bool GERBER_DRAW_ITEM::GetTextD_CodePrms( double& aSize, VECTOR2D& aPos, double& aOrientation )
{
    // aOrientation is returned in radians
    int size;
    wxPoint pos;

    if( ! GetTextD_CodePrms( size, pos, aOrientation ) )
        return false;

    aPos = pos;
    aSize = (double) size;
    aOrientation = DECIDEG2RAD( aOrientation );

    return true;
}
Пример #2
0
void RotatePoint( double* pX, double* pY, double angle )
{
    double tmp;

    NORMALIZE_ANGLE_POS( angle );

    // Cheap and dirty optimizations for 0, 90, 180, and 270 degrees.
    if( angle == 0 )
        return;

    if( angle == 900 )          /* sin = 1, cos = 0 */
    {
        tmp = *pX;
        *pX = *pY;
        *pY = -tmp;
    }
    else if( angle == 1800 )    /* sin = 0, cos = -1 */
    {
        *pX = -*pX;
        *pY = -*pY;
    }
    else if( angle == 2700 )    /* sin = -1, cos = 0 */
    {
        tmp = *pX;
        *pX = -*pY;
        *pY = tmp;
    }
    else
    {
        double fangle = DECIDEG2RAD( angle );
        double sinus = sin( fangle );
        double cosinus = cos( fangle );

        double fpx = (*pY * sinus ) + (*pX * cosinus );
        double fpy = (*pY * cosinus ) - (*pX * sinus );
        *pX = fpx;
        *pY = fpy;
    }
}
static void export_vrml_module( MODEL_VRML& aModel, BOARD* aPcb, MODULE* aModule,
        std::ofstream& aOutputFile,
        double aVRMLModelsToBiu,
        bool aExport3DFiles, const wxString& a3D_Subdir )
{
    // Reference and value
    if( aModule->Reference().IsVisible() )
        export_vrml_text_module( &aModule->Reference() );

    if( aModule->Value().IsVisible() )
        export_vrml_text_module( &aModule->Value() );

    // Export module edges
    for( EDA_ITEM* item = aModule->GraphicalItems(); item; item = item->Next() )
    {
        switch( item->Type() )
        {
        case PCB_MODULE_TEXT_T:
            export_vrml_text_module( static_cast<TEXTE_MODULE*>( item ) );
            break;

        case PCB_MODULE_EDGE_T:
            export_vrml_edge_module( aModel, static_cast<EDGE_MODULE*>( item ),
                                     aModule->GetOrientation() );
            break;

        default:
            break;
        }
    }

    // Export pads
    for( D_PAD* pad = aModule->Pads(); pad; pad = pad->Next() )
        export_vrml_pad( aModel, aPcb, pad );

    bool isFlipped = aModule->GetLayer() == B_Cu;

    // Export the object VRML model(s)
    for( S3D_MASTER* vrmlm = aModule->Models();  vrmlm;  vrmlm = vrmlm->Next() )
    {
        if( !vrmlm->Is3DType( S3D_MASTER::FILE3D_VRML ) )
            continue;

        wxString fname = vrmlm->GetShape3DFullFilename();

        fname.Replace( wxT( "\\" ), wxT( "/" ) );
        wxString source_fname = fname;

        if( aExport3DFiles )
        {
            // Change illegal characters in filenames
            ChangeIllegalCharacters( fname, true );
            fname = a3D_Subdir + wxT( "/" ) + fname;

            if( !wxFileExists( fname ) )
                wxCopyFile( source_fname, fname );
        }

        /* Calculate 3D shape rotation:
         * this is the rotation parameters, with an additional 180 deg rotation
         * for footprints that are flipped
         * When flipped, axis rotation is the horizontal axis (X axis)
         */
        double rotx = -vrmlm->m_MatRotation.x;
        double roty = -vrmlm->m_MatRotation.y;
        double rotz = -vrmlm->m_MatRotation.z;

        if( isFlipped )
        {
            rotx += 180.0;
            NEGATE( roty );
            NEGATE( rotz );
        }

        // Do some quaternion munching
        double q1[4], q2[4], rot[4];
        build_quat( 1, 0, 0, DEG2RAD( rotx ), q1 );
        build_quat( 0, 1, 0, DEG2RAD( roty ), q2 );
        compose_quat( q1, q2, q1 );
        build_quat( 0, 0, 1, DEG2RAD( rotz ), q2 );
        compose_quat( q1, q2, q1 );

        // Note here aModule->GetOrientation() is in 0.1 degrees,
        // so module rotation has to be converted to radians
        build_quat( 0, 0, 1, DECIDEG2RAD( aModule->GetOrientation() ), q2 );
        compose_quat( q1, q2, q1 );
        from_quat( q1, rot );

        aOutputFile << "Transform {\n";

        // A null rotation would fail the acos!
        if( rot[3] != 0.0 )
        {
            aOutputFile << "  rotation " << std::setprecision( 3 );
            aOutputFile << rot[0] << " " << rot[1] << " " << rot[2] << " " << rot[3] << "\n";
        }

        // adjust 3D shape local offset position
        // they are given in inch, so they are converted in board IU.
        double offsetx = vrmlm->m_MatPosition.x * IU_PER_MILS * 1000.0;
        double offsety = vrmlm->m_MatPosition.y * IU_PER_MILS * 1000.0;
        double offsetz = vrmlm->m_MatPosition.z * IU_PER_MILS * 1000.0;

        if( isFlipped )
            NEGATE( offsetz );
        else // In normal mode, Y axis is reversed in Pcbnew.
            NEGATE( offsety );

        RotatePoint( &offsetx, &offsety, aModule->GetOrientation() );

        aOutputFile << "  translation " << std::setprecision( aModel.precision );
        aOutputFile << (( offsetx + aModule->GetPosition().x) * aModel.scale + aModel.tx ) << " ";
        aOutputFile << ( -(offsety + aModule->GetPosition().y) * aModel.scale - aModel.ty ) << " ";
        aOutputFile << ( (offsetz * aModel.scale ) + aModel.GetLayerZ( aModule->GetLayer() ) ) << "\n";

        aOutputFile << "  scale ";
        aOutputFile << ( vrmlm->m_MatScale.x * aVRMLModelsToBiu ) << " ";
        aOutputFile << ( vrmlm->m_MatScale.y * aVRMLModelsToBiu ) << " ";
        aOutputFile << ( vrmlm->m_MatScale.z * aVRMLModelsToBiu ) << "\n";

        if( fname.EndsWith( wxT( "x3d" ) ) )
        {
            X3D_MODEL_PARSER* parser = new X3D_MODEL_PARSER( vrmlm );

            if( parser )
            {
                // embed x3d model in vrml format
                double vrml_to_x3d = aVRMLModelsToBiu;
                parser->Load( fname, vrml_to_x3d );

                try
                {
                    aOutputFile << "  children [\n ";
                    aOutputFile << TO_UTF8( parser->VRML2_representation() ) << " ]\n";
                    aOutputFile << "  }\n";
                }
                catch( const std::exception& e )
                {
                    delete parser;
                    throw;
                }
            }
        }
        else
        {
            aOutputFile << "  children [\n    Inline {\n      url \"";
            aOutputFile << TO_UTF8( fname ) << "\"\n    } ]\n";
            aOutputFile << "  }\n";
        }
    }
}
static void export_vrml_module( MODEL_VRML& aModel, BOARD* aPcb, MODULE* aModule,
                                std::ofstream& aOutputFile, double aVRMLModelsToBiu,
                                bool aExport3DFiles, bool aUseRelativePaths,
                                const wxString& a3D_Subdir )
{
    // Reference and value
    if( aModule->Reference().IsVisible() )
        export_vrml_text_module( &aModule->Reference() );

    if( aModule->Value().IsVisible() )
        export_vrml_text_module( &aModule->Value() );

    // Export module edges
    for( EDA_ITEM* item = aModule->GraphicalItems(); item; item = item->Next() )
    {
        switch( item->Type() )
        {
        case PCB_MODULE_TEXT_T:
            export_vrml_text_module( static_cast<TEXTE_MODULE*>( item ) );
            break;

        case PCB_MODULE_EDGE_T:
            export_vrml_edge_module( aModel, static_cast<EDGE_MODULE*>( item ),
                                     aModule->GetOrientation() );
            break;

        default:
            break;
        }
    }

    // Export pads
    for( D_PAD* pad = aModule->Pads(); pad; pad = pad->Next() )
        export_vrml_pad( aModel, aPcb, pad );

    bool isFlipped = aModule->GetLayer() == B_Cu;

    // Export the object VRML model(s)
    for( S3D_MASTER* vrmlm = aModule->Models();  vrmlm;  vrmlm = vrmlm->Next() )
    {
        if( !vrmlm->Is3DType( S3D_MASTER::FILE3D_VRML ) )
            continue;

        wxFileName modelFileName = vrmlm->GetShape3DFullFilename();
        wxFileName destFileName( a3D_Subdir, modelFileName.GetName(), modelFileName.GetExt() );

        // Only copy VRML files.
        if( modelFileName.FileExists() && modelFileName.GetExt() == wxT( "wrl" ) )
        {
            if( aExport3DFiles )
            {
                wxDateTime srcModTime = modelFileName.GetModificationTime();
                wxDateTime destModTime = srcModTime;

                destModTime.SetToCurrent();

                if( destFileName.FileExists() )
                    destModTime = destFileName.GetModificationTime();

                // Only copy the file if it doesn't exist or has been modified.  This eliminates
                // the redundant file copies.
                if( srcModTime != destModTime )
                {
                    wxLogDebug( wxT( "Copying 3D model %s to %s." ),
                                GetChars( modelFileName.GetFullPath() ),
                                GetChars( destFileName.GetFullPath() ) );

                    if( !wxCopyFile( modelFileName.GetFullPath(), destFileName.GetFullPath() ) )
                        continue;
                }
            }

            /* Calculate 3D shape rotation:
             * this is the rotation parameters, with an additional 180 deg rotation
             * for footprints that are flipped
             * When flipped, axis rotation is the horizontal axis (X axis)
             */
            double rotx = -vrmlm->m_MatRotation.x;
            double roty = -vrmlm->m_MatRotation.y;
            double rotz = -vrmlm->m_MatRotation.z;

            if( isFlipped )
            {
                rotx += 180.0;
                NEGATE( roty );
                NEGATE( rotz );
            }

            // Do some quaternion munching
            double q1[4], q2[4], rot[4];
            build_quat( 1, 0, 0, DEG2RAD( rotx ), q1 );
            build_quat( 0, 1, 0, DEG2RAD( roty ), q2 );
            compose_quat( q1, q2, q1 );
            build_quat( 0, 0, 1, DEG2RAD( rotz ), q2 );
            compose_quat( q1, q2, q1 );

            // Note here aModule->GetOrientation() is in 0.1 degrees,
            // so module rotation has to be converted to radians
            build_quat( 0, 0, 1, DECIDEG2RAD( aModule->GetOrientation() ), q2 );
            compose_quat( q1, q2, q1 );
            from_quat( q1, rot );

            aOutputFile << "Transform {\n";

            // A null rotation would fail the acos!
            if( rot[3] != 0.0 )
            {
                aOutputFile << "  rotation " << std::setprecision( 3 );
                aOutputFile << rot[0] << " " << rot[1] << " " << rot[2] << " " << rot[3] << "\n";
            }

            // adjust 3D shape local offset position
            // they are given in inch, so they are converted in board IU.
            double offsetx = vrmlm->m_MatPosition.x * IU_PER_MILS * 1000.0;
            double offsety = vrmlm->m_MatPosition.y * IU_PER_MILS * 1000.0;
            double offsetz = vrmlm->m_MatPosition.z * IU_PER_MILS * 1000.0;

            if( isFlipped )
                NEGATE( offsetz );
            else // In normal mode, Y axis is reversed in Pcbnew.
                NEGATE( offsety );

            RotatePoint( &offsetx, &offsety, aModule->GetOrientation() );

            aOutputFile << "  translation " << std::setprecision( aModel.precision );
            aOutputFile << ( ( offsetx + aModule->GetPosition().x ) *
                             aModel.scale + aModel.tx ) << " ";
            aOutputFile << ( -(offsety + aModule->GetPosition().y) *
                             aModel.scale - aModel.ty ) << " ";
            aOutputFile << ( (offsetz * aModel.scale ) +
                             aModel.GetLayerZ( aModule->GetLayer() ) ) << "\n";
            aOutputFile << "  scale ";
            aOutputFile << ( vrmlm->m_MatScale.x * aVRMLModelsToBiu ) << " ";
            aOutputFile << ( vrmlm->m_MatScale.y * aVRMLModelsToBiu ) << " ";
            aOutputFile << ( vrmlm->m_MatScale.z * aVRMLModelsToBiu ) << "\n";
            aOutputFile << "  children [\n    Inline {\n      url \"";

            if( aUseRelativePaths )
            {
                wxFileName tmp = destFileName;
                tmp.SetExt( wxT( "" ) );
                tmp.SetName( wxT( "" ) );
                tmp.RemoveLastDir();
                destFileName.MakeRelativeTo( tmp.GetPath() );
            }

            wxString fn = destFileName.GetFullPath();
            fn.Replace( wxT( "\\" ), wxT( "/" ) );
            aOutputFile << TO_UTF8( fn ) << "\"\n    } ]\n";
            aOutputFile << "  }\n";
        }
    }
}
void SVG_PLOTTER::Arc( const wxPoint& centre, double StAngle, double EndAngle, int radius,
                       FILL_T fill, int width )
{
    /* Draws an arc of a circle, centred on (xc,yc), with starting point
     *  (x1, y1) and ending at (x2, y2). The current pen is used for the outline
     *  and the current brush for filling the shape.
     *
     *  The arc is drawn in an anticlockwise direction from the start point to
     *  the end point
     */

    if( radius <= 0 )
        return;

    if( StAngle > EndAngle )
        EXCHG( StAngle, EndAngle );

    setFillMode( fill );
    SetCurrentLineWidth( width );

    // Calculate start point.
    DPOINT  centre_dev  = userToDeviceCoordinates( centre );
    double  radius_dev  = userToDeviceSize( radius );

    if( !m_yaxisReversed )   // Should be never the case
    {
        double tmp  = StAngle;
        StAngle     = -EndAngle;
        EndAngle    = -tmp;
    }

    if( m_plotMirror )
    {
        if( m_mirrorIsHorizontal )
        {
            StAngle = 1800.0 -StAngle;
            EndAngle = 1800.0 -EndAngle;
            EXCHG( StAngle, EndAngle );
        }
        else
        {
            StAngle = -StAngle;
            EndAngle = -EndAngle;
        }
    }

    DPOINT  start;
    start.x = radius_dev;
    RotatePoint( &start.x, &start.y, StAngle );
    DPOINT  end;
    end.x = radius_dev;
    RotatePoint( &end.x, &end.y, EndAngle );
    start += centre_dev;
    end += centre_dev;

    double theta1 = DECIDEG2RAD( StAngle );

    if( theta1 < 0 )
        theta1 = theta1 + M_PI * 2;

    double theta2 = DECIDEG2RAD( EndAngle );

    if( theta2 < 0 )
        theta2 = theta2 + M_PI * 2;

    if( theta2 < theta1 )
        theta2 = theta2 + M_PI * 2;

    int flg_arc = 0;    // flag for large or small arc. 0 means less than 180 degrees

    if( fabs( theta2 - theta1 ) > M_PI )
        flg_arc = 1;

    int flg_sweep = 0;             // flag for sweep always 0

    // Draw a single arc: an arc is one of 3 curve commands (2 other are 2 bezier curves)
    // params are start point, radius1, radius2, X axe rotation,
    // flag arc size (0 = small arc > 180 deg, 1 = large arc > 180 deg),
    // sweep arc ( 0 = CCW, 1 = CW),
    // end point
    fprintf( outputFile, "<path d=\"M%g %g A%g %g 0.0 %d %d %g %g \" />\n",
             start.x, start.y, radius_dev, radius_dev,
             flg_arc, flg_sweep,
             end.x, end.y  );
}
Пример #6
0
/** This is the core for postscript/PDF text alignment
 * It computes the transformation matrix to generate a user space
 * system aligned with the text. Even the PS uses the concat
 * operator to simplify PDF generation (concat is everything PDF
 * has to modify the CTM. Lots of parameters, both in and out.
 */
void PSLIKE_PLOTTER::computeTextParameters( const wxPoint&           aPos,
                                            const wxString&          aText,
                                            int                      aOrient,
                                            const wxSize&            aSize,
                                            enum EDA_TEXT_HJUSTIFY_T aH_justify,
                                            enum EDA_TEXT_VJUSTIFY_T aV_justify,
                                            int                      aWidth,
                                            bool                     aItalic,
                                            bool                     aBold,
                                            double                   *wideningFactor,
                                            double                   *ctm_a,
                                            double                   *ctm_b,
                                            double                   *ctm_c,
                                            double                   *ctm_d,
                                            double                   *ctm_e,
                                            double                   *ctm_f,
                                            double                   *heightFactor )
{
    // Compute the starting position (compensated for alignment)
    wxPoint start_pos = aPos;

    // This is an approximation of the text bounds (in IUs)
    int tw = returnPostscriptTextWidth( aText, aSize.x, aItalic, aWidth );
    int th = aSize.y;
    int dx, dy;

    switch( aH_justify )
    {
    case GR_TEXT_HJUSTIFY_CENTER:
	dx = -tw / 2;
	break;

    case GR_TEXT_HJUSTIFY_RIGHT:
	dx = -tw;
	break;

    case GR_TEXT_HJUSTIFY_LEFT:
	dx = 0;
	break;
    }

    switch( aV_justify )
    {
    case GR_TEXT_VJUSTIFY_CENTER:
	dy = th / 2;
	break;

    case GR_TEXT_VJUSTIFY_TOP:
        dy = th;
	break;

    case GR_TEXT_VJUSTIFY_BOTTOM:
	dy = 0;
	break;
    }

    RotatePoint( &dx, &dy, aOrient );
    RotatePoint( &tw, &th, aOrient );
    start_pos.x += dx;
    start_pos.y += dy;
    DPOINT pos_dev = userToDeviceCoordinates( start_pos );
    DPOINT sz_dev = userToDeviceSize( aSize );

    // Now returns the final values... the widening factor
    *wideningFactor = sz_dev.y / sz_dev.x;

    // The CTM transformation matrix
    double alpha = DECIDEG2RAD( aOrient );
    double sinalpha = sin( alpha );
    double cosalpha = cos( alpha );

    *ctm_a = cosalpha;
    *ctm_b = sinalpha;
    *ctm_c = -sinalpha;
    *ctm_d = cosalpha;
    *ctm_e = pos_dev.x;
    *ctm_f = pos_dev.y;

    // This is because the letters are less than 1 unit high
    *heightFactor = sz_dev.y / postscriptTextAscent;
}
void TransformRoundChamferedRectToPolygon( SHAPE_POLY_SET& aCornerBuffer,
                                  const wxPoint& aPosition, const wxSize& aSize,
                                  double aRotation, int aCornerRadius,
                                  double aChamferRatio, int aChamferCorners,
                                  int aCircleToSegmentsCount )
{
    // Build the basic shape in orientation 0.0, position 0,0 for chamfered corners
    // or in actual position/orientation for round rect only
    wxPoint corners[4];
    GetRoundRectCornerCenters( corners, aCornerRadius,
                               aChamferCorners ? wxPoint( 0, 0 ) : aPosition,
                               aSize, aChamferCorners ? 0.0 : aRotation );

    SHAPE_POLY_SET outline;
    outline.NewOutline();

    for( int ii = 0; ii < 4; ++ii )
        outline.Append( corners[ii].x, corners[ii].y );

    outline.Inflate( aCornerRadius, aCircleToSegmentsCount );

    if( aChamferCorners == RECT_NO_CHAMFER )      // no chamfer
    {
        // Add the outline:
        aCornerBuffer.Append( outline );
        return;
    }

    // Now we have the round rect outline, in position 0,0 orientation 0.0.
    // Chamfer the corner(s).
    int chamfer_value = aChamferRatio * std::min( aSize.x, aSize.y );

    SHAPE_POLY_SET chamfered_corner;    // corner shape for the current corner to chamfer

    int corner_id[4] =
    {
        RECT_CHAMFER_TOP_LEFT, RECT_CHAMFER_TOP_RIGHT,
        RECT_CHAMFER_BOTTOM_LEFT, RECT_CHAMFER_BOTTOM_RIGHT
    };
    // Depending on the corner position, signX[] and signY[] give the sign of chamfer
    // coordinates relative to the corner position
    // The first corner is the top left corner, then top right, bottom left and bottom right
    int signX[4] = {1, -1, 1,-1 };
    int signY[4] = {1, 1, -1,-1 };

    for( int ii = 0; ii < 4; ii++ )
    {
        if( (corner_id[ii] & aChamferCorners) == 0 )
            continue;

        VECTOR2I corner_pos( -signX[ii]*aSize.x/2, -signY[ii]*aSize.y/2 );

        if( aCornerRadius )
        {
            // We recreate a rectangular area covering the full rounded corner (max size = aSize/2)
            // to rebuild the corner before chamfering, to be sure the rounded corner shape does not
            // overlap the chamfered corner shape:
            chamfered_corner.RemoveAllContours();
            chamfered_corner.NewOutline();
            chamfered_corner.Append( 0, 0 );
            chamfered_corner.Append( 0, signY[ii]*aSize.y/2 );
            chamfered_corner.Append( signX[ii]*aSize.x/2, signY[ii]*aSize.y/2 );
            chamfered_corner.Append( signX[ii]*aSize.x/2, 0 );
            chamfered_corner.Move( corner_pos );
            outline.BooleanAdd( chamfered_corner, SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
        }

        // Now chamfer this corner
        chamfered_corner.RemoveAllContours();
        chamfered_corner.NewOutline();
        chamfered_corner.Append( 0, 0 );
        chamfered_corner.Append( 0, signY[ii]*chamfer_value );
        chamfered_corner.Append( signX[ii]*chamfer_value, 0 );
        chamfered_corner.Move( corner_pos );
        outline.BooleanSubtract( chamfered_corner, SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
    }

    // Rotate and move the outline:
    if( aRotation != 0.0 )
        outline.Rotate( DECIDEG2RAD( -aRotation ), VECTOR2I( 0, 0 ) );

    outline.Move( VECTOR2I( aPosition ) );

    // Add the outline:
    aCornerBuffer.Append( outline );
}