david-beinder e0f69ad28b 3D viewer: Fix gap between plating and annulus copper
Hide transition by ending layer copper withing the annulus of the cylinder. Also always use hole wall thickness and set more realistic solder mask thickness
2021-04-19 13:19:32 +00:00

911 lines
38 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 2015-2020 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "render_3d_legacy.h"
#include "ogl_legacy_utils.h"
#include <board.h>
#include <footprint.h>
#include "../../3d_math.h"
#include <trigo.h>
#include <project.h>
#include <profile.h> // To use GetRunningMicroSecs or another profiling utility
void RENDER_3D_LEGACY::addObjectTriangles( const FILLED_CIRCLE_2D* aFilledCircle,
TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot )
{
const SFVEC2F& center = aFilledCircle->GetCenter();
const float radius = aFilledCircle->GetRadius() * 2.0f; // Double because the render triangle
// This is a small adjustment to the circle texture
const float texture_factor = ( 8.0f / (float) SIZE_OF_CIRCLE_TEXTURE ) + 1.0f;
const float f = ( sqrtf( 2.0f ) / 2.0f ) * radius * texture_factor;
// Top and Bot segments ends are just triangle semi-circles, so need to add it in duplicated.
aDstLayer->m_layer_top_segment_ends->AddTriangle( SFVEC3F( center.x + f, center.y, aZtop ),
SFVEC3F( center.x - f, center.y, aZtop ),
SFVEC3F( center.x, center.y - f, aZtop ) );
aDstLayer->m_layer_top_segment_ends->AddTriangle( SFVEC3F( center.x - f, center.y, aZtop ),
SFVEC3F( center.x + f, center.y, aZtop ),
SFVEC3F( center.x, center.y + f, aZtop ) );
aDstLayer->m_layer_bot_segment_ends->AddTriangle( SFVEC3F( center.x - f, center.y, aZbot ),
SFVEC3F( center.x + f, center.y, aZbot ),
SFVEC3F( center.x, center.y - f, aZbot ) );
aDstLayer->m_layer_bot_segment_ends->AddTriangle( SFVEC3F( center.x + f, center.y, aZbot ),
SFVEC3F( center.x - f, center.y, aZbot ),
SFVEC3F( center.x, center.y + f, aZbot ) );
}
void RENDER_3D_LEGACY::addObjectTriangles( const POLYGON_4PT_2D* aPoly,
TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot )
{
const SFVEC2F& v0 = aPoly->GetV0();
const SFVEC2F& v1 = aPoly->GetV1();
const SFVEC2F& v2 = aPoly->GetV2();
const SFVEC2F& v3 = aPoly->GetV3();
addTopAndBottomTriangles( aDstLayer, v0, v2, v1, aZtop, aZbot );
addTopAndBottomTriangles( aDstLayer, v2, v0, v3, aZtop, aZbot );
}
void RENDER_3D_LEGACY::generateRing( const SFVEC2F& aCenter, float aInnerRadius,
float aOuterRadius, unsigned int aNr_sides_per_circle,
std::vector< SFVEC2F >& aInnerContourResult,
std::vector< SFVEC2F >& aOuterContourResult,
bool aInvertOrder )
{
aInnerContourResult.clear();
aInnerContourResult.reserve( aNr_sides_per_circle + 2 );
aOuterContourResult.clear();
aOuterContourResult.reserve( aNr_sides_per_circle + 2 );
const int delta = 3600 / aNr_sides_per_circle;
for( int ii = 0; ii < 3600; ii += delta )
{
float angle = (float)( aInvertOrder ? ( 3600 - ii ) : ii )
* 2.0f * glm::pi<float>() / 3600.0f;
const SFVEC2F rotatedDir = SFVEC2F( cos( angle ), sin( angle ) );
aInnerContourResult.emplace_back( aCenter.x + rotatedDir.x * aInnerRadius,
aCenter.y + rotatedDir.y * aInnerRadius );
aOuterContourResult.emplace_back( aCenter.x + rotatedDir.x * aOuterRadius,
aCenter.y + rotatedDir.y * aOuterRadius );
}
aInnerContourResult.push_back( aInnerContourResult[0] );
aOuterContourResult.push_back( aOuterContourResult[0] );
wxASSERT( aInnerContourResult.size() == aOuterContourResult.size() );
}
void RENDER_3D_LEGACY::addObjectTriangles( const RING_2D* aRing,
TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot )
{
const SFVEC2F& center = aRing->GetCenter();
const float inner = aRing->GetInnerRadius();
const float outer = aRing->GetOuterRadius();
std::vector< SFVEC2F > innerContour;
std::vector< SFVEC2F > outerContour;
generateRing( center, inner, outer, m_boardAdapter.GetCircleSegmentCount( outer * 2.0f ),
innerContour, outerContour, false );
// This will add the top and bot quads that will form the approximated ring
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];
aDstLayer->m_layer_top_triangles->AddQuad( SFVEC3F( vi1.x, vi1.y, aZtop ),
SFVEC3F( vi0.x, vi0.y, aZtop ),
SFVEC3F( vo0.x, vo0.y, aZtop ),
SFVEC3F( vo1.x, vo1.y, aZtop ) );
aDstLayer->m_layer_bot_triangles->AddQuad( SFVEC3F( vi1.x, vi1.y, aZbot ),
SFVEC3F( vo1.x, vo1.y, aZbot ),
SFVEC3F( vo0.x, vo0.y, aZbot ),
SFVEC3F( vi0.x, vi0.y, aZbot ) );
}
}
void RENDER_3D_LEGACY::addObjectTriangles( const TRIANGLE_2D* aTri,
TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot )
{
const SFVEC2F& v1 = aTri->GetP1();
const SFVEC2F& v2 = aTri->GetP2();
const SFVEC2F& v3 = aTri->GetP3();
addTopAndBottomTriangles( aDstLayer, v1, v2, v3, aZtop, aZbot );
}
void RENDER_3D_LEGACY::addObjectTriangles( const ROUND_SEGMENT_2D* aSeg,
TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot )
{
const SFVEC2F& leftStart = aSeg->GetLeftStar();
const SFVEC2F& leftEnd = aSeg->GetLeftEnd();
const SFVEC2F& leftDir = aSeg->GetLeftDir();
const SFVEC2F& rightStart = aSeg->GetRightStar();
const SFVEC2F& rightEnd = aSeg->GetRightEnd();
const SFVEC2F& rightDir = aSeg->GetRightDir();
const float radius = aSeg->GetRadius();
const SFVEC2F& start = aSeg->GetStart();
const SFVEC2F& end = aSeg->GetEnd();
const float texture_factor = ( 12.0f / (float) SIZE_OF_CIRCLE_TEXTURE ) + 1.0f;
const float texture_factorF = ( 6.0f / (float) SIZE_OF_CIRCLE_TEXTURE ) + 1.0f;
const float radius_of_the_square = sqrtf( aSeg->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 (semi-circles)
aDstLayer->m_layer_top_segment_ends->AddTriangle(
SFVEC3F( rightEnd.x + texture_factor * factorS.x,
rightEnd.y + texture_factor * factorS.y,
aZtop ),
SFVEC3F( leftStart.x + texture_factor * factorE.x,
leftStart.y + texture_factor * factorE.y,
aZtop ),
SFVEC3F( start.x - texture_factorF * leftDir.x * radius * sqrtf( 2.0f ),
start.y - texture_factorF * leftDir.y * radius * sqrtf( 2.0f ),
aZtop ) );
aDstLayer->m_layer_top_segment_ends->AddTriangle(
SFVEC3F( leftEnd.x + texture_factor * factorE.x,
leftEnd.y + texture_factor * factorE.y, aZtop ),
SFVEC3F( rightStart.x + texture_factor * factorS.x,
rightStart.y + texture_factor * factorS.y, aZtop ),
SFVEC3F( end.x - texture_factorF * rightDir.x * radius * sqrtf( 2.0f ),
end.y - texture_factorF * rightDir.y * radius * sqrtf( 2.0f ),
aZtop ) );
// Bot end segment triangles (semi-circles)
aDstLayer->m_layer_bot_segment_ends->AddTriangle(
SFVEC3F( leftStart.x + texture_factor * factorE.x,
leftStart.y + texture_factor * factorE.y,
aZbot ),
SFVEC3F( rightEnd.x + texture_factor * factorS.x,
rightEnd.y + texture_factor * factorS.y,
aZbot ),
SFVEC3F( start.x - texture_factorF * leftDir.x * radius * sqrtf( 2.0f ),
start.y - texture_factorF * leftDir.y * radius * sqrtf( 2.0f ),
aZbot ) );
aDstLayer->m_layer_bot_segment_ends->AddTriangle(
SFVEC3F( rightStart.x + texture_factor * factorS.x,
rightStart.y + texture_factor * factorS.y, aZbot ),
SFVEC3F( leftEnd.x + texture_factor * factorE.x,
leftEnd.y + texture_factor * factorE.y, aZbot ),
SFVEC3F( end.x - texture_factorF * rightDir.x * radius * sqrtf( 2.0f ),
end.y - texture_factorF * rightDir.y * radius * sqrtf( 2.0f ),
aZbot ) );
// Segment top and bot planes
aDstLayer->m_layer_top_triangles->AddQuad(
SFVEC3F( rightEnd.x, rightEnd.y, aZtop ),
SFVEC3F( rightStart.x, rightStart.y, aZtop ),
SFVEC3F( leftEnd.x, leftEnd.y, aZtop ),
SFVEC3F( leftStart.x, leftStart.y, aZtop ) );
aDstLayer->m_layer_bot_triangles->AddQuad(
SFVEC3F( rightEnd.x, rightEnd.y, aZbot ),
SFVEC3F( leftStart.x, leftStart.y, aZbot ),
SFVEC3F( leftEnd.x, leftEnd.y, aZbot ),
SFVEC3F( rightStart.x, rightStart.y, aZbot ) );
}
OPENGL_RENDER_LIST* RENDER_3D_LEGACY::generateHoles( const LIST_OBJECT2D& aListHolesObject2d,
const SHAPE_POLY_SET& aPoly, float aZtop,
float aZbot, bool aInvertFaces,
const BVH_CONTAINER_2D* aThroughHoles )
{
OPENGL_RENDER_LIST* ret = nullptr;
if( aListHolesObject2d.size() > 0 )
{
TRIANGLE_DISPLAY_LIST* layerTriangles =
new TRIANGLE_DISPLAY_LIST( aListHolesObject2d.size() * 2 );
// Convert the list of objects(filled circles) to triangle layer structure
for( const OBJECT_2D* itemOnLayer : aListHolesObject2d )
{
const OBJECT_2D* object2d_A = itemOnLayer;
wxASSERT( ( object2d_A->GetObjectType() == OBJECT_2D_TYPE::FILLED_CIRCLE )
|| ( object2d_A->GetObjectType() == OBJECT_2D_TYPE::ROUNDSEG ) );
switch( object2d_A->GetObjectType() )
{
case OBJECT_2D_TYPE::FILLED_CIRCLE:
addObjectTriangles( static_cast<const FILLED_CIRCLE_2D*>( object2d_A ),
layerTriangles, aZtop, aZbot );
break;
case OBJECT_2D_TYPE::ROUNDSEG:
addObjectTriangles( static_cast<const ROUND_SEGMENT_2D*>( object2d_A ),
layerTriangles, aZtop, aZbot );
break;
default:
wxFAIL_MSG( "RENDER_3D_LEGACY::generateHoles: Object type is not implemented" );
break;
}
}
// Note: he can have a aListHolesObject2d whith holes but without countours
// eg: when there are only NPTH on the list and the contours were not added
if( aPoly.OutlineCount() > 0 )
{
layerTriangles->AddToMiddleContourns( aPoly, aZbot, aZtop,
m_boardAdapter.BiuTo3dUnits(),
aInvertFaces, aThroughHoles );
}
ret = new OPENGL_RENDER_LIST( *layerTriangles, m_circleTexture, aZbot, aZtop );
delete layerTriangles;
}
return ret;
}
OPENGL_RENDER_LIST* RENDER_3D_LEGACY::generateLayerList( const BVH_CONTAINER_2D* aContainer,
const SHAPE_POLY_SET* aPolyList,
PCB_LAYER_ID aLayerId,
const BVH_CONTAINER_2D* aThroughHoles )
{
if( aContainer == nullptr )
return nullptr;
const LIST_OBJECT2D& listObject2d = aContainer->GetList();
if( listObject2d.size() == 0 )
return nullptr;
float layer_z_bot = 0.0f;
float layer_z_top = 0.0f;
getLayerZPos( aLayerId, layer_z_top, layer_z_bot );
// Calculate an estimation for the nr of triangles based on the nr of objects
unsigned int nrTrianglesEstimation = listObject2d.size() * 8;
TRIANGLE_DISPLAY_LIST* layerTriangles = new TRIANGLE_DISPLAY_LIST( nrTrianglesEstimation );
// store in a list so it will be latter deleted
m_triangles.push_back( layerTriangles );
// Load the 2D (X,Y axis) component of shapes
for( const OBJECT_2D* itemOnLayer : listObject2d )
{
const OBJECT_2D* object2d_A = itemOnLayer;
switch( object2d_A->GetObjectType() )
{
case OBJECT_2D_TYPE::FILLED_CIRCLE:
addObjectTriangles( static_cast<const FILLED_CIRCLE_2D*>( object2d_A ),
layerTriangles, layer_z_top, layer_z_bot );
break;
case OBJECT_2D_TYPE::POLYGON4PT:
addObjectTriangles( static_cast<const POLYGON_4PT_2D*>( object2d_A ),
layerTriangles, layer_z_top, layer_z_bot );
break;
case OBJECT_2D_TYPE::RING:
addObjectTriangles( static_cast<const RING_2D*>( object2d_A ),
layerTriangles, layer_z_top, layer_z_bot );
break;
case OBJECT_2D_TYPE::TRIANGLE:
addObjectTriangles( static_cast<const TRIANGLE_2D*>( object2d_A ),
layerTriangles, layer_z_top, layer_z_bot );
break;
case OBJECT_2D_TYPE::ROUNDSEG:
addObjectTriangles( static_cast<const ROUND_SEGMENT_2D*>( object2d_A ),
layerTriangles, layer_z_top, layer_z_bot );
break;
default:
wxFAIL_MSG( "RENDER_3D_LEGACY: Object type is not implemented" );
break;
}
}
if( aPolyList && aPolyList->OutlineCount() > 0 )
{
layerTriangles->AddToMiddleContourns( *aPolyList, layer_z_bot, layer_z_top,
m_boardAdapter.BiuTo3dUnits(), false, aThroughHoles );
}
// Create display list
return new OPENGL_RENDER_LIST( *layerTriangles, m_circleTexture, layer_z_bot, layer_z_top );
}
OPENGL_RENDER_LIST* RENDER_3D_LEGACY::createBoard( const SHAPE_POLY_SET& aBoardPoly,
const BVH_CONTAINER_2D* aThroughHoles )
{
OPENGL_RENDER_LIST* dispLists = nullptr;
CONTAINER_2D boardContainer;
SHAPE_POLY_SET brd_outlines = aBoardPoly;
ConvertPolygonToTriangles( brd_outlines, boardContainer, m_boardAdapter.BiuTo3dUnits(),
(const BOARD_ITEM &)*m_boardAdapter.GetBoard() );
const LIST_OBJECT2D& listBoardObject2d = boardContainer.GetList();
if( listBoardObject2d.size() > 0 )
{
// We will set a unitary Z so it will in future used with transformations
// since the board poly will be used not only to draw itself but also the
// solder mask layers.
const float layer_z_top = 1.0f;
const float layer_z_bot = 0.0f;
TRIANGLE_DISPLAY_LIST* layerTriangles =
new TRIANGLE_DISPLAY_LIST( listBoardObject2d.size() );
// Convert the list of objects(triangles) to triangle layer structure
for( const OBJECT_2D* itemOnLayer : listBoardObject2d )
{
const OBJECT_2D* object2d_A = itemOnLayer;
wxASSERT( object2d_A->GetObjectType() == OBJECT_2D_TYPE::TRIANGLE );
const TRIANGLE_2D* tri = static_cast<const TRIANGLE_2D*>( object2d_A );
const SFVEC2F& v1 = tri->GetP1();
const SFVEC2F& v2 = tri->GetP2();
const SFVEC2F& v3 = tri->GetP3();
addTopAndBottomTriangles( layerTriangles, v1, v2, v3, layer_z_top, layer_z_bot );
}
if( aBoardPoly.OutlineCount() > 0 )
{
layerTriangles->AddToMiddleContourns( aBoardPoly, layer_z_bot, layer_z_top,
m_boardAdapter.BiuTo3dUnits(), false,
aThroughHoles );
dispLists = new OPENGL_RENDER_LIST( *layerTriangles, m_circleTexture,
layer_z_top, layer_z_top );
}
delete layerTriangles;
}
return dispLists;
}
void RENDER_3D_LEGACY::reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter )
{
m_reloadRequested = false;
freeAllLists();
OBJECT_2D_STATS::Instance().ResetStats();
unsigned stats_startReloadTime = GetRunningMicroSecs();
m_boardAdapter.InitSettings( aStatusReporter, aWarningReporter );
SFVEC3F camera_pos = m_boardAdapter.GetBoardCenter();
m_camera.SetBoardLookAtPos( camera_pos );
if( aStatusReporter )
aStatusReporter->Report( _( "Load OpenGL: board" ) );
// Create Board
m_board = createBoard( m_boardAdapter.GetBoardPoly(), &m_boardAdapter.GetThroughHoleIds() );
if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
{
m_antiBoardPolys.RemoveAllContours();
m_antiBoardPolys.NewOutline();
m_antiBoardPolys.Append( VECTOR2I( -INT_MAX/2, -INT_MAX/2 ) );
m_antiBoardPolys.Append( VECTOR2I( INT_MAX/2, -INT_MAX/2 ) );
m_antiBoardPolys.Append( VECTOR2I( INT_MAX/2, INT_MAX/2 ) );
m_antiBoardPolys.Append( VECTOR2I( -INT_MAX/2, INT_MAX/2 ) );
m_antiBoardPolys.Outline( 0 ).SetClosed( true );
m_antiBoardPolys.BooleanSubtract( m_boardAdapter.GetBoardPoly(),
SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
m_antiBoard = createBoard( m_antiBoardPolys );
}
SHAPE_POLY_SET board_poly_with_holes = m_boardAdapter.GetBoardPoly();
board_poly_with_holes.BooleanSubtract( m_boardAdapter.GetThroughHoleOdPolys(),
SHAPE_POLY_SET::PM_FAST );
board_poly_with_holes.BooleanSubtract( m_boardAdapter.GetOuterNonPlatedThroughHolePoly(),
SHAPE_POLY_SET::PM_FAST );
m_boardWithHoles = createBoard( board_poly_with_holes );
if( m_antiBoard )
m_antiBoard->SetItIsTransparent( true );
// Create Through Holes and vias
if( aStatusReporter )
aStatusReporter->Report( _( "Load OpenGL: holes and vias" ) );
SHAPE_POLY_SET outerPolyTHT = m_boardAdapter.GetThroughHoleOdPolys();
if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
outerPolyTHT.BooleanIntersection( m_boardAdapter.GetBoardPoly(),
SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
m_outerThroughHoles = generateHoles( m_boardAdapter.GetThroughHoleOds().GetList(),
outerPolyTHT, 1.0f, 0.0f, false,
&m_boardAdapter.GetThroughHoleIds() );
m_outerViaThroughHoles = generateHoles(
m_boardAdapter.GetThroughHoleViaOds().GetList(),
m_boardAdapter.GetThroughHoleViaOdPolys(), 1.0f, 0.0f, false );
if( m_boardAdapter.GetFlag( FL_CLIP_SILK_ON_VIA_ANNULUS ) &&
m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
{
m_outerThroughHoleRings = generateHoles(
m_boardAdapter.GetThroughHoleAnnularRings().GetList(),
m_boardAdapter.GetThroughHoleAnnularRingPolys(), 1.0f, 0.0f, false );
}
const MAP_POLY& innerMapHoles = m_boardAdapter.GetHoleIdPolysMap();
const MAP_POLY& outerMapHoles = m_boardAdapter.GetHoleOdPolysMap();
wxASSERT( innerMapHoles.size() == outerMapHoles.size() );
const MAP_CONTAINER_2D_BASE& map_holes = m_boardAdapter.GetLayerHoleMap();
if( outerMapHoles.size() > 0 )
{
float layer_z_bot = 0.0f;
float layer_z_top = 0.0f;
for( const auto ii : outerMapHoles )
{
const PCB_LAYER_ID layer_id = ii.first;
const SHAPE_POLY_SET* poly = ii.second;
const BVH_CONTAINER_2D* container = map_holes.at( layer_id );
getLayerZPos( layer_id, layer_z_top, layer_z_bot );
m_outerLayerHoles[layer_id] = generateHoles( container->GetList(), *poly,
layer_z_top, layer_z_bot, false );
}
for( const auto ii : innerMapHoles )
{
const PCB_LAYER_ID layer_id = ii.first;
const SHAPE_POLY_SET* poly = ii.second;
const BVH_CONTAINER_2D* container = map_holes.at( layer_id );
getLayerZPos( layer_id, layer_z_top, layer_z_bot );
m_innerLayerHoles[layer_id] = generateHoles( container->GetList(), *poly,
layer_z_top, layer_z_bot, false );
}
}
// Generate vertical cylinders of vias and pads (copper)
generateViasAndPads();
// Add layers maps
if( aStatusReporter )
aStatusReporter->Report( _( "Load OpenGL: layers" ) );
const MAP_POLY& map_poly = m_boardAdapter.GetPolyMap();
for( const auto ii : m_boardAdapter.GetLayerMap() )
{
const PCB_LAYER_ID layer_id = ii.first;
if( !m_boardAdapter.Is3dLayerEnabled( layer_id ) )
continue;
const BVH_CONTAINER_2D* container2d = ii.second;
SHAPE_POLY_SET polyListSubtracted;
SHAPE_POLY_SET* aPolyList = nullptr;
// Load the vertical (Z axis) component of shapes
if( map_poly.find( layer_id ) != map_poly.end() )
{
polyListSubtracted = *map_poly.at( layer_id );;
if( ( layer_id != B_Paste ) && ( layer_id != F_Paste ) &&
m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
{
polyListSubtracted.BooleanIntersection( m_boardAdapter.GetBoardPoly(),
SHAPE_POLY_SET::PM_FAST );
if( ( layer_id != B_Mask ) && ( layer_id != F_Mask ) )
{
polyListSubtracted.BooleanSubtract( m_boardAdapter.GetThroughHoleOdPolys(),
SHAPE_POLY_SET::PM_FAST );
polyListSubtracted.BooleanSubtract(
m_boardAdapter.GetOuterNonPlatedThroughHolePoly(),
SHAPE_POLY_SET::PM_FAST );
}
if( m_boardAdapter.GetFlag( FL_SUBTRACT_MASK_FROM_SILK ) )
{
if( layer_id == B_SilkS && map_poly.find( B_Mask ) != map_poly.end() )
{
polyListSubtracted.BooleanSubtract( *map_poly.at( B_Mask ),
SHAPE_POLY_SET::PM_FAST );
}
else if( layer_id == F_SilkS && map_poly.find( F_Mask ) != map_poly.end() )
{
polyListSubtracted.BooleanSubtract( *map_poly.at( F_Mask ),
SHAPE_POLY_SET::PM_FAST );
}
}
}
aPolyList = &polyListSubtracted;
}
OPENGL_RENDER_LIST* oglList = generateLayerList( container2d, aPolyList, layer_id,
&m_boardAdapter.GetThroughHoleIds() );
if( oglList != nullptr )
m_layers[layer_id] = oglList;
}
if( m_boardAdapter.GetFlag( FL_RENDER_PLATED_PADS_AS_PLATED ) &&
m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
{
if( m_boardAdapter.GetFrontPlatedPadPolys() )
{
SHAPE_POLY_SET polySubtracted = *m_boardAdapter.GetFrontPlatedPadPolys();
polySubtracted.BooleanIntersection( m_boardAdapter.GetBoardPoly(),
SHAPE_POLY_SET::PM_FAST );
polySubtracted.BooleanSubtract( m_boardAdapter.GetThroughHoleOdPolys(),
SHAPE_POLY_SET::PM_FAST );
polySubtracted.BooleanSubtract( m_boardAdapter.GetOuterNonPlatedThroughHolePoly(),
SHAPE_POLY_SET::PM_FAST );
m_platedPadsFront = generateLayerList( m_boardAdapter.GetPlatedPadsFront(),
&polySubtracted, F_Cu );
}
if( m_boardAdapter.GetBackPlatedPadPolys() )
{
SHAPE_POLY_SET polySubtracted = *m_boardAdapter.GetBackPlatedPadPolys();
polySubtracted.BooleanIntersection( m_boardAdapter.GetBoardPoly(),
SHAPE_POLY_SET::PM_FAST );
polySubtracted.BooleanSubtract( m_boardAdapter.GetThroughHoleOdPolys(),
SHAPE_POLY_SET::PM_FAST );
polySubtracted.BooleanSubtract( m_boardAdapter.GetOuterNonPlatedThroughHolePoly(),
SHAPE_POLY_SET::PM_FAST );
m_platedPadsBack = generateLayerList( m_boardAdapter.GetPlatedPadsBack(),
&polySubtracted, B_Cu );
}
}
// Load 3D models
if( aStatusReporter )
aStatusReporter->Report( _( "Loading 3D models" ) );
load3dModels( aStatusReporter );
if( aStatusReporter )
{
// Calculation time in seconds
const double calculation_time = (double)( GetRunningMicroSecs() -
stats_startReloadTime) / 1e6;
aStatusReporter->Report( wxString::Format( _( "Reload time %.3f s" ), calculation_time ) );
}
}
void RENDER_3D_LEGACY::addTopAndBottomTriangles( TRIANGLE_DISPLAY_LIST* aDst, const SFVEC2F& v0,
const SFVEC2F& v1, const SFVEC2F& v2,
float top, float bot )
{
aDst->m_layer_bot_triangles->AddTriangle( SFVEC3F( v0.x, v0.y, bot ),
SFVEC3F( v1.x, v1.y, bot ),
SFVEC3F( v2.x, v2.y, bot ) );
aDst->m_layer_top_triangles->AddTriangle( SFVEC3F( v2.x, v2.y, top ),
SFVEC3F( v1.x, v1.y, top ),
SFVEC3F( v0.x, v0.y, top ) );
}
void RENDER_3D_LEGACY::getLayerZPos( PCB_LAYER_ID aLayerID, float& aOutZtop,
float& aOutZbot ) const
{
aOutZbot = m_boardAdapter.GetLayerBottomZPos( aLayerID );
aOutZtop = m_boardAdapter.GetLayerTopZPos( aLayerID );
if( aOutZtop < aOutZbot )
{
float tmpFloat = aOutZbot;
aOutZbot = aOutZtop;
aOutZtop = tmpFloat;
}
}
void RENDER_3D_LEGACY::generateCylinder( const SFVEC2F& aCenter, float aInnerRadius,
float aOuterRadius, float aZtop, float aZbot,
unsigned int aNr_sides_per_circle,
TRIANGLE_DISPLAY_LIST* aDstLayer )
{
std::vector< SFVEC2F > innerContour;
std::vector< SFVEC2F > outerContour;
generateRing( aCenter, aInnerRadius, aOuterRadius, aNr_sides_per_circle, innerContour,
outerContour, false );
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];
aDstLayer->m_layer_top_triangles->AddQuad( SFVEC3F( vi1.x, vi1.y, aZtop ),
SFVEC3F( vi0.x, vi0.y, aZtop ),
SFVEC3F( vo0.x, vo0.y, aZtop ),
SFVEC3F( vo1.x, vo1.y, aZtop ) );
aDstLayer->m_layer_bot_triangles->AddQuad( SFVEC3F( vi1.x, vi1.y, aZbot ),
SFVEC3F( vo1.x, vo1.y, aZbot ),
SFVEC3F( vo0.x, vo0.y, aZbot ),
SFVEC3F( vi0.x, vi0.y, aZbot ) );
}
aDstLayer->AddToMiddleContourns( outerContour, aZbot, aZtop, true );
aDstLayer->AddToMiddleContourns( innerContour, aZbot, aZtop, false );
}
void RENDER_3D_LEGACY::generateViasAndPads()
{
const int platingThickness = m_boardAdapter.GetHolePlatingThickness();
const float platingThickness3d = platingThickness * m_boardAdapter.BiuTo3dUnits();
if( m_boardAdapter.GetViaCount() > 0 )
{
const unsigned int reserve_nr_triangles_estimation =
m_boardAdapter.GetCircleSegmentCount(
m_boardAdapter.GetAverageViaHoleDiameter() ) * 8 *
m_boardAdapter.GetViaCount();
TRIANGLE_DISPLAY_LIST* layerTriangleVIA =
new TRIANGLE_DISPLAY_LIST( reserve_nr_triangles_estimation );
// Insert plated vertical holes inside the board
// Insert vias holes (vertical cylinders)
for( const TRACK* track : m_boardAdapter.GetBoard()->Tracks() )
{
if( track->Type() == PCB_VIA_T )
{
const VIA* via = static_cast<const VIA*>( track );
const float holediameter = via->GetDrillValue() * m_boardAdapter.BiuTo3dUnits();
const int nrSegments = m_boardAdapter.GetCircleSegmentCount( via->GetDrillValue() );
const float hole_inner_radius = holediameter / 2.0f;
const SFVEC2F via_center( via->GetStart().x * m_boardAdapter.BiuTo3dUnits(),
-via->GetStart().y * m_boardAdapter.BiuTo3dUnits() );
PCB_LAYER_ID top_layer, bottom_layer;
via->LayerPair( &top_layer, &bottom_layer );
float ztop, zbot, dummy;
getLayerZPos( top_layer, ztop, dummy );
getLayerZPos( bottom_layer, dummy, zbot );
wxASSERT( zbot < ztop );
generateCylinder( via_center, hole_inner_radius,
hole_inner_radius + platingThickness3d,
ztop, zbot, nrSegments, layerTriangleVIA );
}
}
m_vias = new OPENGL_RENDER_LIST( *layerTriangleVIA, 0, 0.0f, 0.0f );
delete layerTriangleVIA;
}
if( m_boardAdapter.GetHoleCount() > 0 )
{
SHAPE_POLY_SET tht_outer_holes_poly; // Stores the outer poly of the copper holes (the pad)
SHAPE_POLY_SET tht_inner_holes_poly; // Stores the inner poly of the copper holes (the hole)
tht_outer_holes_poly.RemoveAllContours();
tht_inner_holes_poly.RemoveAllContours();
// Insert pads holes (vertical cylinders)
for( const FOOTPRINT* footprint : m_boardAdapter.GetBoard()->Footprints() )
{
for( const PAD* pad : footprint->Pads() )
{
if( pad->GetAttribute() != PAD_ATTRIB_NPTH )
{
const wxSize drillsize = pad->GetDrillSize();
const bool hasHole = drillsize.x && drillsize.y;
if( !hasHole )
continue;
pad->TransformHoleWithClearanceToPolygon( tht_outer_holes_poly,
platingThickness,
ARC_HIGH_DEF, ERROR_INSIDE );
pad->TransformHoleWithClearanceToPolygon( tht_inner_holes_poly, 0,
ARC_HIGH_DEF, ERROR_INSIDE );
}
}
}
// Subtract the holes
tht_outer_holes_poly.BooleanSubtract( tht_inner_holes_poly, SHAPE_POLY_SET::PM_FAST );
if( m_boardAdapter.GetFlag( FL_USE_REALISTIC_MODE ) )
tht_outer_holes_poly.BooleanSubtract( m_antiBoardPolys, SHAPE_POLY_SET::PM_FAST );
CONTAINER_2D holesContainer;
ConvertPolygonToTriangles( tht_outer_holes_poly, holesContainer,
m_boardAdapter.BiuTo3dUnits(),
(const BOARD_ITEM &)*m_boardAdapter.GetBoard() );
const LIST_OBJECT2D& listHolesObject2d = holesContainer.GetList();
if( listHolesObject2d.size() > 0 )
{
float layer_z_top, layer_z_bot, dummy;
getLayerZPos( F_Cu, layer_z_top, dummy );
getLayerZPos( B_Cu, dummy, layer_z_bot );
TRIANGLE_DISPLAY_LIST* layerTriangles =
new TRIANGLE_DISPLAY_LIST( listHolesObject2d.size() );
// Convert the list of objects(triangles) to triangle layer structure
for( const OBJECT_2D* itemOnLayer : listHolesObject2d )
{
const OBJECT_2D* object2d_A = itemOnLayer;
wxASSERT( object2d_A->GetObjectType() == OBJECT_2D_TYPE::TRIANGLE );
const TRIANGLE_2D* tri = static_cast<const TRIANGLE_2D*>( object2d_A );
const SFVEC2F& v1 = tri->GetP1();
const SFVEC2F& v2 = tri->GetP2();
const SFVEC2F& v3 = tri->GetP3();
addTopAndBottomTriangles( layerTriangles, v1, v2, v3, layer_z_top, layer_z_bot );
}
wxASSERT( tht_outer_holes_poly.OutlineCount() > 0 );
if( tht_outer_holes_poly.OutlineCount() > 0 )
{
layerTriangles->AddToMiddleContourns( tht_outer_holes_poly,
layer_z_bot, layer_z_top,
m_boardAdapter.BiuTo3dUnits(), false );
m_padHoles = new OPENGL_RENDER_LIST( *layerTriangles, m_circleTexture,
layer_z_top, layer_z_top );
}
delete layerTriangles;
}
}
}
void RENDER_3D_LEGACY::load3dModels( REPORTER* aStatusReporter )
{
if( !m_boardAdapter.GetFlag( FL_FP_ATTRIBUTES_NORMAL )
&& !m_boardAdapter.GetFlag( FL_FP_ATTRIBUTES_NORMAL_INSERT )
&& !m_boardAdapter.GetFlag( FL_FP_ATTRIBUTES_VIRTUAL ) )
{
return;
}
// Go for all footprints
for( const FOOTPRINT* footprint : m_boardAdapter.GetBoard()->Footprints() )
{
for( const FP_3DMODEL& model : footprint->Models() )
{
if( model.m_Show && !model.m_Filename.empty() )
{
if( aStatusReporter )
{
// Display the short filename of the 3D model loaded:
// (the full name is usually too long to be displayed)
wxFileName fn( model.m_Filename );
wxString msg;
msg.Printf( _( "Loading %s" ), fn.GetFullName() );
aStatusReporter->Report( msg );
}
// Check if the model is not present in our cache map
// (Not already loaded in memory)
if( m_3dModelMap.find( model.m_Filename ) == m_3dModelMap.end() )
{
// It is not present, try get it from cache
const S3DMODEL* modelPtr =
m_boardAdapter.Get3dCacheManager()->GetModel( model.m_Filename );
// only add it if the return is not NULL
if( modelPtr )
{
MATERIAL_MODE materialMode = m_boardAdapter.GetMaterialMode();
MODEL_3D* ogl_model = new MODEL_3D( *modelPtr, materialMode );
if( ogl_model )
m_3dModelMap[ model.m_Filename ] = ogl_model;
}
}
}
}
}
}