/** * Function NormalizeAreaOutlines * Convert a self-intersecting polygon to one (or more) non self-intersecting polygon(s) * @param aNewPolygonList = a std::vector<CPolyLine*> reference where to store new CPolyLine * needed by the normalization * @return the polygon count (always >= 1, because there is at least one polygon) * There are new polygons only if the polygon count is > 1 */ int CPolyLine::NormalizeAreaOutlines( std::vector<CPolyLine*>* aNewPolygonList ) { SHAPE_POLY_SET polySet = ConvertPolyListToPolySet( m_CornersList ); // We are expecting only one main outline, but this main outline can have holes // if holes: combine holes and remove them from the main outline. // Note also we are using SHAPE_POLY_SET::PM_STRICTLY_SIMPLE in polygon // calculations, but it is not mandatory. It is used mainly // because there is usually only very few vertices in area outlines SHAPE_POLY_SET::POLYGON& outline = polySet.Polygon( 0 ); SHAPE_POLY_SET holesBuffer; // Move holes stored in outline to holesBuffer: // The first SHAPE_LINE_CHAIN is the main outline, others are holes while( outline.size() > 1 ) { holesBuffer.AddOutline( outline.back() ); outline.pop_back(); } polySet.Simplify( SHAPE_POLY_SET::PM_STRICTLY_SIMPLE); // If any hole, substract it to main outline if( holesBuffer.OutlineCount() ) { holesBuffer.Simplify( SHAPE_POLY_SET::PM_FAST); polySet.BooleanSubtract( holesBuffer, SHAPE_POLY_SET::PM_STRICTLY_SIMPLE ); } RemoveAllContours(); // Note: we can have more than outline, because a self intersecting outline will be // broken to non intersecting polygons, and removing holes can also create a few polygons for( int ii = 0; ii < polySet.OutlineCount(); ii++ ) { CPolyLine* polyline = this; if( ii > 0 ) { polyline = new CPolyLine; polyline->ImportSettings( this ); aNewPolygonList->push_back( polyline ); } SHAPE_POLY_SET pnew; pnew.NewOutline(); pnew.Polygon( 0 ) = polySet.CPolygon( ii ); polyline->m_CornersList = ConvertPolySetToPolyList( pnew ); } return polySet.OutlineCount(); }
void CLAYER_TRIANGLES::AddToMiddleContourns( const SHAPE_POLY_SET &aPolySet, float zBot, float zTop, double aBiuTo3Du, bool aInvertFaceDirection ) { wxASSERT( aPolySet.OutlineCount() > 0 ); if( aPolySet.OutlineCount() == 0 ) return; // Calculate an estimation of points to reserve unsigned int nrContournPointsToReserve = 0; for( int i = 0; i < aPolySet.OutlineCount(); ++i ) { const SHAPE_LINE_CHAIN& pathOutline = aPolySet.COutline( i ); nrContournPointsToReserve += pathOutline.PointCount(); for( int h = 0; h < aPolySet.HoleCount( i ); ++h ) { const SHAPE_LINE_CHAIN &hole = aPolySet.CHole( i, h ); nrContournPointsToReserve += hole.PointCount(); } } // Request to reserve more space m_layer_middle_contourns_quads->Reserve_More( nrContournPointsToReserve * 2, true ); #pragma omp parallel for for( signed int i = 0; i < aPolySet.OutlineCount(); ++i ) { // Add outline const SHAPE_LINE_CHAIN& pathOutline = aPolySet.COutline( i ); AddToMiddleContourns( pathOutline, zBot, zTop, aBiuTo3Du, aInvertFaceDirection ); // Add holes for this outline for( int h = 0; h < aPolySet.HoleCount( i ); ++h ) { const SHAPE_LINE_CHAIN &hole = aPolySet.CHole( i, h ); AddToMiddleContourns( hole, zBot, zTop, aBiuTo3Du, aInvertFaceDirection ); } } }
void Polygon_Calc_BBox_3DU( const SHAPE_POLY_SET &aPolysList, CBBOX2D &aOutBBox , float aBiuTo3DunitsScale ) { aOutBBox.Reset(); for( int idx = 0; idx < aPolysList.OutlineCount(); ++idx ) { // Each polygon in aPolysList is a polygon with holes const SHAPE_POLY_SET::POLYGON& curr_polywithholes = aPolysList.CPolygon( idx ); for( unsigned ipoly = 0; ipoly < curr_polywithholes.size(); ++ipoly ) { const SHAPE_LINE_CHAIN& path = curr_polywithholes[ipoly]; // a simple polygon for( int jj = 0; jj < path.PointCount(); jj++ ) { const VECTOR2I& a = path.CPoint( jj ); aOutBBox.Union( SFVEC2F( (float) a.x * aBiuTo3DunitsScale, (float)-a.y * aBiuTo3DunitsScale ) ); } } } aOutBBox.ScaleNextUp(); }
/* This function is used to extract a board outlines (3D view, automatic zones build ...) * Any closed outline inside the main outline is a hole * All contours should be closed, i.e. valid closed polygon vertices */ bool BuildBoardPolygonOutlines( BOARD* aBoard, SHAPE_POLY_SET& aOutlines, wxString* aErrorText, unsigned int aTolerance, wxPoint* aErrorLocation ) { PCB_TYPE_COLLECTOR items; // Get all the DRAWSEGMENTS and module graphics into 'items', // then keep only those on layer == Edge_Cuts. static const KICAD_T scan_graphics[] = { PCB_LINE_T, PCB_MODULE_EDGE_T, EOT }; items.Collect( aBoard, scan_graphics ); // Make a working copy of aSegList, because the list is modified during calculations std::vector< DRAWSEGMENT* > segList; for( int ii = 0; ii < items.GetCount(); ii++ ) { if( items[ii]->GetLayer() == Edge_Cuts ) segList.push_back( static_cast< DRAWSEGMENT* >( items[ii] ) ); } bool success = ConvertOutlineToPolygon( segList, aOutlines, aErrorText, aTolerance, aErrorLocation ); if( !success || !aOutlines.OutlineCount() ) { // Creates a valid polygon outline is not possible. // So uses the board edge cuts bounding box to create a // rectangular outline // When no edge cuts items, build a contour // from global bounding box EDA_RECT bbbox = aBoard->GetBoardEdgesBoundingBox(); // If null area, uses the global bounding box. if( ( bbbox.GetWidth() ) == 0 || ( bbbox.GetHeight() == 0 ) ) bbbox = aBoard->ComputeBoundingBox(); // Ensure non null area. If happen, gives a minimal size. if( ( bbbox.GetWidth() ) == 0 || ( bbbox.GetHeight() == 0 ) ) bbbox.Inflate( Millimeter2iu( 1.0 ) ); aOutlines.RemoveAllContours(); aOutlines.NewOutline(); wxPoint corner; aOutlines.Append( bbbox.GetOrigin() ); corner.x = bbbox.GetOrigin().x; corner.y = bbbox.GetEnd().y; aOutlines.Append( corner ); aOutlines.Append( bbbox.GetEnd() ); corner.x = bbbox.GetEnd().x; corner.y = bbbox.GetOrigin().y; aOutlines.Append( corner ); } return success; }
/* * Function DrawApertureMacroShape * Draw the primitive shape for flashed items. * When an item is flashed, this is the shape of the item */ void APERTURE_MACRO::DrawApertureMacroShape( GERBER_DRAW_ITEM* aParent, EDA_RECT* aClipBox, wxDC* aDC, COLOR4D aColor, wxPoint aShapePos, bool aFilledShape ) { SHAPE_POLY_SET* shapeBuffer = GetApertureMacroShape( aParent, aShapePos ); if( shapeBuffer->OutlineCount() == 0 ) return; for( int ii = 0; ii < shapeBuffer->OutlineCount(); ii++ ) { SHAPE_LINE_CHAIN& poly = shapeBuffer->Outline( ii ); GRClosedPoly( aClipBox, aDC, poly.PointCount(), (wxPoint*)&poly.Point( 0 ), aFilledShape, aColor, aColor ); } }
void GERBER_PLOTTER::FlashPadCustom( const wxPoint& aPadPos, const wxSize& aSize, SHAPE_POLY_SET* aPolygons, EDA_DRAW_MODE_T aTraceMode, void* aData ) { // A Pad custom is plotted as polygon. // A flashed circle @aPadPos is added (anchor pad) // However, because the anchor pad can be circle or rect, we use only // a circle not bigger than the rect. // the main purpose is to print a flashed DCode as pad anchor if( aTraceMode == FILLED ) FlashPadCircle( aPadPos, std::min( aSize.x, aSize.y ), aTraceMode, aData ); GBR_METADATA gbr_metadata; if( aData ) { gbr_metadata = *static_cast<GBR_METADATA*>( aData ); // If the pad is drawn on a copper layer, // set attribute to GBR_APERTURE_ATTRIB_CONDUCTOR if( gbr_metadata.IsCopper() ) gbr_metadata.SetApertureAttrib( GBR_APERTURE_METADATA::GBR_APERTURE_ATTRIB_CONDUCTOR ); wxString attrname( ".P" ); gbr_metadata.m_NetlistMetadata.ClearAttribute( &attrname ); // not allowed on inner layers } SHAPE_POLY_SET polyshape = *aPolygons; if( aTraceMode != FILLED ) { SetCurrentLineWidth( USE_DEFAULT_LINE_WIDTH, &gbr_metadata ); polyshape.Inflate( -GetCurrentLineWidth()/2, 16 ); } std::vector< wxPoint > cornerList; for( int cnt = 0; cnt < polyshape.OutlineCount(); ++cnt ) { SHAPE_LINE_CHAIN& poly = polyshape.Outline( cnt ); cornerList.clear(); for( int ii = 0; ii < poly.PointCount(); ++ii ) cornerList.push_back( wxPoint( poly.Point( ii ).x, poly.Point( ii ).y ) ); // Close polygon cornerList.push_back( cornerList[0] ); PlotPoly( cornerList, aTraceMode == FILLED ? FILLED_SHAPE : NO_FILL, aTraceMode == FILLED ? 0 : GetCurrentLineWidth(), &gbr_metadata ); } }
bool BOARD::CombineAreas( PICKED_ITEMS_LIST* aDeletedList, ZONE_CONTAINER* area_ref, ZONE_CONTAINER* area_to_combine ) { if( area_ref == area_to_combine ) { wxASSERT( 0 ); return false; } SHAPE_POLY_SET mergedOutlines = *area_ref->Outline(); SHAPE_POLY_SET areaToMergePoly = *area_to_combine->Outline(); mergedOutlines.BooleanAdd( areaToMergePoly, SHAPE_POLY_SET::PM_FAST ); mergedOutlines.Simplify( SHAPE_POLY_SET::PM_FAST ); // We should have one polygon with hole // We can have 2 polygons with hole, if the 2 initial polygons have only one common corner // and therefore cannot be merged (they are dectected as intersecting) // but we should never have more than 2 polys if( mergedOutlines.OutlineCount() > 2 ) { wxLogMessage(wxT("BOARD::CombineAreas error: more than 2 polys after merging") ); return false; } if( mergedOutlines.OutlineCount() > 1 ) return false; // Update the area with the new merged outline delete area_ref->Outline(); area_ref->SetOutline( new SHAPE_POLY_SET( mergedOutlines ) ); RemoveArea( aDeletedList, area_to_combine ); area_ref->SetLocalFlags( 1 ); area_ref->Hatch(); return true; }
SHAPE_POLY_SET* APERTURE_MACRO::GetApertureMacroShape( const GERBER_DRAW_ITEM* aParent, wxPoint aShapePos ) { SHAPE_POLY_SET holeBuffer; bool hasHole = false; m_shape.RemoveAllContours(); for( AM_PRIMITIVES::iterator prim_macro = primitives.begin(); prim_macro != primitives.end(); ++prim_macro ) { if( prim_macro->primitive_id == AMP_COMMENT ) continue; if( prim_macro->IsAMPrimitiveExposureOn( aParent ) ) prim_macro->DrawBasicShape( aParent, m_shape, aShapePos ); else { prim_macro->DrawBasicShape( aParent, holeBuffer, aShapePos ); if( holeBuffer.OutlineCount() ) // we have a new hole in shape: remove the hole { m_shape.BooleanSubtract( holeBuffer, SHAPE_POLY_SET::PM_FAST ); holeBuffer.RemoveAllContours(); hasHole = true; } } } // If a hole is defined inside a polygon, we must fracture the polygon // to be able to drawn it (i.e link holes by overlapping edges) if( hasHole ) m_shape.Fracture( SHAPE_POLY_SET::PM_FAST ); m_boundingBox = EDA_RECT( wxPoint( 0, 0 ), wxSize( 1, 1 ) ); auto bb = m_shape.BBox(); wxPoint center( bb.Centre().x, bb.Centre().y ); m_boundingBox.Move( aParent->GetABPosition( center ) ); m_boundingBox.Inflate( bb.GetWidth() / 2, bb.GetHeight() / 2 ); return &m_shape; }
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(); }
/* test DRC between 2 pads. * this function can be also used to test DRC between a pad and a hole, * because a hole is like a round or oval pad. */ bool DRC::checkClearancePadToPad( D_PAD* aRefPad, D_PAD* aPad ) { int dist; double pad_angle; // Get the clearance between the 2 pads. this is the min distance between aRefPad and aPad int dist_min = aRefPad->GetClearance( aPad ); // relativePadPos is the aPad shape position relative to the aRefPad shape position wxPoint relativePadPos = aPad->ShapePos() - aRefPad->ShapePos(); dist = KiROUND( EuclideanNorm( relativePadPos ) ); // Quick test: Clearance is OK if the bounding circles are further away than "dist_min" if( (dist - aRefPad->GetBoundingRadius() - aPad->GetBoundingRadius()) >= dist_min ) return true; /* Here, pads are near and DRC depend on the pad shapes * We must compare distance using a fine shape analysis * Because a circle or oval shape is the easier shape to test, try to have * aRefPad shape type = PAD_SHAPE_CIRCLE or PAD_SHAPE_OVAL. * if aRefPad = TRAP. and aPad = RECT, also swap pads * Swap aRefPad and aPad if needed */ bool swap_pads; swap_pads = false; // swap pads to make comparisons easier // Note also a ROUNDRECT pad with a corner radius = r can be considered as // a smaller RECT (size - 2*r) with a clearance increased by r // priority is aRefPad = ROUND then OVAL then RECT/ROUNDRECT then other if( aRefPad->GetShape() != aPad->GetShape() && aRefPad->GetShape() != PAD_SHAPE_CIRCLE ) { // pad ref shape is here oval, rect, roundrect, trapezoid or custom switch( aPad->GetShape() ) { case PAD_SHAPE_CIRCLE: swap_pads = true; break; case PAD_SHAPE_OVAL: swap_pads = true; break; case PAD_SHAPE_RECT: case PAD_SHAPE_ROUNDRECT: if( aRefPad->GetShape() != PAD_SHAPE_OVAL ) swap_pads = true; break; default: break; } } if( swap_pads ) { std::swap( aRefPad, aPad ); relativePadPos = -relativePadPos; } // corners of aRefPad (used only for rect/roundrect/trap pad) wxPoint polyref[4]; // corners of aRefPad (used only for custom pad) SHAPE_POLY_SET polysetref; // corners of aPad (used only for rect/roundrect/trap pad) wxPoint polycompare[4]; // corners of aPad (used only custom pad) SHAPE_POLY_SET polysetcompare; /* Because pad exchange, aRefPad shape is PAD_SHAPE_CIRCLE or PAD_SHAPE_OVAL, * if one of the 2 pads was a PAD_SHAPE_CIRCLE or PAD_SHAPE_OVAL. * Therefore, if aRefPad is a PAD_SHAPE_RECT, PAD_SHAPE_ROUNDRECT or a PAD_SHAPE_TRAPEZOID, * aPad is also a PAD_SHAPE_RECT, PAD_SHAPE_ROUNDRECT or a PAD_SHAPE_TRAPEZOID */ bool diag = true; switch( aRefPad->GetShape() ) { case PAD_SHAPE_CIRCLE: /* One can use checkClearanceSegmToPad to test clearance * aRefPad is like a track segment with a null length and a witdth = GetSize().x */ m_segmLength = 0; m_segmAngle = 0; m_segmEnd.x = m_segmEnd.y = 0; m_padToTestPos = relativePadPos; diag = checkClearanceSegmToPad( aPad, aRefPad->GetSize().x, dist_min ); break; case PAD_SHAPE_TRAPEZOID: case PAD_SHAPE_ROUNDRECT: case PAD_SHAPE_RECT: // pad_angle = pad orient relative to the aRefPad orient pad_angle = aRefPad->GetOrientation() + aPad->GetOrientation(); NORMALIZE_ANGLE_POS( pad_angle ); if( aRefPad->GetShape() == PAD_SHAPE_ROUNDRECT ) { int padRadius = aRefPad->GetRoundRectCornerRadius(); dist_min += padRadius; GetRoundRectCornerCenters( polyref, padRadius, wxPoint( 0, 0 ), aRefPad->GetSize(), aRefPad->GetOrientation() ); } else aRefPad->BuildPadPolygon( polyref, wxSize( 0, 0 ), aRefPad->GetOrientation() ); switch( aPad->GetShape() ) { case PAD_SHAPE_ROUNDRECT: case PAD_SHAPE_RECT: case PAD_SHAPE_TRAPEZOID: if( aPad->GetShape() == PAD_SHAPE_ROUNDRECT ) { int padRadius = aPad->GetRoundRectCornerRadius(); dist_min += padRadius; GetRoundRectCornerCenters( polycompare, padRadius, relativePadPos, aPad->GetSize(), aPad->GetOrientation() ); } else { aPad->BuildPadPolygon( polycompare, wxSize( 0, 0 ), aPad->GetOrientation() ); // Move aPad shape to relativePadPos for( int ii = 0; ii < 4; ii++ ) polycompare[ii] += relativePadPos; } // And now test polygons: if( polysetref.OutlineCount() ) { const SHAPE_LINE_CHAIN& refpoly = polysetref.COutline( 0 ); // And now test polygons: if( !poly2polyDRC( (wxPoint*) &refpoly.CPoint( 0 ), refpoly.PointCount(), polycompare, 4, dist_min ) ) diag = false; } else if( !poly2polyDRC( polyref, 4, polycompare, 4, dist_min ) ) diag = false; break; default: wxLogDebug( wxT( "DRC::checkClearancePadToPad: unexpected pad shape %d" ), aPad->GetShape() ); break; } break; case PAD_SHAPE_OVAL: /* an oval pad is like a track segment */ { /* Create a track segment with same dimensions as the oval aRefPad * and use checkClearanceSegmToPad function to test aPad to aRefPad clearance */ int segm_width; m_segmAngle = aRefPad->GetOrientation(); // Segment orient. if( aRefPad->GetSize().y < aRefPad->GetSize().x ) // Build an horizontal equiv segment { segm_width = aRefPad->GetSize().y; m_segmLength = aRefPad->GetSize().x - aRefPad->GetSize().y; } else // Vertical oval: build an horizontal equiv segment and rotate 90.0 deg { segm_width = aRefPad->GetSize().x; m_segmLength = aRefPad->GetSize().y - aRefPad->GetSize().x; m_segmAngle += 900; } /* the start point must be 0,0 and currently relativePadPos * is relative the center of pad coordinate */ wxPoint segstart; segstart.x = -m_segmLength / 2; // Start point coordinate of the horizontal equivalent segment RotatePoint( &segstart, m_segmAngle ); // actual start point coordinate of the equivalent segment // Calculate segment end position relative to the segment origin m_segmEnd.x = -2 * segstart.x; m_segmEnd.y = -2 * segstart.y; // Recalculate the equivalent segment angle in 0,1 degrees // to prepare a call to checkClearanceSegmToPad() m_segmAngle = ArcTangente( m_segmEnd.y, m_segmEnd.x ); // move pad position relative to the segment origin m_padToTestPos = relativePadPos - segstart; // Use segment to pad check to test the second pad: diag = checkClearanceSegmToPad( aPad, segm_width, dist_min ); break; } default: wxLogDebug( wxT( "DRC::checkClearancePadToPad: unknown pad shape" ) ); break; } return diag; }
void Convert_shape_line_polygon_to_triangles( const SHAPE_POLY_SET &aPolyList, CGENERICCONTAINER2D &aDstContainer, float aBiuTo3DunitsScale , const BOARD_ITEM &aBoardItem ) { unsigned int nOutlines = aPolyList.OutlineCount(); for( unsigned int idx = 0; idx < nOutlines; ++idx ) { const SHAPE_LINE_CHAIN &outlinePath = aPolyList.COutline( idx ); wxASSERT( outlinePath.PointCount() >= 3 ); std::vector<SFVEC2I64> scaledOutline; scaledOutline.resize( outlinePath.PointCount() ); // printf("\nidx: %u\n", idx); // Apply a scale to the points for( unsigned int i = 0; i < (unsigned int)outlinePath.PointCount(); ++i ) { const VECTOR2I& a = outlinePath.CPoint( i ); #ifdef APPLY_EDGE_SHRINK scaledOutline[i] = SFVEC2I64( (glm::int64)a.x * POLY_SCALE_FACT, (glm::int64)a.y * POLY_SCALE_FACT ); #else scaledOutline[i] = SFVEC2I64( (glm::int64)a.x, (glm::int64)a.y ); #endif } #ifdef APPLY_EDGE_SHRINK // Apply a modification to the points EdgeShrink( scaledOutline ); #endif // Copy to a array of pointers std::vector<p2t::Point*> polyline; polyline.resize( outlinePath.PointCount() ); for( unsigned int i = 0; i < (unsigned int)scaledOutline.size(); ++i ) { const SFVEC2I64 &a = scaledOutline[i]; //printf("%lu %lu\n", a.x, a.y); polyline[i] = new p2t::Point( (double)a.x, (double)a.y ); } // Start creating the structured to be triangulated p2t::CDT* cdt = new p2t::CDT( polyline ); // Add holes for this outline unsigned int nHoles = aPolyList.HoleCount( idx ); std::vector< std::vector<p2t::Point*> > polylineHoles; polylineHoles.resize( nHoles ); for( unsigned int idxHole = 0; idxHole < nHoles; ++idxHole ) { const SHAPE_LINE_CHAIN &outlineHoles = aPolyList.CHole( idx, idxHole ); wxASSERT( outlineHoles.PointCount() >= 3 ); std::vector<SFVEC2I64> scaledHole; scaledHole.resize( outlineHoles.PointCount() ); // Apply a scale to the points for( unsigned int i = 0; i < (unsigned int)outlineHoles.PointCount(); ++i ) { const VECTOR2I &h = outlineHoles.CPoint( i ); #ifdef APPLY_EDGE_SHRINK scaledHole[i] = SFVEC2I64( (glm::int64)h.x * POLY_SCALE_FACT, (glm::int64)h.y * POLY_SCALE_FACT ); #else scaledHole[i] = SFVEC2I64( (glm::int64)h.x, (glm::int64)h.y ); #endif } #ifdef APPLY_EDGE_SHRINK // Apply a modification to the points EdgeShrink( scaledHole ); #endif // Resize and reserve space polylineHoles[idxHole].resize( outlineHoles.PointCount() ); for( unsigned int i = 0; i < (unsigned int)outlineHoles.PointCount(); ++i ) { const SFVEC2I64 &h = scaledHole[i]; polylineHoles[idxHole][i] = new p2t::Point( h.x, h.y ); } cdt->AddHole( polylineHoles[idxHole] ); } // Triangulate cdt->Triangulate(); // Hint: if you find any crashes on the triangulation poly2tri library, // you can use the following site to debug the points and it will mark // the errors in the polygon: // http://r3mi.github.io/poly2tri.js/ // Get and add triangles std::vector<p2t::Triangle*> triangles; triangles = cdt->GetTriangles(); #ifdef APPLY_EDGE_SHRINK const double conver_d = (double)aBiuTo3DunitsScale * POLY_SCALE_FACT_INVERSE; #else const double conver_d = (double)aBiuTo3DunitsScale; #endif for( unsigned int i = 0; i < triangles.size(); ++i ) { p2t::Triangle& t = *triangles[i]; p2t::Point& a = *t.GetPoint( 0 ); p2t::Point& b = *t.GetPoint( 1 ); p2t::Point& c = *t.GetPoint( 2 ); aDstContainer.Add( new CTRIANGLE2D( SFVEC2F( a.x * conver_d, -a.y * conver_d ), SFVEC2F( b.x * conver_d, -b.y * conver_d ), SFVEC2F( c.x * conver_d, -c.y * conver_d ), aBoardItem ) ); } // Delete created data delete cdt; // Free points FreeClear(polyline); for( unsigned int idxHole = 0; idxHole < nHoles; ++idxHole ) { FreeClear( polylineHoles[idxHole] ); } } }
bool ZONE_FILLER::fillZoneWithSegments( const ZONE_CONTAINER* aZone, const SHAPE_POLY_SET& aFilledPolys, ZONE_SEGMENT_FILL& aFillSegs ) const { bool success = true; // segments are on something like a grid. Give it a minimal size // to avoid too many segments, and use the m_ZoneMinThickness when (this is usually the case) // the size is > mingrid_size. // This is not perfect, but the actual purpose of this code // is to allow filling zones on a grid, with grid size > m_ZoneMinThickness, // in order to have really a grid. // // Using a user selectable grid size is for future Kicad versions. // For now the area is fully filled. int mingrid_size = Millimeter2iu( 0.05 ); int grid_size = std::max( mingrid_size, aZone->GetMinThickness() ); // Make segments slightly overlapping to ensure a good full filling grid_size -= grid_size/20; // Creates the horizontal segments for ( int index = 0; index < aFilledPolys.OutlineCount(); index++ ) { const SHAPE_LINE_CHAIN& outline0 = aFilledPolys.COutline( index ); success = fillPolygonWithHorizontalSegments( outline0, aFillSegs, grid_size ); if( !success ) break; // Creates the vertical segments. Because the filling algo creates horizontal segments, // to reuse the fillPolygonWithHorizontalSegments function, we rotate the polygons to fill // then fill them, then inverse rotate the result SHAPE_LINE_CHAIN outline90; outline90.Append( outline0 ); // Rotate 90 degrees the outline: for( int ii = 0; ii < outline90.PointCount(); ii++ ) { VECTOR2I& point = outline90.Point( ii ); std::swap( point.x, point.y ); point.y = -point.y; } int first_point = aFillSegs.size(); success = fillPolygonWithHorizontalSegments( outline90, aFillSegs, grid_size ); if( !success ) break; // Rotate -90 degrees the segments: for( unsigned ii = first_point; ii < aFillSegs.size(); ii++ ) { SEG& segm = aFillSegs[ii]; std::swap( segm.A.x, segm.A.y ); std::swap( segm.B.x, segm.B.y ); segm.A.x = - segm.A.x; segm.B.x = - segm.B.x; } } return success; }
/* Plot outlines of copper, for copper layer */ void PlotLayerOutlines( BOARD* aBoard, PLOTTER* aPlotter, LSET aLayerMask, const PCB_PLOT_PARAMS& aPlotOpt ) { BRDITEMS_PLOTTER itemplotter( aPlotter, aBoard, aPlotOpt ); itemplotter.SetLayerSet( aLayerMask ); SHAPE_POLY_SET outlines; for( LSEQ seq = aLayerMask.Seq( plot_seq, DIM( plot_seq ) ); seq; ++seq ) { LAYER_ID layer = *seq; outlines.RemoveAllContours(); aBoard->ConvertBrdLayerToPolygonalContours( layer, outlines ); outlines.Simplify(); // Plot outlines std::vector< wxPoint > cornerList; // Now we have one or more basic polygons: plot each polygon for( int ii = 0; ii < outlines.OutlineCount(); ii++ ) { for(int kk = 0; kk <= outlines.HoleCount (ii); kk++ ) { cornerList.clear(); const SHAPE_LINE_CHAIN& path = (kk == 0) ? outlines.COutline( ii ) : outlines.CHole( ii, kk - 1 ); for( int jj = 0; jj < path.PointCount(); jj++ ) cornerList.push_back( wxPoint( path.CPoint( jj ).x , path.CPoint( jj ).y ) ); // Ensure the polygon is closed if( cornerList[0] != cornerList[cornerList.size() - 1] ) cornerList.push_back( cornerList[0] ); aPlotter->PlotPoly( cornerList, NO_FILL ); } } // Plot pad holes if( aPlotOpt.GetDrillMarksType() != PCB_PLOT_PARAMS::NO_DRILL_SHAPE ) { for( MODULE* module = aBoard->m_Modules; module; module = module->Next() ) { for( D_PAD* pad = module->Pads(); pad; pad = pad->Next() ) { wxSize hole = pad->GetDrillSize(); if( hole.x == 0 || hole.y == 0 ) continue; if( hole.x == hole.y ) aPlotter->Circle( pad->GetPosition(), hole.x, NO_FILL ); else { wxPoint drl_start, drl_end; int width; pad->GetOblongDrillGeometry( drl_start, drl_end, width ); aPlotter->ThickSegment( pad->GetPosition() + drl_start, pad->GetPosition() + drl_end, width, SKETCH ); } } } } // Plot vias holes for( TRACK* track = aBoard->m_Track; track; track = track->Next() ) { const VIA* via = dyn_cast<const VIA*>( track ); if( via && via->IsOnLayer( layer ) ) // via holes can be not through holes { aPlotter->Circle( via->GetPosition(), via->GetDrillValue(), NO_FILL ); } } } }
/** * DXF polygon: doesn't fill it but at least it close the filled ones * DXF does not know thick outline. * It does not know thhick segments, therefore filled polygons with thick outline * are converted to inflated polygon by aWidth/2 */ void DXF_PLOTTER::PlotPoly( const std::vector<wxPoint>& aCornerList, FILL_T aFill, int aWidth) { if( aCornerList.size() <= 1 ) return; unsigned last = aCornerList.size() - 1; // Plot outlines with lines (thickness = 0) to define the polygon if( aWidth <= 0 ) { MoveTo( aCornerList[0] ); for( unsigned ii = 1; ii < aCornerList.size(); ii++ ) LineTo( aCornerList[ii] ); // Close polygon if 'fill' requested if( aFill ) { if( aCornerList[last] != aCornerList[0] ) LineTo( aCornerList[0] ); } PenFinish(); return; } // if the polygon outline has thickness, and is not filled // (i.e. is a polyline) plot outlines with thick segments if( aWidth > 0 && !aFill ) { MoveTo( aCornerList[0] ); for( unsigned ii = 1; ii < aCornerList.size(); ii++ ) ThickSegment( aCornerList[ii-1], aCornerList[ii], aWidth, FILLED ); return; } // The polygon outline has thickness, and is filled // Build and plot the polygon which contains the initial // polygon and its thick outline SHAPE_POLY_SET bufferOutline; SHAPE_POLY_SET bufferPolybase; const int circleToSegmentsCount = 16; bufferPolybase.NewOutline(); // enter outline as polygon: for( unsigned ii = 1; ii < aCornerList.size(); ii++ ) { TransformRoundedEndsSegmentToPolygon( bufferOutline, aCornerList[ii-1], aCornerList[ii], circleToSegmentsCount, aWidth ); } // enter the initial polygon: for( unsigned ii = 0; ii < aCornerList.size(); ii++ ) { bufferPolybase.Append( aCornerList[ii] ); } // Merge polygons to build the polygon which contains the initial // polygon and its thick outline bufferPolybase.BooleanAdd( bufferOutline ); // create the outline which contains thick outline bufferPolybase.Fracture(); if( bufferPolybase.OutlineCount() < 1 ) // should not happen return; const SHAPE_LINE_CHAIN& path = bufferPolybase.COutline( 0 ); if( path.PointCount() < 2 ) // should not happen return; // Now, output the final polygon to DXF file: last = path.PointCount() - 1; VECTOR2I point = path.CPoint( 0 ); wxPoint startPoint( point.x, point.y ); MoveTo( startPoint ); for( int ii = 1; ii < path.PointCount(); ii++ ) { point = path.CPoint( ii ); LineTo( wxPoint( point.x, point.y ) ); } // Close polygon, if needed point = path.CPoint( last ); wxPoint endPoint( point.x, point.y ); if( endPoint != startPoint ) LineTo( startPoint ); PenFinish(); }
bool DRC_COURTYARD_OVERLAP::RunDRC( BOARD& aBoard ) const { wxLogTrace( DRC_COURTYARD_TRACE, "Running DRC: Courtyard" ); // Detects missing (or malformed) footprint courtyard, // and for footprint with courtyard, courtyards overlap. wxString msg; bool success = true; const DRC_MARKER_FACTORY& marker_factory = GetMarkerFactory(); // Update courtyard polygons, and test for missing courtyard definition: for( MODULE* footprint = aBoard.m_Modules; footprint; footprint = footprint->Next() ) { wxPoint pos = footprint->GetPosition(); bool is_ok = footprint->BuildPolyCourtyard(); if( !is_ok && aBoard.GetDesignSettings().m_ProhibitOverlappingCourtyards ) { auto marker = std::unique_ptr<MARKER_PCB>( marker_factory.NewMarker( pos, footprint, DRCE_MALFORMED_COURTYARD_IN_FOOTPRINT ) ); HandleMarker( std::move( marker ) ); success = false; } if( !aBoard.GetDesignSettings().m_RequireCourtyards ) continue; if( footprint->GetPolyCourtyardFront().OutlineCount() == 0 && footprint->GetPolyCourtyardBack().OutlineCount() == 0 && is_ok ) { auto marker = std::unique_ptr<MARKER_PCB>( marker_factory.NewMarker( pos, footprint, DRCE_MISSING_COURTYARD_IN_FOOTPRINT ) ); HandleMarker( std::move( marker ) ); success = false; } } if( !aBoard.GetDesignSettings().m_ProhibitOverlappingCourtyards ) return success; wxLogTrace( DRC_COURTYARD_TRACE, "Checking for courtyard overlap" ); // Now test for overlapping on top layer: SHAPE_POLY_SET courtyard; // temporary storage of the courtyard of current footprint for( MODULE* footprint = aBoard.m_Modules; footprint; footprint = footprint->Next() ) { if( footprint->GetPolyCourtyardFront().OutlineCount() == 0 ) continue; // No courtyard defined for( MODULE* candidate = footprint->Next(); candidate; candidate = candidate->Next() ) { if( candidate->GetPolyCourtyardFront().OutlineCount() == 0 ) continue; // No courtyard defined courtyard.RemoveAllContours(); courtyard.Append( footprint->GetPolyCourtyardFront() ); // Build the common area between footprint and the candidate: courtyard.BooleanIntersection( candidate->GetPolyCourtyardFront(), SHAPE_POLY_SET::PM_FAST ); // If no overlap, courtyard is empty (no common area). // Therefore if a common polygon exists, this is a DRC error if( courtyard.OutlineCount() ) { //Overlap between footprint and candidate VECTOR2I& pos = courtyard.Vertex( 0, 0, -1 ); auto marker = std::unique_ptr<MARKER_PCB>( marker_factory.NewMarker( wxPoint( pos.x, pos.y ), footprint, candidate, DRCE_OVERLAPPING_FOOTPRINTS ) ); HandleMarker( std::move( marker ) ); success = false; } } } // Test for overlapping on bottom layer: for( MODULE* footprint = aBoard.m_Modules; footprint; footprint = footprint->Next() ) { if( footprint->GetPolyCourtyardBack().OutlineCount() == 0 ) continue; // No courtyard defined for( MODULE* candidate = footprint->Next(); candidate; candidate = candidate->Next() ) { if( candidate->GetPolyCourtyardBack().OutlineCount() == 0 ) continue; // No courtyard defined courtyard.RemoveAllContours(); courtyard.Append( footprint->GetPolyCourtyardBack() ); // Build the common area between footprint and the candidate: courtyard.BooleanIntersection( candidate->GetPolyCourtyardBack(), SHAPE_POLY_SET::PM_FAST ); // If no overlap, courtyard is empty (no common area). // Therefore if a common polygon exists, this is a DRC error if( courtyard.OutlineCount() ) { //Overlap between footprint and candidate VECTOR2I& pos = courtyard.Vertex( 0, 0, -1 ); auto marker = std::unique_ptr<MARKER_PCB>( marker_factory.NewMarker( wxPoint( pos.x, pos.y ), footprint, candidate, DRCE_OVERLAPPING_FOOTPRINTS ) ); HandleMarker( std::move( marker ) ); success = false; } } } return success; }
void C3D_RENDER_OGL_LEGACY::reload() { m_reloadRequested = false; ogl_free_all_display_lists(); COBJECT2D_STATS::Instance().ResetStats(); m_settings.InitSettings(); SFVEC3F camera_pos = m_settings.GetBoardCenter3DU(); m_settings.CameraGet().SetBoardLookAtPos( camera_pos ); // Create Board // ///////////////////////////////////////////////////////////////////////// printf("Create board...\n"); CCONTAINER2D boardContainer; Convert_shape_line_polygon_to_triangles( m_settings.GetBoardPoly(), boardContainer, m_settings.BiuTo3Dunits(), (const BOARD_ITEM &)*m_settings.GetBoard() ); const LIST_OBJECT2D listBoardObject2d = boardContainer.GetList(); if( listBoardObject2d.size() > 0 ) { /* float layer_z_top = m_settings.GetLayerBottomZpos3DU( F_Cu ); float layer_z_bot = m_settings.GetLayerBottomZpos3DU( B_Cu ); */ float layer_z_top = m_settings.GetLayerBottomZpos3DU( B_Mask ); float layer_z_bot = m_settings.GetLayerTopZpos3DU( B_Mask ); CLAYER_TRIANGLES *layerTriangles = new CLAYER_TRIANGLES( listBoardObject2d.size() ); for( LIST_OBJECT2D::const_iterator itemOnLayer = listBoardObject2d.begin(); itemOnLayer != listBoardObject2d.end(); itemOnLayer++ ) { const COBJECT2D *object2d_A = static_cast<const COBJECT2D *>(*itemOnLayer); wxASSERT( object2d_A->GetObjectType() == OBJ2D_TRIANGLE ); const CTRIANGLE2D *tri = (const CTRIANGLE2D *)object2d_A; const SFVEC2F &v1 = tri->GetP1(); const SFVEC2F &v2 = tri->GetP2(); const SFVEC2F &v3 = tri->GetP3(); add_triangle_top_bot( layerTriangles, v1, v2, v3, layer_z_top, layer_z_bot ); } const SHAPE_POLY_SET boardPoly = m_settings.GetBoardPoly(); SHAPE_POLY_SET boardPolyCopy = boardPoly; boardPolyCopy.Simplify( SHAPE_POLY_SET::PM_FAST ); if( boardPolyCopy.OutlineCount() == 1 ) { const SHAPE_LINE_CHAIN& outlinePath = boardPolyCopy.COutline( 0 ); std::vector< SFVEC2F > contournPoints; contournPoints.clear(); contournPoints.reserve( outlinePath.PointCount() + 2 ); for( unsigned int i = 0; i < (unsigned int)outlinePath.PointCount(); ++i ) { const VECTOR2I& v = outlinePath.CPoint( i ); contournPoints.push_back( SFVEC2F( v.x * m_settings.BiuTo3Dunits(), -v.y * m_settings.BiuTo3Dunits() ) ); } contournPoints.push_back( contournPoints[0] ); if( contournPoints.size() > 4 ) { // Calculate normals of each segment of the contourn std::vector< SFVEC2F > contournNormals; contournNormals.clear(); contournNormals.reserve( contournPoints.size() ); for( unsigned int i = 0; i < ( contournPoints.size() - 1 ); ++i ) { const SFVEC2F &v0 = contournPoints[i + 0]; const SFVEC2F &v1 = contournPoints[i + 1]; SFVEC2F n = glm::normalize( v1 - v0 ); contournNormals.push_back( SFVEC2F( -n.y, n.x ) ); } SFVEC2F lastNormal = contournNormals[contournPoints.size() - 2]; for( unsigned int i = 0; i < ( contournPoints.size() - 1 ); ++i ) { const SFVEC2F &v0 = contournPoints[i + 0]; const SFVEC2F &v1 = contournPoints[i + 1]; layerTriangles->m_layer_middle_contourns_quads->AddQuad( SFVEC3F( v0.x, v0.y, NextFloatUp( layer_z_top ) ), SFVEC3F( v1.x, v1.y, NextFloatUp( layer_z_top ) ), SFVEC3F( v1.x, v1.y, NextFloatDown( layer_z_bot ) ), SFVEC3F( v0.x, v0.y, NextFloatDown( layer_z_bot ) ) ); SFVEC2F n0 = contournNormals[i]; if( glm::dot( n0, lastNormal ) > 0.5f ) n0 += lastNormal; else n0 += contournNormals[i]; const SFVEC2F &nextNormal = contournNormals[ (i + 1) % (contournPoints.size() - 1) ]; SFVEC2F n1 = contournNormals[i]; if( glm::dot( n1, nextNormal ) > 0.5f ) n1 += nextNormal; else n1 += contournNormals[i]; n0 = glm::normalize( n0 ); n1 = glm::normalize( n1 ); const SFVEC3F n3d0 = SFVEC3F( n0.x, n0.y, 0.0f ); const SFVEC3F n3d1 = SFVEC3F( n1.x, n1.y, 0.0f ); layerTriangles->m_layer_middle_contourns_quads->AddNormal( n3d0, n3d1, n3d1, n3d0 ); lastNormal = contournNormals[i]; /* const SFVEC2F n0 = glm::normalize( v0 - center ); const SFVEC2F n1 = glm::normalize( v1 - center ); const SFVEC3F n0z = SFVEC3F( n0.x, n0.y, 0.0f ); const SFVEC3F n1z = SFVEC3F( n1.x, n1.y, 0.0f ); layerTriangles->m_layer_middle_contourns_quads->AddNormal( n0z, n1z, n1z, n0z );*/ } } contournPoints.clear(); } m_ogl_disp_list_board = new CLAYERS_OGL_DISP_LISTS( *layerTriangles, m_ogl_circle_texture, SFVEC3F(0.65f,0.55f,0.05f) ); delete layerTriangles; } float calc_sides_min_factor = (float)( 10.0 * IU_PER_MILS * m_settings.BiuTo3Dunits() ); float calc_sides_max_factor = (float)( 1000.0 * IU_PER_MILS * m_settings.BiuTo3Dunits() ); // Add layers maps (except B_Mask and F_Mask) // ///////////////////////////////////////////////////////////////////////// printf("Add layers maps...\n"); for( MAP_CONTAINER_2D::const_iterator it = m_settings.GetMapLayers().begin(); it != m_settings.GetMapLayers().end(); it++ ) { LAYER_ID layer_id = static_cast<LAYER_ID>(it->first); if( !m_settings.Is3DLayerEnabled( layer_id ) ) continue; const CBVHCONTAINER2D *container2d = static_cast<const CBVHCONTAINER2D *>(it->second); const LIST_OBJECT2D listObject2d = container2d->GetList(); if( listObject2d.size() == 0 ) continue; //CMATERIAL *materialLayer = &m_materials.m_SilkS; SFVEC3F layerColor = SFVEC3F( 0.3f, 0.4f, 0.5f ); float layer_z_bot = m_settings.GetLayerBottomZpos3DU( layer_id ); float layer_z_top = m_settings.GetLayerTopZpos3DU( layer_id ); if( layer_z_top < layer_z_bot ) { float tmpFloat = layer_z_bot; layer_z_bot = layer_z_top; layer_z_top = tmpFloat; } layer_z_bot -= m_settings.GetNonCopperLayerThickness3DU(); layer_z_top += m_settings.GetNonCopperLayerThickness3DU(); if( m_settings.GetFlag( FL_USE_REALISTIC_MODE ) ) { switch( layer_id ) { case B_Adhes: case F_Adhes: break; case B_Paste: case F_Paste: // materialLayer = &m_materials.m_Paste; break; case B_SilkS: case F_SilkS: // materialLayer = &m_materials.m_SilkS; // layerColor = g_silkscreenColor; break; case Dwgs_User: case Cmts_User: case Eco1_User: case Eco2_User: case Edge_Cuts: case Margin: break; case B_CrtYd: case F_CrtYd: break; case B_Fab: case F_Fab: break; default: //materialLayer = &m_materials.m_Copper; //layerColor = g_copperColor; break; } } else { layerColor = m_settings.GetLayerColor( layer_id ); } // Calculate an estiation for then nr of triangles based on the nr of objects unsigned int nrTrianglesEstimation = listObject2d.size() * 8; CLAYER_TRIANGLES *layerTriangles = new CLAYER_TRIANGLES( nrTrianglesEstimation ); m_triangles[layer_id] = layerTriangles; for( LIST_OBJECT2D::const_iterator itemOnLayer = listObject2d.begin(); itemOnLayer != listObject2d.end(); itemOnLayer++ ) { const COBJECT2D *object2d_A = static_cast<const COBJECT2D *>(*itemOnLayer); switch( object2d_A->GetObjectType() ) { case OBJ2D_FILLED_CIRCLE: { const CFILLEDCIRCLE2D *filledCircle = (const CFILLEDCIRCLE2D *)object2d_A; const SFVEC2F ¢er = filledCircle->GetCenter(); float radius = filledCircle->GetRadius() * 2.0f; // Double because the render triangle float radiusSquared = radius * radius; const float f = (sqrtf(2.0f) / 2.0f) * radius * 0.9;// * texture_factor; layerTriangles->m_layer_top_segment_ends->AddTriangle( SFVEC3F( center.x + f, center.y, layer_z_top ), SFVEC3F( center.x - f, center.y, layer_z_top ), SFVEC3F( center.x, center.y - f, layer_z_top ) ); layerTriangles->m_layer_top_segment_ends->AddTriangle( SFVEC3F( center.x - f, center.y, layer_z_top ), SFVEC3F( center.x + f, center.y, layer_z_top ), SFVEC3F( center.x, center.y + f, layer_z_top ) ); layerTriangles->m_layer_bot_segment_ends->AddTriangle( SFVEC3F( center.x - f, center.y, layer_z_bot ), SFVEC3F( center.x + f, center.y, layer_z_bot ), SFVEC3F( center.x, center.y - f, layer_z_bot ) ); layerTriangles->m_layer_bot_segment_ends->AddTriangle( SFVEC3F( center.x + f, center.y, layer_z_bot ), SFVEC3F( center.x - f, center.y, layer_z_bot ), SFVEC3F( center.x, center.y + f, layer_z_bot ) ); unsigned int nr_sides_per_circle = (unsigned int)mapf( radiusSquared, calc_sides_min_factor, calc_sides_max_factor, 24.0f, 256.0f ); wxASSERT( nr_sides_per_circle >= 24 ); // Normal radius for the circle radius = filledCircle->GetRadius(); std::vector< SFVEC2F > contournPoints; contournPoints.clear(); contournPoints.reserve( nr_sides_per_circle + 2 ); int delta = 3600 / nr_sides_per_circle; for( int ii = 0; ii < 3600; ii += delta ) { const SFVEC2F rotatedDir = glm::rotate( SFVEC2F( 0.0f, 1.0f ), (float)ii * 2.0f * 3.14f / 3600.0f ); contournPoints.push_back( SFVEC2F( center.x - rotatedDir.y * radius, center.y + rotatedDir.x * radius ) ); } contournPoints.push_back( contournPoints[0] ); if( contournPoints.size() > 1 ) { for( unsigned int i = 0; i < ( contournPoints.size() - 1 ); ++i ) { const SFVEC2F &v0 = contournPoints[i + 0]; const SFVEC2F &v1 = contournPoints[i + 1]; layerTriangles->m_layer_middle_contourns_quads->AddQuad( SFVEC3F( v0.x, v0.y, NextFloatUp( layer_z_bot ) ), SFVEC3F( v1.x, v1.y, NextFloatUp( layer_z_bot ) ), SFVEC3F( v1.x, v1.y, NextFloatDown( layer_z_top ) ), SFVEC3F( v0.x, v0.y, NextFloatDown( layer_z_top ) ) ); const SFVEC2F n0 = glm::normalize( v0 - center ); const SFVEC2F n1 = glm::normalize( v1 - center ); const SFVEC3F n0z = SFVEC3F( n0.x, n0.y, 0.0f ); const SFVEC3F n1z = SFVEC3F( n1.x, n1.y, 0.0f ); layerTriangles->m_layer_middle_contourns_quads->AddNormal( n0z, n1z, n1z, n0z ); } } contournPoints.clear(); } break; case OBJ2D_DUMMYBLOCK: { } break; case OBJ2D_POLYGON4PT: { const CPOLYGON4PTS2D *poly = (const CPOLYGON4PTS2D *)object2d_A; const SFVEC2F &v0 = poly->GetV0(); const SFVEC2F &v1 = poly->GetV1(); const SFVEC2F &v2 = poly->GetV2(); const SFVEC2F &v3 = poly->GetV3(); add_triangle_top_bot( layerTriangles, v0, v2, v1, layer_z_top, layer_z_bot ); add_triangle_top_bot( layerTriangles, v2, v0, v3, layer_z_top, layer_z_bot ); const SFVEC2F &n0 = poly->GetN0(); const SFVEC2F &n1 = poly->GetN1(); const SFVEC2F &n2 = poly->GetN2(); const SFVEC2F &n3 = poly->GetN3(); const SFVEC3F n3d0 = SFVEC3F(-n0.y, n0.x, 0.0f ); const SFVEC3F n3d1 = SFVEC3F(-n1.y, n1.x, 0.0f ); const SFVEC3F n3d2 = SFVEC3F(-n2.y, n2.x, 0.0f ); const SFVEC3F n3d3 = SFVEC3F(-n3.y, n3.x, 0.0f ); layerTriangles->m_layer_middle_contourns_quads->AddQuad( SFVEC3F( v0.x, v0.y, layer_z_bot ), SFVEC3F( v1.x, v1.y, layer_z_bot ), SFVEC3F( v1.x, v1.y, layer_z_top ), SFVEC3F( v0.x, v0.y, layer_z_top ) ); layerTriangles->m_layer_middle_contourns_quads->AddNormal( n3d0, n3d0, n3d0, n3d0 ); layerTriangles->m_layer_middle_contourns_quads->AddQuad( SFVEC3F( v2.x, v2.y, layer_z_top ), SFVEC3F( v1.x, v1.y, layer_z_top ), SFVEC3F( v1.x, v1.y, layer_z_bot ), SFVEC3F( v2.x, v2.y, layer_z_bot ) ); layerTriangles->m_layer_middle_contourns_quads->AddNormal( n3d1, n3d1, n3d1, n3d1 ); layerTriangles->m_layer_middle_contourns_quads->AddQuad( SFVEC3F( v3.x, v3.y, layer_z_top ), SFVEC3F( v2.x, v2.y, layer_z_top ), SFVEC3F( v2.x, v2.y, layer_z_bot ), SFVEC3F( v3.x, v3.y, layer_z_bot ) ); layerTriangles->m_layer_middle_contourns_quads->AddNormal( n3d2, n3d2, n3d2, n3d2 ); layerTriangles->m_layer_middle_contourns_quads->AddQuad( SFVEC3F( v0.x, v0.y, layer_z_top ), SFVEC3F( v3.x, v3.y, layer_z_top ), SFVEC3F( v3.x, v3.y, layer_z_bot ), SFVEC3F( v0.x, v0.y, layer_z_bot ) ); layerTriangles->m_layer_middle_contourns_quads->AddNormal( n3d3, n3d3, n3d3, n3d3 ); } break; case OBJ2D_RING: { const CRING2D *ring = (const CRING2D *)object2d_A; const SFVEC2F ¢er = ring->GetCenter(); float inner = ring->GetInnerRadius(); float outer = ring->GetOuterRadius(); unsigned int nr_sides_per_circle = (unsigned int)mapf( outer, calc_sides_min_factor, calc_sides_max_factor, 24.0f, 256.0f ); wxASSERT( nr_sides_per_circle >= 24 ); std::vector< SFVEC2F > innerContour; std::vector< SFVEC2F > outerContour; innerContour.clear(); innerContour.reserve( nr_sides_per_circle + 2 ); outerContour.clear(); outerContour.reserve( nr_sides_per_circle + 2 ); int delta = 3600 / nr_sides_per_circle; for( int ii = 0; ii < 3600; ii += delta ) { const SFVEC2F rotatedDir = glm::rotate( SFVEC2F( 0.0f, 1.0f), (float) ii * 2.0f * 3.14f / 3600.0f ); innerContour.push_back( SFVEC2F( center.x - rotatedDir.y * inner, center.y + rotatedDir.x * inner ) ); outerContour.push_back( SFVEC2F( center.x - rotatedDir.y * outer, center.y + rotatedDir.x * outer ) ); } innerContour.push_back( innerContour[0] ); outerContour.push_back( outerContour[0] ); wxASSERT( innerContour.size() == outerContour.size() ); for( unsigned int i = 0; i < ( innerContour.size() - 1 ); ++i ) { const SFVEC2F &vi0 = innerContour[i + 0]; const SFVEC2F &vi1 = innerContour[i + 1]; const SFVEC2F &vo0 = outerContour[i + 0]; const SFVEC2F &vo1 = outerContour[i + 1]; layerTriangles->m_layer_top_triangles->AddQuad( SFVEC3F( vi1.x, vi1.y, layer_z_top ), SFVEC3F( vi0.x, vi0.y, layer_z_top ), SFVEC3F( vo0.x, vo0.y, layer_z_top ), SFVEC3F( vo1.x, vo1.y, layer_z_top ) ); layerTriangles->m_layer_bot_triangles->AddQuad( SFVEC3F( vi1.x, vi1.y, layer_z_bot ), SFVEC3F( vo1.x, vo1.y, layer_z_bot ), SFVEC3F( vo0.x, vo0.y, layer_z_bot ), SFVEC3F( vi0.x, vi0.y, layer_z_bot ) ); } for( unsigned int i = 0; i < ( innerContour.size() - 1 ); ++i ) { const SFVEC2F &v0 = innerContour[i + 0]; const SFVEC2F &v1 = innerContour[i + 1]; layerTriangles->m_layer_middle_contourns_quads->AddQuad( SFVEC3F( v1.x, v1.y, NextFloatUp( layer_z_bot ) ), SFVEC3F( v0.x, v0.y, NextFloatUp( layer_z_bot ) ), SFVEC3F( v0.x, v0.y, NextFloatDown( layer_z_top ) ), SFVEC3F( v1.x, v1.y, NextFloatDown( layer_z_top ) ) ); const SFVEC2F n0 = glm::normalize( v0 - center ); const SFVEC2F n1 = glm::normalize( v1 - center ); const SFVEC3F n0z = SFVEC3F( n0.x, n0.y, 0.0f ); const SFVEC3F n1z = SFVEC3F( n1.x, n1.y, 0.0f ); layerTriangles->m_layer_middle_contourns_quads->AddNormal( n0z, n1z, n1z, n0z ); } for( unsigned int i = 0; i < ( outerContour.size() - 1 ); ++i ) { const SFVEC2F &v0 = outerContour[i + 0]; const SFVEC2F &v1 = outerContour[i + 1]; layerTriangles->m_layer_middle_contourns_quads->AddQuad( SFVEC3F( v0.x, v0.y, NextFloatUp( layer_z_bot ) ), SFVEC3F( v1.x, v1.y, NextFloatUp( layer_z_bot ) ), SFVEC3F( v1.x, v1.y, NextFloatDown( layer_z_top ) ), SFVEC3F( v0.x, v0.y, NextFloatDown( layer_z_top ) ) ); const SFVEC2F n0 = glm::normalize( v0 - center ); const SFVEC2F n1 = glm::normalize( v1 - center ); const SFVEC3F n0z = SFVEC3F( n0.x, n0.y, 0.0f ); const SFVEC3F n1z = SFVEC3F( n1.x, n1.y, 0.0f ); layerTriangles->m_layer_middle_contourns_quads->AddNormal( n0z, n1z, n1z, n0z ); } } break; case OBJ2D_TRIANGLE: { const CTRIANGLE2D *tri = (const CTRIANGLE2D *)object2d_A; const SFVEC2F &v1 = tri->GetP1(); const SFVEC2F &v2 = tri->GetP2(); const SFVEC2F &v3 = tri->GetP3(); add_triangle_top_bot( layerTriangles, v1, v2, v3, layer_z_top, layer_z_bot ); } break; case OBJ2D_ROUNDSEG: { const CROUNDSEGMENT2D &roundSeg = (const CROUNDSEGMENT2D &) *object2d_A; unsigned int nr_sides_per_circle = (unsigned int)mapf( roundSeg.GetWidth(), calc_sides_min_factor, calc_sides_max_factor, 24.0f, 256.0f ); wxASSERT( nr_sides_per_circle >= 24 ); SFVEC2F leftStart = roundSeg.GetLeftStar(); SFVEC2F leftEnd = roundSeg.GetLeftEnd(); SFVEC2F leftDir = roundSeg.GetLeftDir(); SFVEC2F rightStart = roundSeg.GetRightStar(); SFVEC2F rightEnd = roundSeg.GetRightEnd(); SFVEC2F rightDir = roundSeg.GetRightDir(); float radius = roundSeg.GetRadius(); SFVEC2F start = roundSeg.GetStart(); SFVEC2F end = roundSeg.GetEnd(); float texture_factor = (12.0f/(float)SIZE_OF_CIRCLE_TEXTURE) + 1.0f; float texture_factorF= ( 4.0f/(float)SIZE_OF_CIRCLE_TEXTURE) + 1.0f; const float radius_of_the_square = sqrtf( roundSeg.GetRadiusSquared() * 2.0f ); const float radius_triangle_factor = (radius_of_the_square - radius) / radius; const SFVEC2F factorS = SFVEC2F( -rightDir.y * radius * radius_triangle_factor, rightDir.x * radius * radius_triangle_factor ); const SFVEC2F factorE = SFVEC2F( -leftDir.y * radius * radius_triangle_factor, leftDir.x * radius * radius_triangle_factor ); // Top end segment triangles layerTriangles->m_layer_top_segment_ends->AddTriangle( SFVEC3F( rightEnd.x + texture_factor * factorS.x, rightEnd.y + texture_factor * factorS.y, layer_z_top ), SFVEC3F( leftStart.x + texture_factor * factorE.x, leftStart.y + texture_factor * factorE.y, layer_z_top ), SFVEC3F( start.x - texture_factorF * leftDir.x * radius * sqrtf(2.0f), start.y - texture_factorF * leftDir.y * radius * sqrtf(2.0f), layer_z_top ) ); layerTriangles->m_layer_top_segment_ends->AddTriangle( SFVEC3F( leftEnd.x + texture_factor * factorE.x, leftEnd.y + texture_factor * factorE.y, layer_z_top ), SFVEC3F( rightStart.x + texture_factor * factorS.x, rightStart.y + texture_factor * factorS.y, layer_z_top ), SFVEC3F( end.x - texture_factorF * rightDir.x * radius * sqrtf(2.0f), end.y - texture_factorF * rightDir.y * radius * sqrtf(2.0f), layer_z_top ) ); // Bot end segment triangles layerTriangles->m_layer_bot_segment_ends->AddTriangle( SFVEC3F( leftStart.x + texture_factor * factorE.x, leftStart.y + texture_factor * factorE.y, layer_z_bot ), SFVEC3F( rightEnd.x + texture_factor * factorS.x, rightEnd.y + texture_factor * factorS.y, layer_z_bot ), SFVEC3F( start.x - texture_factorF * leftDir.x * radius * sqrtf(2.0f), start.y - texture_factorF * leftDir.y * radius * sqrtf(2.0f), layer_z_bot ) ); layerTriangles->m_layer_bot_segment_ends->AddTriangle( SFVEC3F( rightStart.x + texture_factor * factorS.x, rightStart.y + texture_factor * factorS.y, layer_z_bot ), SFVEC3F( leftEnd.x + texture_factor * factorE.x, leftEnd.y + texture_factor * factorE.y, layer_z_bot ), SFVEC3F( end.x - texture_factorF * rightDir.x * radius * sqrtf(2.0f), end.y - texture_factorF * rightDir.y * radius * sqrtf(2.0f), layer_z_bot ) ); // Segment top and bot planes layerTriangles->m_layer_top_triangles->AddQuad( SFVEC3F( rightEnd.x, rightEnd.y, layer_z_top ), SFVEC3F( rightStart.x, rightStart.y, layer_z_top ), SFVEC3F( leftEnd.x, leftEnd.y, layer_z_top ), SFVEC3F( leftStart.x, leftStart.y, layer_z_top ) ); layerTriangles->m_layer_bot_triangles->AddQuad( SFVEC3F( rightEnd.x, rightEnd.y, layer_z_bot ), SFVEC3F( leftStart.x, leftStart.y, layer_z_bot ), SFVEC3F( leftEnd.x, leftEnd.y, layer_z_bot ), SFVEC3F( rightStart.x, rightStart.y, layer_z_bot ) ); // Middle contourns (two sides of the segment) layerTriangles->m_layer_middle_contourns_quads->AddQuad( SFVEC3F( leftStart.x, leftStart.y, layer_z_top ), SFVEC3F( leftEnd.x, leftEnd.y, layer_z_top ), SFVEC3F( leftEnd.x, leftEnd.y, layer_z_bot ), SFVEC3F( leftStart.x, leftStart.y, layer_z_bot ) ); const SFVEC3F leftNormal = SFVEC3F( -leftDir.y, leftDir.x, 0.0f ); layerTriangles->m_layer_middle_contourns_quads->AddNormal( leftNormal, leftNormal, leftNormal, leftNormal ); layerTriangles->m_layer_middle_contourns_quads->AddQuad( SFVEC3F( rightStart.x, rightStart.y, layer_z_top ), SFVEC3F( rightEnd.x, rightEnd.y, layer_z_top ), SFVEC3F( rightEnd.x, rightEnd.y, layer_z_bot ), SFVEC3F( rightStart.x, rightStart.y, layer_z_bot ) ); const SFVEC3F rightNormal = SFVEC3F( -rightDir.y, rightDir.x, 0.0f ); layerTriangles->m_layer_middle_contourns_quads->AddNormal( rightNormal, rightNormal, rightNormal, rightNormal ); // Compute the outlines of the segment, and creates a polygon // add right rounded end: std::vector< SFVEC2F > roundedEndPointsStart; std::vector< SFVEC2F > roundedEndPointsEnd; roundedEndPointsStart.clear(); roundedEndPointsStart.reserve( nr_sides_per_circle + 2 ); roundedEndPointsEnd.clear(); roundedEndPointsEnd.reserve( nr_sides_per_circle + 2 ); roundedEndPointsStart.push_back( SFVEC2F( leftStart.x, leftStart.y ) ); roundedEndPointsEnd.push_back( SFVEC2F( leftEnd.x, leftEnd.y ) ); int delta = 3600 / nr_sides_per_circle; for( int ii = delta; ii < 1800; ii += delta ) { const SFVEC2F rotatedDirL = glm::rotate( leftDir, (float) ii * 2.0f * 3.14f / 3600.0f ); const SFVEC2F rotatedDirR = glm::rotate( rightDir, (float)(1800 - ii) * 2.0f * 3.14f / 3600.0f ); roundedEndPointsStart.push_back( SFVEC2F( start.x - rotatedDirL.y * radius, start.y + rotatedDirL.x * radius ) ); roundedEndPointsEnd.push_back( SFVEC2F( end.x - rotatedDirR.y * radius, end.y + rotatedDirR.x * radius ) ); } roundedEndPointsStart.push_back( SFVEC2F( rightEnd.x, rightEnd.y ) ); roundedEndPointsEnd.push_back( SFVEC2F( rightStart.x, rightStart.y ) ); if( roundedEndPointsStart.size() > 1 ) { for( unsigned int i = 0; i < ( roundedEndPointsStart.size() - 1 ); ++i ) { const SFVEC2F &v0 = roundedEndPointsStart[i + 0]; const SFVEC2F &v1 = roundedEndPointsStart[i + 1]; layerTriangles->m_layer_middle_contourns_quads->AddQuad( SFVEC3F( v0.x, v0.y, layer_z_bot ), SFVEC3F( v1.x, v1.y, layer_z_bot ), SFVEC3F( v1.x, v1.y, layer_z_top ), SFVEC3F( v0.x, v0.y, layer_z_top ) ); const SFVEC2F n0 = glm::normalize( v0 - start ); const SFVEC2F n1 = glm::normalize( v1 - start ); const SFVEC3F n0z = SFVEC3F( n0.x, n0.y, 0.0f ); const SFVEC3F n1z = SFVEC3F( n1.x, n1.y, 0.0f ); layerTriangles->m_layer_middle_contourns_quads->AddNormal( n0z, n1z, n1z, n0z ); } } roundedEndPointsStart.clear(); if( roundedEndPointsEnd.size() > 1 ) { for( unsigned int i = 0; i < ( roundedEndPointsEnd.size() - 1 ); ++i ) { const SFVEC2F &v0 = roundedEndPointsEnd[i + 0]; const SFVEC2F &v1 = roundedEndPointsEnd[i + 1]; layerTriangles->m_layer_middle_contourns_quads->AddQuad( SFVEC3F( v0.x, v0.y, layer_z_top ), SFVEC3F( v1.x, v1.y, layer_z_top ), SFVEC3F( v1.x, v1.y, layer_z_bot ), SFVEC3F( v0.x, v0.y, layer_z_bot ) ); const SFVEC2F n0 = glm::normalize( v0 - end ); const SFVEC2F n1 = glm::normalize( v1 - end ); const SFVEC3F n0z = SFVEC3F( n0.x, n0.y, 0.0f ); const SFVEC3F n1z = SFVEC3F( n1.x, n1.y, 0.0f ); layerTriangles->m_layer_middle_contourns_quads->AddNormal( n0z, n1z, n1z, n0z ); } } roundedEndPointsEnd.clear(); } break; default: { } break; } #if 0 // not yet used / implemented (can be used in future to clip the objects in the board borders COBJECT2D *object2d_C = CSGITEM_FULL; std::vector<const COBJECT2D *> *object2d_B = CSGITEM_EMPTY; if( m_settings.GetFlag( FL_RENDER_SHOW_HOLES_IN_ZONES ) ) { object2d_B = new std::vector<const COBJECT2D *>(); // Check if there are any layerhole that intersects this object // Eg: a segment is cutted by a via hole or THT hole. // ///////////////////////////////////////////////////////////// const MAP_CONTAINER_2D &layerHolesMap = m_settings.GetMapLayersHoles(); if( layerHolesMap.find(layer_id) != layerHolesMap.end() ) { MAP_CONTAINER_2D::const_iterator ii_hole = layerHolesMap.find(layer_id); const CBVHCONTAINER2D *containerLayerHoles2d = static_cast<const CBVHCONTAINER2D *>(ii_hole->second); CONST_LIST_OBJECT2D intersectionList; containerLayerHoles2d->GetListObjectsIntersects( object2d_A->GetBBox(), intersectionList ); if( !intersectionList.empty() ) { for( CONST_LIST_OBJECT2D::const_iterator holeOnLayer = intersectionList.begin(); holeOnLayer != intersectionList.end(); holeOnLayer++ ) { const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*holeOnLayer); //if( object2d_A->Intersects( hole2d->GetBBox() ) ) //if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) ) object2d_B->push_back( hole2d ); } } } // Check if there are any THT that intersects this object // ///////////////////////////////////////////////////////////// if( !m_settings.GetThroughHole_Inflated().GetList().empty() ) { CONST_LIST_OBJECT2D intersectionList; m_settings.GetThroughHole_Inflated().GetListObjectsIntersects( object2d_A->GetBBox(), intersectionList ); if( !intersectionList.empty() ) { for( CONST_LIST_OBJECT2D::const_iterator hole = intersectionList.begin(); hole != intersectionList.end(); hole++ ) { const COBJECT2D *hole2d = static_cast<const COBJECT2D *>(*hole); //if( object2d_A->Intersects( hole2d->GetBBox() ) ) //if( object2d_A->GetBBox().Intersects( hole2d->GetBBox() ) ) object2d_B->push_back( hole2d ); } } } if( object2d_B->empty() ) { delete object2d_B; object2d_B = CSGITEM_EMPTY; } } if( (object2d_B == CSGITEM_EMPTY) && (object2d_C == CSGITEM_FULL) ) { #if 0 create_3d_object_from( m_object_container, object2d_A, m_settings.GetLayerBottomZpos3DU( layer_id ), m_settings.GetLayerTopZpos3DU( layer_id ), materialLayer, layerColor ); #else CLAYERITEM *objPtr = new CLAYERITEM( object2d_A, m_settings.GetLayerBottomZpos3DU( layer_id ), m_settings.GetLayerTopZpos3DU( layer_id ) ); objPtr->SetMaterial( materialLayer ); objPtr->SetColor( layerColor ); m_object_container.Add( objPtr ); #endif } else { #if 1 CITEMLAYERCSG2D *itemCSG2d = new CITEMLAYERCSG2D( object2d_A, object2d_B, object2d_C, object2d_A->GetBoardItem() ); m_containerWithObjectsToDelete.Add( itemCSG2d ); CLAYERITEM *objPtr = new CLAYERITEM( itemCSG2d, m_settings.GetLayerBottomZpos3DU( layer_id ), m_settings.GetLayerTopZpos3DU( layer_id ) ); objPtr->SetMaterial( materialLayer ); objPtr->SetColor( layerColor ); m_object_container.Add( objPtr ); #endif } #endif } // Create display list // ///////////////////////////////////////////////////////////////////// m_ogl_disp_lists_layers[layer_id] = new CLAYERS_OGL_DISP_LISTS( *layerTriangles, m_ogl_circle_texture, layerColor ); }// for each layer on map }
void Convert_path_polygon_to_polygon_blocks_and_dummy_blocks( const SHAPE_POLY_SET &aMainPath, CGENERICCONTAINER2D &aDstContainer, float aBiuTo3DunitsScale, float aDivFactor, const BOARD_ITEM &aBoardItem ) { BOX2I pathBounds = aMainPath.BBox(); // Get the path wxASSERT( aMainPath.OutlineCount() == 1 ); const SHAPE_POLY_SET::POLYGON& curr_polywithholes = aMainPath.CPolygon( 0 ); wxASSERT( curr_polywithholes.size() == 1 ); const SHAPE_LINE_CHAIN& path = curr_polywithholes[0]; // a simple polygon // Convert the points to segments class CBBOX2D bbox; bbox.Reset(); // Contains the main list of segments and each segment normal interpolated SEGMENTS_WIDTH_NORMALS segments_and_normals; // Contains a closed polygon used to calc if points are inside SEGMENTS segments; segments_and_normals.resize( path.PointCount() ); segments.resize( path.PointCount() ); for( int i = 0; i < path.PointCount(); i++ ) { const VECTOR2I& a = path.CPoint( i ); const SFVEC2F point ( (float)( a.x) * aBiuTo3DunitsScale, (float)(-a.y) * aBiuTo3DunitsScale ); bbox.Union( point ); segments_and_normals[i].m_Start = point; segments[i].m_Start = point; } bbox.ScaleNextUp(); // Calc the slopes, normals and some statistics about this polygon unsigned int i; unsigned int j = segments_and_normals.size() - 1; // Temporary normal to the segment, it will later be used for interpolation std::vector< SFVEC2F > tmpSegmentNormals; tmpSegmentNormals.resize( segments_and_normals.size() ); float medOfTheSquaresSegmentLength = 0.0f; #ifdef PRINT_STATISTICS_3D_VIEWER float minLength = FLT_MAX; #endif for( i = 0; i < segments_and_normals.size(); j = i++ ) { const SFVEC2F slope = segments_and_normals[j].m_Start - segments_and_normals[i].m_Start; segments_and_normals[i].m_Precalc_slope = slope; // Calculate constants for each segment segments[i].m_inv_JY_minus_IY = 1.0f / ( segments_and_normals[j].m_Start.y - segments_and_normals[i].m_Start.y ); segments[i].m_JX_minus_IX = ( segments_and_normals[j].m_Start.x - segments_and_normals[i].m_Start.x ); // The normal orientation expect a fixed polygon orientation (!TODO: which one?) //tmpSegmentNormals[i] = glm::normalize( SFVEC2F( -slope.y, +slope.x ) ); tmpSegmentNormals[i] = glm::normalize( SFVEC2F( slope.y, -slope.x ) ); const float length = slope.x * slope.x + slope.y * slope.y; #ifdef PRINT_STATISTICS_3D_VIEWER if( length < minLength ) minLength = length; #endif medOfTheSquaresSegmentLength += length; } #ifdef PRINT_STATISTICS_3D_VIEWER float minSegmentLength = sqrt( minLength ); #endif // This calc an approximation of medium lengths, that will be used to calc // the size of the division. medOfTheSquaresSegmentLength /= segments_and_normals.size(); medOfTheSquaresSegmentLength = sqrt( medOfTheSquaresSegmentLength ); // Compute the normal interpolation // If calculate the dot between the segments, if they are above/below some // threshould it will not interpolated it (ex: if you are in a edge corner // or in a smooth transaction) j = segments_and_normals.size() - 1; for( i = 0; i < segments_and_normals.size(); j = i++ ) { const SFVEC2F normalBeforeSeg = tmpSegmentNormals[j]; const SFVEC2F normalSeg = tmpSegmentNormals[i]; const SFVEC2F normalAfterSeg = tmpSegmentNormals[ (i + 1) % segments_and_normals.size() ]; const float dotBefore = glm::dot( normalBeforeSeg, normalSeg ); const float dotAfter = glm::dot( normalAfterSeg, normalSeg ); if( dotBefore < 0.7f ) segments_and_normals[i].m_Normals.m_Start = normalSeg; else segments_and_normals[i].m_Normals.m_Start = glm::normalize( (((normalBeforeSeg * dotBefore ) + normalSeg) * 0.5f) ); if( dotAfter < 0.7f ) segments_and_normals[i].m_Normals.m_End = normalSeg; else segments_and_normals[i].m_Normals.m_End = glm::normalize( (((normalAfterSeg * dotAfter ) + normalSeg) * 0.5f) ); } if( aDivFactor == 0.0f ) aDivFactor = medOfTheSquaresSegmentLength; SFVEC2UI grid_divisions; grid_divisions.x = (unsigned int)( (bbox.GetExtent().x / aDivFactor) ); grid_divisions.y = (unsigned int)( (bbox.GetExtent().y / aDivFactor) ); grid_divisions = glm::clamp( grid_divisions , SFVEC2UI( 1, 1 ), SFVEC2UI( MAX_NR_DIVISIONS, MAX_NR_DIVISIONS ) ); // Calculate the steps advance of the grid SFVEC2F blockAdvance; blockAdvance.x = bbox.GetExtent().x / (float)grid_divisions.x; blockAdvance.y = bbox.GetExtent().y / (float)grid_divisions.y; wxASSERT( blockAdvance.x > 0.0f ); wxASSERT( blockAdvance.y > 0.0f ); const int leftToRight_inc = (pathBounds.GetRight() - pathBounds.GetLeft()) / grid_divisions.x; const int topToBottom_inc = (pathBounds.GetBottom() - pathBounds.GetTop()) / grid_divisions.y; // Statistics unsigned int stats_n_empty_blocks = 0; unsigned int stats_n_dummy_blocks = 0; unsigned int stats_n_poly_blocks = 0; unsigned int stats_sum_size_of_polygons = 0; // Step by each block of a grid trying to extract segments and create // polygon blocks int topToBottom = pathBounds.GetTop(); float blockY = bbox.Max().y; for( unsigned int iy = 0; iy < grid_divisions.y; iy++ ) { int leftToRight = pathBounds.GetLeft(); float blockX = bbox.Min().x; for( unsigned int ix = 0; ix < grid_divisions.x; ix++ ) { CBBOX2D blockBox( SFVEC2F( blockX, blockY - blockAdvance.y ), SFVEC2F( blockX + blockAdvance.x, blockY ) ); // Make the box large to it will catch (intersect) the edges blockBox.ScaleNextUp(); blockBox.ScaleNextUp(); blockBox.ScaleNextUp(); SEGMENTS_WIDTH_NORMALS extractedSegments; extractPathsFrom( segments_and_normals, blockBox, extractedSegments ); if( extractedSegments.empty() ) { SFVEC2F p1( blockBox.Min().x, blockBox.Min().y ); SFVEC2F p2( blockBox.Max().x, blockBox.Min().y ); SFVEC2F p3( blockBox.Max().x, blockBox.Max().y ); SFVEC2F p4( blockBox.Min().x, blockBox.Max().y ); if( polygon_IsPointInside( segments, p1 ) || polygon_IsPointInside( segments, p2 ) || polygon_IsPointInside( segments, p3 ) || polygon_IsPointInside( segments, p4 ) ) { // In this case, the segments are not intersecting the // polygon, so it means that if any point is inside it, // then all other are inside the polygon. // This is a full bbox inside, so add a dummy box aDstContainer.Add( new CDUMMYBLOCK2D( blockBox, aBoardItem ) ); stats_n_dummy_blocks++; } else { // Points are outside, so this block complety missed the polygon // In this case, no objects need to be added stats_n_empty_blocks++; } } else { // At this point, the borders of polygon were intersected by the // bounding box, so we must calculate a new polygon that will // close that small block. // This block will be used to calculate if points are inside // the (sub block) polygon. SHAPE_POLY_SET subBlockPoly; SHAPE_LINE_CHAIN sb = SHAPE_LINE_CHAIN( VECTOR2I( leftToRight, topToBottom ), VECTOR2I( leftToRight + leftToRight_inc, topToBottom ), VECTOR2I( leftToRight + leftToRight_inc, topToBottom + topToBottom_inc ), VECTOR2I( leftToRight, topToBottom + topToBottom_inc ) ); //sb.Append( leftToRight, topToBottom ); sb.SetClosed( true ); subBlockPoly.AddOutline( sb ); // We need here a strictly simple polygon with outlines and holes SHAPE_POLY_SET solution; solution.BooleanIntersection( aMainPath, subBlockPoly, SHAPE_POLY_SET::PM_STRICTLY_SIMPLE ); OUTERS_AND_HOLES outersAndHoles; outersAndHoles.m_Holes.clear(); outersAndHoles.m_Outers.clear(); for( int idx = 0; idx < solution.OutlineCount(); idx++ ) { const SHAPE_LINE_CHAIN & outline = solution.Outline( idx ); SEGMENTS solutionSegment; polygon_Convert( outline, solutionSegment, aBiuTo3DunitsScale ); outersAndHoles.m_Outers.push_back( solutionSegment ); stats_sum_size_of_polygons += solutionSegment.size(); for( int holeIdx = 0; holeIdx < solution.HoleCount( idx ); holeIdx++ ) { const SHAPE_LINE_CHAIN & hole = solution.Hole( idx, holeIdx ); polygon_Convert( hole, solutionSegment, aBiuTo3DunitsScale ); outersAndHoles.m_Holes.push_back( solutionSegment ); stats_sum_size_of_polygons += solutionSegment.size(); } } if( !outersAndHoles.m_Outers.empty() ) { aDstContainer.Add( new CPOLYGONBLOCK2D( extractedSegments, outersAndHoles, aBoardItem ) ); stats_n_poly_blocks++; } } blockX += blockAdvance.x; leftToRight += leftToRight_inc; } blockY -= blockAdvance.y; topToBottom += topToBottom_inc; } #ifdef PRINT_STATISTICS_3D_VIEWER printf( "////////////////////////////////////////////////////////////////////////////////\n" ); printf( "Convert_path_polygon_to_polygon_blocks_and_dummy_blocks\n" ); printf( " grid_divisions (%u, %u)\n", grid_divisions.x, grid_divisions.y ); printf( " N Total Blocks %u\n", grid_divisions.x * grid_divisions.y ); printf( " N Empty Blocks %u\n", stats_n_empty_blocks ); printf( " N Dummy Blocks %u\n", stats_n_dummy_blocks ); printf( " N Polyg Blocks %u\n", stats_n_poly_blocks ); printf( " Med N Seg Poly %u\n", stats_sum_size_of_polygons / stats_n_poly_blocks ); printf( " medOfTheSquaresSegmentLength %f\n", medOfTheSquaresSegmentLength ); printf( " minSegmentLength %f\n", minSegmentLength ); printf( " aDivFactor %f\n", aDivFactor ); printf( "////////////////////////////////////////////////////////////////////////////////\n" ); #endif }