottom_layer ) + thickness / 2;

    Draw3D_ZaxisCylinder( aVia->GetStart(), inner_radius + thickness / 2, height,
                          thickness, zpos, GetPrm3DVisu().m_BiuTo3Dunits );
}
void EDA_3D_CANVAS::buildBoard3DView( GLuint aBoardList, GLuint aBodyOnlyList,
                                      REPORTER* aErrorMessages, REPORTER* aActivity  )
{
    BOARD* pcb = GetBoard();

    // If FL_RENDER_SHOW_HOLES_IN_ZONES is true, holes are correctly removed from copper zones areas.
    // If FL_RENDER_SHOW_HOLES_IN_ZONES is false, holes are not removed from copper zones areas,
    // but the calculation time is twice shorter.
    bool remove_Holes = isEnabled( FL_RENDER_SHOW_HOLES_IN_ZONES );

    bool realistic_mode = isRealisticMode();
    bool useTextures = isRealisticMode() && isEnabled( FL_RENDER_TEXTURES );

    // Number of segments to convert a circle to polygon
    // We use 2 values: the first gives a good shape (for instanes rond pads)
    // the second is used to speed up calculations, when a poor approximation is acceptable (holes)
    const int       segcountforcircle   = 18;
    double          correctionFactor    = 1.0 / cos( M_PI / (segcountforcircle * 2.0) );
    const int       segcountLowQuality  = 12;   // segments to draw a circle with low quality
                                                // to reduce time calculations
                                                // for holes and items which do not need
                                                // a fine representation
    double          correctionFactorLQ  = 1.0 / cos( M_PI / (segcountLowQuality * 2.0) );

    SHAPE_POLY_SET  bufferPolys;        // copper areas: tracks, pads and filled zones areas
                                        // when holes are removed from zones
    SHAPE_POLY_SET  bufferPcbOutlines;  // stores the board main outlines
    SHAPE_POLY_SET  bufferZonesPolys;   // copper filled zones areas
                                        // when holes are not removed from zones
    SHAPE_POLY_SET  currLayerHoles;     // Contains holes for the current layer
    SHAPE_POLY_SET  allLayerHoles;      // Contains holes for all layers

    // Build a polygon from edge cut items
    wxString msg;

    if( !pcb->GetBoardPolygonOutlines( bufferPcbOutlines, allLayerHoles, &msg ) )
    {
        if( aErrorMessages )
        {
            msg << wxT("\n") << _("Unable to calculate the board outlines.\n"
                                  "Therefore use the board boundary box.") << wxT("\n\n");

            aErrorMessages->Report( msg, REPORTER::RPT_WARNING );
        }
    }

    // Build board holes, with optimization of large holes shape.
    buildBoardThroughHolesPolygonList( allLayerHoles, segcountLowQuality, true );

    LSET            cu_set = LSET::AllCuMask( GetPrm3DVisu().m_CopperLayersCount );

    glNewList( aBoardList, GL_COMPILE );

    for( LSEQ cu = cu_set.CuStack();  cu;  ++cu )
    {
        LAYER_ID layer = *cu;

        // Skip non enabled layers in normal mode,
        // and internal layers in realistic mode
        if( !is3DLayerEnabled( layer ) )
            continue;

        if( aActivity )
            aActivity->Report( wxString::Format( _( "Build layer %s" ), LSET::Name( layer ) ) );

        bufferPolys.RemoveAllContours();
        bufferZonesPolys.RemoveAllContours();
        currLayerHoles.RemoveAllContours();

        // Draw track shapes:
        for( TRACK* track = pcb->m_Track;  track;  track = track->Next() )
        {
            if( !track->IsOnLayer( layer ) )
                continue;

            track->TransformShapeWithClearanceToPolygon( bufferPolys,
                                                         0, segcountforcircle,
                                                         correctionFactor );

            // Add blind/buried via holes
            if( track->Type() == PCB_VIA_T )
            {
                VIA *via = static_cast<VIA*>( track );

                if( via->GetViaType() == VIA_THROUGH )
                    continue;   // already done

                int holediameter = via->GetDrillValue();
                int thickness = GetPrm3DVisu().GetCopperThicknessBIU();
                int hole_outer_radius = (holediameter + thickness) / 2;

                TransformCircleToPolygon( currLayerHoles,
                                          via->GetStart(), hole_outer_radius,
                                          segcountLowQuality );
            }
        }

        // draw pad shapes
        for( MODULE* module = pcb->m_Modules;  module;  module = module->Next() )
        {
            // Note: NPTH pads are not drawn on copper layers when the pad
            // has same shape as its hole
            module->TransformPadsShapesWithClearanceToPolygon( layer,
                                                               bufferPolys,
                                                               0,
                                                               segcountforcircle,
                                                               correctionFactor, true );

            // Micro-wave modules may have items on copper layers
            module->TransformGraphicShapesWithClearanceToPolygonSet( layer,
                                                                     bufferPolys,
                                                                     0,
                                                                     segcountforcircle,
                                                                     correctionFactor );

            // pad holes are already in list.
        }

        // Draw copper zones. Note:
        // * if the holes are removed from copper zones
        // the polygons are stored in bufferPolys (which contains all other polygons)
        // * if the holes are NOT removed from copper zones
        // the polygons are stored in bufferZonesPolys
        if( isEnabled( FL_ZONE ) )
        {
            for( int ii = 0; ii < pcb->GetAreaCount(); ii++ )
            {
                ZONE_CONTAINER* zone = pcb->GetArea( ii );
                LAYER_NUM       zonelayer = zone->GetLayer();

                if( zonelayer == layer )
                {
                    zone->TransformSolidAreasShapesToPolygonSet(
                        remove_Holes ? bufferPolys : bufferZonesPolys,
                        segcountLowQuality, correctionFactorLQ );
                }
            }
        }

        // draw graphic items on copper layers (texts)
        for( BOARD_ITEM* item = pcb->m_Drawings; item; item = item->Next() )
        {
            if( !item->IsOnLayer( layer ) )
                continue;

            switch( item->Type() )
            {
            case PCB_LINE_T:    // should not exist on copper layers
                ( (DRAWSEGMENT*) item )->TransformShapeWithClearanceToPolygon(
                    bufferPolys, 0, segcountforcircle, correctionFactor );
                break;

            case PCB_TEXT_T:
                ( (TEXTE_PCB*) item )->TransformShapeWithClearanceToPolygonSet(
                    bufferPolys, 0, segcountLowQuality, correctionFactor );
                break;

            default:
                break;
            }
        }

        // bufferPolys contains polygons to merge. Many overlaps .
        // Calculate merged polygons
        if( bufferPolys.IsEmpty() )
            continue;

        // Use Clipper lib to subtract holes to copper areas
        if( currLayerHoles.OutlineCount() )
        {
            currLayerHoles.Append(allLayerHoles);
            currLayerHoles.Simplify();
            bufferPolys.BooleanSubtract( currLayerHoles );
        }
        else
            bufferPolys.BooleanSubtract( allLayerHoles );

        int thickness = GetPrm3DVisu().GetLayerObjectThicknessBIU( layer );
        int zpos = GetPrm3DVisu().GetLayerZcoordBIU( layer );

        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 z-normal has to match the layer direction
        // because just one plane will be drawn
        if( !thickness )
            zNormal = Get3DLayer_Z_Orientation( layer );

        if( realistic_mode )
        {
            setGLCopperColor();
        }
        else
        {
            EDA_COLOR_T color = g_ColorsSettings.GetLayerColor( layer );
            SetGLColor( color );
        }

        // If holes are removed from copper zones, bufferPolys contains all polygons
        // to draw (tracks+zones+texts).
        Draw3D_SolidHorizontalPolyPolygons( bufferPolys, zpos, thickness,
                                            GetPrm3DVisu().m_BiuTo3Dunits, useTextures,
                                            zNormal );

        // If holes are not removed from copper zones (for calculation time reasons,
        // the zone polygons are stored in bufferZonesPolys and have to be drawn now:
        if( !bufferZonesPolys.IsEmpty() )
        {
            Draw3D_SolidHorizontalPolyPolygons( bufferZonesPolys, zpos, thickness,
                                    GetPrm3DVisu().m_BiuTo3Dunits, useTextures,
                                    zNormal );
        }
    }

    if( aActivity )
        aActivity->Report( _( "Build board body" ) );

    // Draw plated vertical holes inside the board, but not always. They are drawn:
    // - if the board body is not shown, to show the holes.
    // - or if the copper thickness is shown
    if( !isEnabled( FL_SHOW_BOARD_BODY ) || isEnabled( FL_USE_COPPER_THICKNESS ) )
    {
        // Draw vias holes (vertical cylinders)
        for( const TRACK* track = pcb->m_Track;  track;  track = track->Next() )
        {
            if( track->Type() == PCB_VIA_T )
            {
                const VIA *via = static_cast<const VIA*>(track);
                draw3DViaHole( via );
            }
        }

        // Draw pads holes (vertical cylinders)
        for( const MODULE* module = pcb->m_Modules;  module;  module = module->Next() )
        {
            for( D_PAD* pad = module->Pads(); pad; pad = pad->Next() )
                if( pad->GetAttribute () != PAD_HOLE_NOT_PLATED )
                    draw3DPadHole( pad );
        }
    }

    glEndList();

    // Build the body board:
    glNewList( aBodyOnlyList, GL_COMPILE );

    if( isRealisticMode() )
    {
        setGLEpoxyColor( 1.00 );
    }
    else
    {
        EDA_COLOR_T color = g_ColorsSettings.GetLayerColor( Edge_Cuts );
        SetGLColor( color, 0.7 );
    }

    float copper_thickness = GetPrm3DVisu().GetCopperThicknessBIU();

    // a small offset between substrate and external copper layer to avoid artifacts
    // when drawing copper items on board
    float epsilon = Millimeter2iu( 0.01 );
    float zpos = GetPrm3DVisu().GetLayerZcoordBIU( B_Cu );
    float board_thickness = GetPrm3DVisu().GetLayerZcoordBIU( F_Cu )
                        - GetPrm3DVisu().GetLayerZcoordBIU( B_Cu );

    // items on copper layers and having a thickness = copper_thickness
    // are drawn from zpos - copper_thickness/2 to zpos + copper_thickness
    // therefore substrate position is copper_thickness/2 to
    // substrate_height - copper_thickness/2
    zpos += (copper_thickness + epsilon) / 2.0f;
    board_thickness -= copper_thickness + epsilon;

    bufferPcbOutlines.BooleanSubtract( allLayerHoles );

    if( !bufferPcbOutlines.IsEmpty() )
    {
        Draw3D_SolidHorizontalPolyPolygons( bufferPcbOutlines, zpos + board_thickness / 2.0,
                                            board_thickness, GetPrm3DVisu().m_BiuTo3Dunits, useTextures,
                                            1.0f );
    }

    glEndList();
}