void CBBOX::Reset() { m_min = S3D_VERTEX( 0.0f, 0.0f, 0.0f ); m_max = S3D_VERTEX( 0.0f, 0.0f, 0.0f ); m_initialized = false; }
void CBBOX::ApplyTransformation( glm::mat4 aTransformMatrix ) { if( m_initialized == false ) return; S3D_VERTEX v1 = S3D_VERTEX( aTransformMatrix * glm::vec4( m_min.x, m_min.y, m_min.z, 1.0f ) ); S3D_VERTEX v2 = S3D_VERTEX( aTransformMatrix * glm::vec4( m_max.x, m_max.y, m_max.z, 1.0f ) ); Reset(); Union( v1 ); Union( v2 ); }
EDA_3D_CANVAS::EDA_3D_CANVAS( EDA_3D_FRAME* parent, int* attribList ) : wxGLCanvas( parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize, wxFULL_REPAINT_ON_RESIZE ) { m_init = false; m_reportWarnings = true; m_shadow_init = false; // set an invalide value to not yet initialized indexes managing // textures created to enhance 3D rendering m_text_pcb = m_text_silk = INVALID_INDEX; m_text_fake_shadow_front = INVALID_INDEX; m_text_fake_shadow_back = INVALID_INDEX; m_text_fake_shadow_board = INVALID_INDEX; // position of the front and back layers // (will be initialized to a better value later) m_ZBottom = 0.0; m_ZTop = 0.0; m_lightPos = S3D_VERTEX(0.0f, 0.0f, 30.0f); // Clear all gl list identifiers: for( int ii = GL_ID_BEGIN; ii < GL_ID_END; ii++ ) m_glLists[ii] = 0; // Explicitly create a new rendering context instance for this canvas. m_glRC = new wxGLContext( this ); DisplayStatus(); }
void CBBOX::Scale( float aScale ) { if( m_initialized == false ) return; S3D_VERTEX scaleV = S3D_VERTEX( aScale, aScale, aScale ); S3D_VERTEX centerV = GetCenter(); m_min = (m_min - centerV) * scaleV + centerV; m_max = (m_max - centerV) * scaleV + centerV; }
void CBBOX::ApplyTransformationAA( glm::mat4 aTransformMatrix ) { if( m_initialized == false ) return; // apply the transformation matrix for each of vertices of the bounding box // and make a union with all vertices CBBOX tmpBBox = CBBOX( S3D_VERTEX( aTransformMatrix * glm::vec4( m_min.x, m_min.y, m_min.z, 1.0f ) ) ); tmpBBox.Union( S3D_VERTEX( aTransformMatrix * glm::vec4( m_max.x, m_min.y, m_min.z, 1.0f ) ) ); tmpBBox.Union( S3D_VERTEX( aTransformMatrix * glm::vec4( m_min.x, m_max.y, m_min.z, 1.0f ) ) ); tmpBBox.Union( S3D_VERTEX( aTransformMatrix * glm::vec4( m_min.x, m_min.y, m_max.z, 1.0f ) ) ); tmpBBox.Union( S3D_VERTEX( aTransformMatrix * glm::vec4( m_min.x, m_max.y, m_max.z, 1.0f ) ) ); tmpBBox.Union( S3D_VERTEX( aTransformMatrix * glm::vec4( m_max.x, m_max.y, m_min.z, 1.0f ) ) ); tmpBBox.Union( S3D_VERTEX( aTransformMatrix * glm::vec4( m_max.x, m_min.y, m_max.z, 1.0f ) ) ); tmpBBox.Union( S3D_VERTEX( aTransformMatrix * glm::vec4( m_max.x, m_max.y, m_max.z, 1.0f ) ) ); m_min = tmpBBox.m_min; m_max = tmpBBox.m_max; }
void EDA_3D_CANVAS::calcBBox() { BOARD* pcb = GetBoard(); m_fastAABBox.Reset(); for( MODULE* module = pcb->m_Modules; module; module = module->Next() ) { CBBOX tmpFastAABBox; // Compute the transformation matrix for this module based on translation, rotation and orientation. float zpos = GetPrm3DVisu().GetModulesZcoord3DIU( module->IsFlipped() ); wxPoint pos = module->GetPosition(); glm::mat4 fullTransformMatrix; fullTransformMatrix = glm::translate( glm::mat4(), S3D_VERTEX( (float)(pos.x * GetPrm3DVisu().m_BiuTo3Dunits), (float)(-pos.y * GetPrm3DVisu().m_BiuTo3Dunits), zpos ) ); if( module->GetOrientation() ) fullTransformMatrix = glm::rotate( fullTransformMatrix, glm::radians( (float)(module->GetOrientation() / 10.0f) ), S3D_VERTEX( 0.0f, 0.0f, 1.0f ) ); if( module->IsFlipped() ) { fullTransformMatrix = glm::rotate( fullTransformMatrix, glm::radians( 180.0f ), S3D_VERTEX( 0.0f, 1.0f, 0.0f ) ); fullTransformMatrix = glm::rotate( fullTransformMatrix, glm::radians( 180.0f ), S3D_VERTEX( 0.0f, 0.0f, 1.0f ) ); } // Compute a union bounding box for all the shapes of the model S3D_MASTER* shape3D = module->Models(); for( ; shape3D; shape3D = shape3D->Next() ) { if( shape3D->Is3DType( S3D_MASTER::FILE3D_VRML ) ) tmpFastAABBox.Union( shape3D->getFastAABBox() ); } tmpFastAABBox.ApplyTransformationAA( fullTransformMatrix ); m_fastAABBox.Union( tmpFastAABBox ); } // Create a board bounding box based on board size wxSize brd_size = getBoardSize(); wxPoint brd_center_pos = getBoardCenter(); float xsize = brd_size.x; float ysize = brd_size.y; float scale = GetPrm3DVisu().m_BiuTo3Dunits; float xmin = (brd_center_pos.x - xsize / 2.0) * scale; float xmax = (brd_center_pos.x + xsize / 2.0) * scale; float ymin = (brd_center_pos.y - ysize / 2.0) * scale; float ymax = (brd_center_pos.y + ysize / 2.0) * scale; float zmin = GetPrm3DVisu().GetLayerZcoordBIU( B_Adhes ) * scale; float zmax = GetPrm3DVisu().GetLayerZcoordBIU( F_Adhes ) * scale; m_boardAABBox = CBBOX( S3D_VERTEX(xmin, ymin, zmin), S3D_VERTEX(xmax, ymax, zmax) ); // Add BB board with BB models and scale it a bit m_fastAABBox.Union( m_boardAABBox ); m_fastAABBox_Shadow = m_fastAABBox; m_fastAABBox_Shadow.Scale( SHADOW_BOUNDING_BOX_SCALE ); }