KiCad PCB EDA Suite
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exporter_vrml.cpp
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1/*
2 * This program source code file is part of KiCad, a free EDA CAD application.
3 *
4 * Copyright (C) 2009-2013 Lorenzo Mercantonio
5 * Copyright (C) 2014-2017 Cirilo Bernardo
6 * Copyright (C) 2018 Jean-Pierre Charras jp.charras at wanadoo.fr
7 * Copyright The KiCad Developers, see AUTHORS.txt for contributors.
8 *
9 * This program is free software: you can redistribute it and/or modify it
10 * under the terms of the GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful, but
15 * WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * General Public License for more details.
18 *
19 * You should have received a copy of the GNU General Public License along
20 * with this program. If not, see <http://www.gnu.org/licenses/>.
21 */
22
23#include <exception>
24#include <fstream>
25#include <iomanip>
26#include <vector>
27#include <wx/dir.h>
28#include <wx/msgdlg.h>
29#include <wx/wfstream.h>
30#include <wx/zstream.h>
31
32#include "3d_cache/3d_cache.h"
33#include "3d_cache/3d_info.h"
34#include "board.h"
37#include "footprint.h"
38#include "pad.h"
39#include "pcb_text.h"
40#include "pcb_track.h"
41#include <project_pcb.h>
42#include <core/arraydim.h>
43#include <filename_resolver.h>
45#include "streamwrapper.h"
46#include "vrml_layer.h"
47#include "pcb_edit_frame.h"
48
51#include <macros.h>
52
53#include <exporter_vrml.h>
54
59
60
61bool EXPORTER_VRML::ExportVRML_File( PROJECT* aProject, wxString *aMessages,
62 const wxString& aFullFileName, double aMMtoWRMLunit,
63 bool aIncludeUnspecified, bool aIncludeDNP,
64 bool aExport3DFiles, bool aUseRelativePaths,
65 const wxString& a3D_Subdir,
66 double aXRef, double aYRef )
67{
68 return pcb_exporter->ExportVRML_File( aProject, aMessages,
69 aFullFileName, aMMtoWRMLunit,
70 aIncludeUnspecified, aIncludeDNP,
71 aExport3DFiles, aUseRelativePaths,
72 a3D_Subdir, aXRef, aYRef );
73}
74
75
80
81
82// The max error (in mm) to approximate arcs to segments:
83#define ERR_APPROX_MAX_MM 0.005
84
85
91
97
98static bool g_ColorsLoaded = false;
99
100
102 m_OutputPCB( nullptr )
103{
104 m_board = aBoard;
105 m_ReuseDef = true;
106 m_precision = 6;
107 m_WorldScale = 1.0;
108 m_Cache3Dmodels = nullptr;
109 m_includeDNP = false;
110 m_includeUnspecified = false;
113 m_BoardToVrmlScale = pcbIUScale.MM_PER_IU;
114
115 for( int ii = 0; ii < VRML_COLOR_LAST; ++ii )
116 m_sgmaterial[ii] = nullptr;
117
118 // this default only makes sense if the output is in mm
119 m_brd_thickness = pcbIUScale.IUTomm( m_board->GetDesignSettings().GetBoardThickness() );
120
121 // TODO: figure out a way to share all these stackup color definitions...
123
130 COLOR4D boardBody( 0, 0, 0, 0 );
131
132 const BOARD_STACKUP& stackup = m_board->GetDesignSettings().GetStackupDescriptor();
133
134 // Can't do a const KIGFX::COLOR4D& return type here because there are temporary variables
135 auto findColor =
136 []( const wxString& aColorName, const CUSTOM_COLORS_LIST& aColorSet ) -> const KIGFX::COLOR4D
137 {
138 if( aColorName.StartsWith( wxT( "#" ) ) )
139 {
140 return KIGFX::COLOR4D( aColorName );
141 }
142 else
143 {
144 for( const CUSTOM_COLOR_ITEM& color : aColorSet )
145 {
146 if( color.m_ColorName == aColorName )
147 return color.m_Color;
148 }
149 }
150
151 return KIGFX::COLOR4D();
152 };
153
154 for( const BOARD_STACKUP_ITEM* stackupItem : stackup.GetList() )
155 {
156 wxString colorName = stackupItem->GetColor();
157
158 switch( stackupItem->GetType() )
159 {
161 if( stackupItem->GetBrdLayerId() == F_SilkS )
162 topSilk = findColor( colorName, m_SilkscreenColors );
163 else
164 botSilk = findColor( colorName, m_SilkscreenColors );
165 break;
166
168 if( stackupItem->GetBrdLayerId() == F_Mask )
169 topMask = findColor( colorName, m_MaskColors );
170 else
171 botMask = findColor( colorName, m_MaskColors );
172
173 break;
174
176 {
177 KIGFX::COLOR4D layerColor = findColor( colorName, m_BoardColors );
178
179 if( boardBody == COLOR4D( 0, 0, 0, 0 ) )
180 boardBody = layerColor;
181 else
182 boardBody = boardBody.Mix( layerColor, 1.0 - layerColor.a );
183
184 boardBody.a += ( 1.0 - boardBody.a ) * layerColor.a / 2;
185 break;
186 }
187
188 default:
189 break;
190 }
191 }
192
193 if( boardBody == COLOR4D( 0, 0, 0, 0 ) )
194 boardBody = m_DefaultBoardBody;
195
196 const wxString& finishName = stackup.m_FinishType;
197
198 if( finishName.EndsWith( wxT( "OSP" ) ) )
199 {
200 finish = findColor( wxT( "Copper" ), m_FinishColors );
201 }
202 else if( finishName.EndsWith( wxT( "IG" ) )
203 || finishName.EndsWith( wxT( "gold" ) ) )
204 {
205 finish = findColor( wxT( "Gold" ), m_FinishColors );
206 }
207 else if( finishName.StartsWith( wxT( "HAL" ) )
208 || finishName.StartsWith( wxT( "HASL" ) )
209 || finishName.EndsWith( wxT( "tin" ) )
210 || finishName.EndsWith( wxT( "nickel" ) ) )
211 {
212 finish = findColor( wxT( "Tin" ), m_FinishColors );
213 }
214 else if( finishName.EndsWith( wxT( "silver" ) ) )
215 {
216 finish = findColor( wxT( "Silver" ), m_FinishColors );
217 }
218
219 auto toVRMLColor =
220 []( const COLOR4D& aColor, double aSpecular, double aAmbient, double aShiny )
221 {
222 COLOR4D diff = aColor;
223 COLOR4D spec = aColor.Brightened( aSpecular );
224
225 return VRML_COLOR( diff.r, diff.g, diff.b,
226 spec.r, spec.g, spec.b,
227 aAmbient, 1.0 - aColor.a, aShiny );
228 };
229
230 vrml_colors_list[VRML_COLOR_TOP_SILK] = toVRMLColor( topSilk, 0.1, 0.7, 0.02 );
231 vrml_colors_list[VRML_COLOR_BOT_SILK] = toVRMLColor( botSilk, 0.1, 0.7, 0.02 );
232 vrml_colors_list[VRML_COLOR_TOP_SOLDMASK] = toVRMLColor( topMask, 0.3, 0.8, 0.30 );
233 vrml_colors_list[VRML_COLOR_BOT_SOLDMASK] = toVRMLColor( botMask, 0.3, 0.8, 0.30 );
234 vrml_colors_list[VRML_COLOR_PASTE] = toVRMLColor( paste, 0.6, 0.7, 0.70 );
235 vrml_colors_list[VRML_COLOR_COPPER] = toVRMLColor( finish, 0.6, 0.7, 0.90 );
236 vrml_colors_list[VRML_COLOR_PCB] = toVRMLColor( boardBody, 0.1, 0.7, 0.01 );
237
238 SetOffset( 0.0, 0.0 );
239}
240
241
243{
244 // destroy any unassociated material appearances
245 for( int j = 0; j < VRML_COLOR_LAST; ++j )
246 {
247 if( m_sgmaterial[j] && nullptr == S3D::GetSGNodeParent( m_sgmaterial[j] ) )
249
250 m_sgmaterial[j] = nullptr;
251 }
252
253 if( !m_components.empty() )
254 {
255 IFSG_TRANSFORM tmp( false );
256
257 for( auto i : m_components )
258 {
259 tmp.Attach( i );
260 tmp.SetParent( nullptr );
261 }
262
263 m_components.clear();
264 m_OutputPCB.Destroy();
265 }
266}
267
269{
270 // Initialize the list of colors used in VRML export, but only once.
271 // (The list is static)
272 if( g_ColorsLoaded )
273 return;
274
275#define ADD_COLOR( list, r, g, b, a, name ) \
276 list.emplace_back( r/255.0, g/255.0, b/255.0, a, name )
277
278 ADD_COLOR( m_SilkscreenColors, 245, 245, 245, 1.0, _HKI( "Not specified" ) ); // White
279 ADD_COLOR( m_SilkscreenColors, 20, 51, 36, 1.0, wxT( "Green" ) );
280 ADD_COLOR( m_SilkscreenColors, 181, 19, 21, 1.0, wxT( "Red" ) );
281 ADD_COLOR( m_SilkscreenColors, 2, 59, 162, 1.0, wxT( "Blue" ) );
282 ADD_COLOR( m_SilkscreenColors, 11, 11, 11, 1.0, wxT( "Black" ) );
283 ADD_COLOR( m_SilkscreenColors, 245, 245, 245, 1.0, wxT( "White" ) );
284 ADD_COLOR( m_SilkscreenColors, 32, 2, 53, 1.0, wxT( "Purple" ) );
285 ADD_COLOR( m_SilkscreenColors, 194, 195, 0, 1.0, wxT( "Yellow" ) );
286
287 ADD_COLOR( m_MaskColors, 20, 51, 36, 0.83, _HKI( "Not specified" ) ); // Green
288 ADD_COLOR( m_MaskColors, 20, 51, 36, 0.83, wxT( "Green" ) );
289 ADD_COLOR( m_MaskColors, 91, 168, 12, 0.83, wxT( "Light Green" ) );
290 ADD_COLOR( m_MaskColors, 13, 104, 11, 0.83, wxT( "Saturated Green" ) );
291 ADD_COLOR( m_MaskColors, 181, 19, 21, 0.83, wxT( "Red" ) );
292 ADD_COLOR( m_MaskColors, 210, 40, 14, 0.83, wxT( "Light Red" ) );
293 ADD_COLOR( m_MaskColors, 239, 53, 41, 0.83, wxT( "Red/Orange" ) );
294 ADD_COLOR( m_MaskColors, 2, 59, 162, 0.83, wxT( "Blue" ) );
295 ADD_COLOR( m_MaskColors, 54, 79, 116, 0.83, wxT( "Light Blue 1" ) );
296 ADD_COLOR( m_MaskColors, 61, 85, 130, 0.83, wxT( "Light Blue 2" ) );
297 ADD_COLOR( m_MaskColors, 21, 70, 80, 0.83, wxT( "Green/Blue" ) );
298 ADD_COLOR( m_MaskColors, 11, 11, 11, 0.83, wxT( "Black" ) );
299 ADD_COLOR( m_MaskColors, 245, 245, 245, 0.83, wxT( "White" ) );
300 ADD_COLOR( m_MaskColors, 32, 2, 53, 0.83, wxT( "Purple" ) );
301 ADD_COLOR( m_MaskColors, 119, 31, 91, 0.83, wxT( "Light Purple" ) );
302 ADD_COLOR( m_MaskColors, 194, 195, 0, 0.83, wxT( "Yellow" ) );
303
304 ADD_COLOR( m_PasteColors, 128, 128, 128, 1.0, wxT( "Grey" ) );
305 ADD_COLOR( m_PasteColors, 90, 90, 90, 1.0, wxT( "Dark Grey" ) );
306 ADD_COLOR( m_PasteColors, 213, 213, 213, 1.0, wxT( "Silver" ) );
307
308 ADD_COLOR( m_FinishColors, 184, 115, 50, 1.0, wxT( "Copper" ) );
309 ADD_COLOR( m_FinishColors, 178, 156, 0, 1.0, wxT( "Gold" ) );
310 ADD_COLOR( m_FinishColors, 213, 213, 213, 1.0, wxT( "Silver" ) );
311 ADD_COLOR( m_FinishColors, 160, 160, 160, 1.0, wxT( "Tin" ) );
312
313 ADD_COLOR( m_BoardColors, 51, 43, 22, 0.83, wxT( "FR4 natural, dark" ) );
314 ADD_COLOR( m_BoardColors, 109, 116, 75, 0.83, wxT( "FR4 natural" ) );
315 ADD_COLOR( m_BoardColors, 252, 252, 250, 0.90, wxT( "PTFE natural" ) );
316 ADD_COLOR( m_BoardColors, 205, 130, 0, 0.68, wxT( "Polyimide" ) );
317 ADD_COLOR( m_BoardColors, 92, 17, 6, 0.90, wxT( "Phenolic natural" ) );
318 ADD_COLOR( m_BoardColors, 146, 99, 47, 0.83, wxT( "Brown 1" ) );
319 ADD_COLOR( m_BoardColors, 160, 123, 54, 0.83, wxT( "Brown 2" ) );
320 ADD_COLOR( m_BoardColors, 146, 99, 47, 0.83, wxT( "Brown 3" ) );
321 ADD_COLOR( m_BoardColors, 213, 213, 213, 1.0, wxT( "Aluminum" ) );
322
323 m_DefaultSilkscreen = COLOR4D( 0.94, 0.94, 0.94, 1.0 );
324 m_DefaultSolderMask = COLOR4D( 0.08, 0.20, 0.14, 0.83 );
325 m_DefaultSolderPaste = COLOR4D( 0.50, 0.50, 0.50, 1.0 );
326 m_DefaultSurfaceFinish = COLOR4D( 0.75, 0.61, 0.23, 1.0 );
327 m_DefaultBoardBody = COLOR4D( 0.43, 0.45, 0.30, 0.90 );
328#undef ADD_COLOR
329
330 g_ColorsLoaded = true;
331}
332
333
334bool EXPORTER_PCB_VRML::SetScale( double aWorldScale )
335{
336 // set the scaling of the VRML world
337 if( aWorldScale < 0.001 || aWorldScale > 10.0 )
338 throw( std::runtime_error( "WorldScale out of range (valid range is 0.001 to 10.0)" ) );
339
340 m_OutputPCB.SetScale( aWorldScale * 2.54 );
341 m_WorldScale = aWorldScale * 2.54;
342
343 return true;
344}
345
346
347void EXPORTER_PCB_VRML::SetOffset( double aXoff, double aYoff )
348{
349 m_tx = aXoff;
350 m_ty = -aYoff;
351
352 m_holes.SetVertexOffsets( aXoff, aYoff );
353 m_3D_board.SetVertexOffsets( aXoff, aYoff );
354 m_top_copper.SetVertexOffsets( aXoff, aYoff );
355 m_bot_copper.SetVertexOffsets( aXoff, aYoff );
356 m_top_silk.SetVertexOffsets( aXoff, aYoff );
357 m_bot_silk.SetVertexOffsets( aXoff, aYoff );
358 m_top_paste.SetVertexOffsets( aXoff, aYoff );
359 m_bot_paste.SetVertexOffsets( aXoff, aYoff );
360 m_top_soldermask.SetVertexOffsets( aXoff, aYoff );
361 m_bot_soldermask.SetVertexOffsets( aXoff, aYoff );
362 m_plated_holes.SetVertexOffsets( aXoff, aYoff );
363}
364
365
366bool EXPORTER_PCB_VRML::GetLayer3D( int layer, VRML_LAYER** vlayer )
367{
368 // select the VRML layer object to draw on; return true if
369 // a layer has been selected.
370 switch( layer )
371 {
372 case B_Cu: *vlayer = &m_bot_copper; return true;
373 case F_Cu: *vlayer = &m_top_copper; return true;
374 case B_SilkS: *vlayer = &m_bot_silk; return true;
375 case F_SilkS: *vlayer = &m_top_silk; return true;
376 case B_Mask: *vlayer = &m_bot_soldermask; return true;
377 case F_Mask: *vlayer = &m_top_soldermask; return true;
378 case B_Paste: *vlayer = &m_bot_paste; return true;
379 case F_Paste: *vlayer = &m_top_paste; return true;
380 default: return false;
381 }
382}
383
385{
386 SHAPE_POLY_SET holes, outlines = m_pcbOutlines;
387
388 // holes is the solder mask opening.
389 // the actual shape is the negative shape of mask opening.
390 PCB_LAYER_ID pcb_layer = F_Mask;
391 VRML_LAYER* vrmllayer = &m_top_soldermask;
392
393 for( int lcnt = 0; lcnt < 2; lcnt++ )
394 {
395 holes.RemoveAllContours();
396 outlines.RemoveAllContours();
397 outlines = m_pcbOutlines;
398 m_board->ConvertBrdLayerToPolygonalContours( pcb_layer, holes );
399
400 outlines.BooleanSubtract( holes );
401 outlines.Fracture();
402 ExportVrmlPolygonSet( vrmllayer, outlines );
403
404 pcb_layer = B_Mask;
405 vrmllayer = &m_bot_soldermask;
406 }
407}
408
409
411{
412 SHAPE_POLY_SET outlines;
413
414 PCB_LAYER_ID pcb_layer[] =
415 {
417 };
418
419 VRML_LAYER* vrmllayer[] =
420 {
422 nullptr // Sentinel
423 };
424
425 for( int lcnt = 0; ; lcnt++ )
426 {
427 if( vrmllayer[lcnt] == nullptr )
428 break;
429
430 outlines.RemoveAllContours();
431 m_board->ConvertBrdLayerToPolygonalContours( pcb_layer[lcnt], outlines );
433 outlines.Fracture();
434
435 ExportVrmlPolygonSet( vrmllayer[lcnt], outlines );
436 }
437}
438
439
440void EXPORTER_PCB_VRML::write_triangle_bag( std::ostream& aOut_file, const VRML_COLOR& aColor,
441 VRML_LAYER* aLayer, bool aPlane, bool aTop,
442 double aTop_z, double aBottom_z )
443{
444 // A lot of nodes are not required, but blender sometimes chokes without them.
445 static const char* shape_boiler[] =
446 {
447 "Transform {\n",
448 " children [\n",
449 " Group {\n",
450 " children [\n",
451 " Shape {\n",
452 " appearance Appearance {\n",
453 " material Material {\n",
454 0, // Material marker
455 " }\n",
456 " }\n",
457 " geometry IndexedFaceSet {\n",
458 " solid TRUE\n",
459 " coord Coordinate {\n",
460 " point [\n",
461 0, // Coordinates marker
462 " ]\n",
463 " }\n",
464 " coordIndex [\n",
465 0, // Index marker
466 " ]\n",
467 " }\n",
468 " }\n",
469 " ]\n",
470 " }\n",
471 " ]\n",
472 "}\n",
473 0 // End marker
474 };
475
476 int marker_found = 0, lineno = 0;
477
478 while( marker_found < 4 )
479 {
480 if( shape_boiler[lineno] )
481 {
482 aOut_file << shape_boiler[lineno];
483 }
484 else
485 {
486 marker_found++;
487
488 switch( marker_found )
489 {
490 case 1: // Material marker
491 {
492 std::streamsize lastPrecision = aOut_file.precision();
493 aOut_file << " diffuseColor " << std::setprecision(3);
494 aOut_file << aColor.diffuse_red << " ";
495 aOut_file << aColor.diffuse_grn << " ";
496 aOut_file << aColor.diffuse_blu << "\n";
497
498 aOut_file << " specularColor ";
499 aOut_file << aColor.spec_red << " ";
500 aOut_file << aColor.spec_grn << " ";
501 aOut_file << aColor.spec_blu << "\n";
502
503 aOut_file << " emissiveColor ";
504 aOut_file << aColor.emit_red << " ";
505 aOut_file << aColor.emit_grn << " ";
506 aOut_file << aColor.emit_blu << "\n";
507
508 aOut_file << " ambientIntensity " << aColor.ambient << "\n";
509 aOut_file << " transparency " << aColor.transp << "\n";
510 aOut_file << " shininess " << aColor.shiny << "\n";
511 aOut_file.precision( lastPrecision );
512 }
513 break;
514
515 case 2:
516
517 if( aPlane )
518 aLayer->WriteVertices( aTop_z, aOut_file, m_precision );
519 else
520 aLayer->Write3DVertices( aTop_z, aBottom_z, aOut_file, m_precision );
521
522 aOut_file << "\n";
523 break;
524
525 case 3:
526
527 if( aPlane )
528 aLayer->WriteIndices( aTop, aOut_file );
529 else
530 aLayer->Write3DIndices( aOut_file );
531
532 aOut_file << "\n";
533 break;
534
535 default:
536 break;
537 }
538 }
539
540 lineno++;
541 }
542}
543
544
545void EXPORTER_PCB_VRML::writeLayers( const char* aFileName, OSTREAM* aOutputFile )
546{
547 // VRML_LAYER board;
548 m_3D_board.Tesselate( &m_holes );
549 double brdz = m_brd_thickness / 2.0
550 - ( pcbIUScale.mmToIU( ART_OFFSET / 2.0 ) ) * m_BoardToVrmlScale;
551
553 {
555 &m_3D_board, false, false, brdz, -brdz );
556 }
557 else
558 {
560 }
561
562 // VRML_LAYER m_top_copper;
563 m_top_copper.Tesselate( &m_holes );
564
566 {
568 &m_top_copper, true, true, GetLayerZ( F_Cu ), 0 );
569 }
570 else
571 {
573 GetLayerZ( F_Cu ), true );
574 }
575
576 // VRML_LAYER m_top_paste;
577 m_top_paste.Tesselate( &m_holes );
578
580 {
582 &m_top_paste, true, true,
583 GetLayerZ( F_Cu ) + pcbIUScale.mmToIU( ART_OFFSET / 2.0 ) *
585 0 );
586 }
587 else
588 {
590 GetLayerZ( F_Cu ) + pcbIUScale.mmToIU( ART_OFFSET / 2.0 ) *
592 true );
593 }
594
595 // VRML_LAYER m_top_soldermask;
596 m_top_soldermask.Tesselate( &m_holes );
597
599 {
601 &m_top_soldermask, true, true,
602 GetLayerZ( F_Cu ) + pcbIUScale.mmToIU( ART_OFFSET / 2.0 ) *
604 0 );
605 }
606 else
607 {
609 GetLayerZ( F_Cu ) + pcbIUScale.mmToIU( ART_OFFSET / 2.0 ) *
611 true );
612 }
613
614 // VRML_LAYER m_bot_copper;
615 m_bot_copper.Tesselate( &m_holes );
616
618 {
620 &m_bot_copper, true, false, GetLayerZ( B_Cu ), 0 );
621 }
622 else
623 {
625 GetLayerZ( B_Cu ), false );
626 }
627
628 // VRML_LAYER m_bot_paste;
629 m_bot_paste.Tesselate( &m_holes );
630
632 {
634 &m_bot_paste, true, false,
635 GetLayerZ( B_Cu )
636 - pcbIUScale.mmToIU( ART_OFFSET / 2.0 ) * m_BoardToVrmlScale,
637 0 );
638 }
639 else
640 {
642 GetLayerZ( B_Cu ) - pcbIUScale.mmToIU( ART_OFFSET / 2.0 ) *
644 false );
645 }
646
647 // VRML_LAYER m_bot_mask:
648 m_bot_soldermask.Tesselate( &m_holes );
649
651 {
653 &m_bot_soldermask, true, false,
654 GetLayerZ( B_Cu ) - pcbIUScale.mmToIU( ART_OFFSET / 2.0 ) *
656 0 );
657 }
658 else
659 {
661 GetLayerZ( B_Cu ) - pcbIUScale.mmToIU( ART_OFFSET / 2.0 ) *
663 false );
664 }
665
666 // VRML_LAYER PTH;
667 m_plated_holes.Tesselate( nullptr, true );
668
670 {
672 &m_plated_holes, false, false,
673 GetLayerZ( F_Cu ) + pcbIUScale.mmToIU( ART_OFFSET / 2.0 ) *
675 GetLayerZ( B_Cu ) - pcbIUScale.mmToIU( ART_OFFSET / 2.0 ) *
677 }
678 else
679 {
681 GetLayerZ( F_Cu ) + pcbIUScale.mmToIU( ART_OFFSET / 2.0 ) *
683 GetLayerZ( B_Cu ) - pcbIUScale.mmToIU( ART_OFFSET / 2.0 ) *
685 }
686
687 // VRML_LAYER m_top_silk;
688 m_top_silk.Tesselate( &m_holes );
689
691 {
693 true, true, GetLayerZ( F_SilkS ), 0 );
694 }
695 else
696 {
698 GetLayerZ( F_SilkS ), true );
699 }
700
701 // VRML_LAYER m_bot_silk;
702 m_bot_silk.Tesselate( &m_holes );
703
705 {
707 true, false, GetLayerZ( B_SilkS ), 0 );
708 }
709 else
710 {
712 GetLayerZ( B_SilkS ), false );
713 }
714
716 S3D::WriteVRML( aFileName, true, m_OutputPCB.GetRawPtr(), true, true );
717}
718
719
721{
722 int copper_layers = m_board->GetCopperLayerCount();
723
724 // We call it 'layer' thickness, but it's the whole board thickness!
725 m_brd_thickness = m_board->GetDesignSettings().GetBoardThickness() * m_BoardToVrmlScale;
726 double half_thickness = m_brd_thickness / 2;
727
728 // Compute each layer's Z value, more or less like the 3d view
729 int orderFromTop = 0;
730
731 for( PCB_LAYER_ID layer : LSET::AllCuMask( copper_layers ).CuStack() )
732 {
733 SetLayerZ( layer, half_thickness - m_brd_thickness * orderFromTop / ( copper_layers - 1 ) );
734 orderFromTop++;
735 }
736
737 // To avoid rounding interference, we apply an epsilon to each successive layer
738 double epsilon_z = pcbIUScale.mmToIU( ART_OFFSET ) * m_BoardToVrmlScale;
739 SetLayerZ( B_Paste, -half_thickness - epsilon_z );
740 SetLayerZ( B_Adhes, -half_thickness - epsilon_z );
741 SetLayerZ( B_SilkS, -half_thickness - epsilon_z * 3 );
742 SetLayerZ( B_Mask, -half_thickness - epsilon_z * 2 );
743 SetLayerZ( F_Mask, half_thickness + epsilon_z * 2 );
744 SetLayerZ( F_SilkS, half_thickness + epsilon_z * 3 );
745 SetLayerZ( F_Adhes, half_thickness + epsilon_z );
746 SetLayerZ( F_Paste, half_thickness + epsilon_z );
747 SetLayerZ( Dwgs_User, half_thickness + epsilon_z * 5 );
748 SetLayerZ( Cmts_User, half_thickness + epsilon_z * 6 );
749 SetLayerZ( Eco1_User, half_thickness + epsilon_z * 7 );
750 SetLayerZ( Eco2_User, half_thickness + epsilon_z * 8 );
751 SetLayerZ( Edge_Cuts, 0 );
752}
753
754
755void EXPORTER_PCB_VRML::ExportVrmlPolygonSet( VRML_LAYER* aVlayer, const SHAPE_POLY_SET& aOutlines )
756{
757 // Polygons in SHAPE_POLY_SET must be without hole, i.e. holes must be linked
758 // previously to their main outline.
759 for( int icnt = 0; icnt < aOutlines.OutlineCount(); icnt++ )
760 {
761 const SHAPE_LINE_CHAIN& outline = aOutlines.COutline( icnt );
762
763 int seg = aVlayer->NewContour();
764
765 for( int jj = 0; jj < outline.PointCount(); jj++ )
766 {
767 if( !aVlayer->AddVertex( seg, outline.CPoint( jj ).x * m_BoardToVrmlScale,
768 -outline.CPoint( jj ).y * m_BoardToVrmlScale ) )
769 throw( std::runtime_error( aVlayer->GetError() ) );
770 }
771
772 aVlayer->EnsureWinding( seg, false );
773 }
774}
775
776
778{
779 if( !m_board->GetBoardPolygonOutlines( m_pcbOutlines ) )
780 {
781 wxLogWarning( _( "Board outline is malformed. Run DRC for a full analysis." ) );
782 }
783
784 int seg;
785
786 for( int cnt = 0; cnt < m_pcbOutlines.OutlineCount(); cnt++ )
787 {
788 const SHAPE_LINE_CHAIN& outline = m_pcbOutlines.COutline( cnt );
789
790 seg = m_3D_board.NewContour();
791
792 for( int j = 0; j < outline.PointCount(); j++ )
793 {
794 m_3D_board.AddVertex( seg, (double)outline.CPoint(j).x * m_BoardToVrmlScale,
795 -((double)outline.CPoint(j).y * m_BoardToVrmlScale ) );
796
797 }
798
799 m_3D_board.EnsureWinding( seg, false );
800
801 // Generate board holes from outlines:
802 for( int ii = 0; ii < m_pcbOutlines.HoleCount( cnt ); ii++ )
803 {
804 const SHAPE_LINE_CHAIN& hole = m_pcbOutlines.Hole( cnt, ii );
805
806 seg = m_holes.NewContour();
807
808 if( seg < 0 )
809 {
810 wxLogError( _( "VRML Export Failed: Could not add holes to contours." ) );
811 return;
812 }
813
814 for( int j = 0; j < hole.PointCount(); j++ )
815 {
816 m_holes.AddVertex( seg, (double) hole.CPoint(j).x * m_BoardToVrmlScale,
817 -( (double) hole.CPoint(j).y * m_BoardToVrmlScale ) );
818 }
819
820 m_holes.EnsureWinding( seg, true );
821 }
822 }
823}
824
825
826
828{
829 PCB_LAYER_ID top_layer, bottom_layer;
830
831 for( PCB_TRACK* track : m_board->Tracks() )
832 {
833 if( track->Type() != PCB_VIA_T )
834 continue;
835
836 const PCB_VIA* via = static_cast<const PCB_VIA*>( track );
837
838 via->LayerPair( &top_layer, &bottom_layer );
839
840 // do not render a buried via
841 if( top_layer != F_Cu && bottom_layer != B_Cu )
842 continue;
843
844 // Export all via holes to m_holes
845 double hole_radius = via->GetDrillValue() * m_BoardToVrmlScale / 2.0;
846
847 if( hole_radius <= 0 )
848 continue;
849
850 double x = via->GetStart().x * m_BoardToVrmlScale;
851 double y = via->GetStart().y * m_BoardToVrmlScale;
852
853 // Set the optimal number of segments to approximate a circle.
854 // SetArcParams needs a count max, and the minimal and maximal length
855 // of segments
856 double max_error = ERR_APPROX_MAX_MM;
857
859 max_error /= 2.54; // The board is exported with a size reduced by 2.54
860
861 int nsides = GetArcToSegmentCount( via->GetDrillValue(), pcbIUScale.mmToIU( max_error ),
862 FULL_CIRCLE );
863
864 double minSegLength = M_PI * 2.0 * hole_radius / nsides;
865 double maxSegLength = minSegLength*2.0;
866
867 m_holes.SetArcParams( nsides*2, minSegLength, maxSegLength );
868 m_plated_holes.SetArcParams( nsides*2, minSegLength, maxSegLength );
869
870 m_holes.AddCircle( x, -y, hole_radius, true, true );
871 m_plated_holes.AddCircle( x, -y, hole_radius, true, false );
872
873 m_holes.ResetArcParams();
874 m_plated_holes.ResetArcParams();
875 }
876}
877
878
880{
881 double hole_drill_w = (double) aPad->GetDrillSize().x * m_BoardToVrmlScale / 2.0;
882 double hole_drill_h = (double) aPad->GetDrillSize().y * m_BoardToVrmlScale / 2.0;
883 double hole_drill = std::min( hole_drill_w, hole_drill_h );
884 double hole_x = aPad->GetPosition().x * m_BoardToVrmlScale;
885 double hole_y = aPad->GetPosition().y * m_BoardToVrmlScale;
886
887 // Export the hole on the edge layer
888 if( hole_drill > 0 )
889 {
890 double max_error = ERR_APPROX_MAX_MM;
891
893 max_error /= 2.54; // The board is exported with a size reduced by 2.54
894
895 int nsides = GetArcToSegmentCount( hole_drill, pcbIUScale.mmToIU( max_error ),
896 FULL_CIRCLE );
897 double minSegLength = M_PI * hole_drill / nsides;
898 double maxSegLength = minSegLength*2.0;
899
900 m_holes.SetArcParams( nsides*2, minSegLength, maxSegLength );
901 m_plated_holes.SetArcParams( nsides*2, minSegLength, maxSegLength );
902
903 bool pth = false;
904
905 if( ( aPad->GetAttribute() != PAD_ATTRIB::NPTH ) )
906 pth = true;
907
909 {
910 // Oblong hole (slot)
911
912 if( pth )
913 {
914 m_holes.AddSlot( hole_x, -hole_y, hole_drill_w * 2.0 + PLATE_OFFSET,
915 hole_drill_h * 2.0 + PLATE_OFFSET,
916 aPad->GetOrientation().AsDegrees(), true, true );
917
918 m_plated_holes.AddSlot( hole_x, -hole_y,
919 hole_drill_w * 2.0, hole_drill_h * 2.0,
920 aPad->GetOrientation().AsDegrees(), true, false );
921 }
922 else
923 {
924 m_holes.AddSlot( hole_x, -hole_y, hole_drill_w * 2.0, hole_drill_h * 2.0,
925 aPad->GetOrientation().AsDegrees(), true, false );
926
927 }
928 }
929 else
930 {
931 // Drill a round hole
932 if( pth )
933 {
934 m_holes.AddCircle( hole_x, -hole_y, hole_drill + PLATE_OFFSET, true, true );
935 m_plated_holes.AddCircle( hole_x, -hole_y, hole_drill, true, false );
936 }
937 else
938 {
939 m_holes.AddCircle( hole_x, -hole_y, hole_drill, true, false );
940 }
941
942 }
943
944 m_holes.ResetArcParams();
945 m_plated_holes.ResetArcParams();
946 }
947}
948
949
950// From axis/rot to quaternion
951static void build_quat( double x, double y, double z, double a, double q[4] )
952{
953 double sina = sin( a / 2 );
954
955 q[0] = x * sina;
956 q[1] = y * sina;
957 q[2] = z * sina;
958 q[3] = cos( a / 2 );
959}
960
961
962// From quaternion to axis/rot
963static void from_quat( double q[4], double rot[4] )
964{
965 rot[3] = acos( q[3] ) * 2;
966
967 for( int i = 0; i < 3; i++ )
968 rot[i] = q[i] / sin( rot[3] / 2 );
969}
970
971
972// Quaternion composition
973static void compose_quat( double q1[4], double q2[4], double qr[4] )
974{
975 double tmp[4];
976
977 tmp[0] = q2[3] * q1[0] + q2[0] * q1[3] + q2[1] * q1[2] - q2[2] * q1[1];
978 tmp[1] = q2[3] * q1[1] + q2[1] * q1[3] + q2[2] * q1[0] - q2[0] * q1[2];
979 tmp[2] = q2[3] * q1[2] + q2[2] * q1[3] + q2[0] * q1[1] - q2[1] * q1[0];
980 tmp[3] = q2[3] * q1[3] - q2[0] * q1[0] - q2[1] * q1[1] - q2[2] * q1[2];
981
982 qr[0] = tmp[0];
983 qr[1] = tmp[1];
984 qr[2] = tmp[2];
985 qr[3] = tmp[3];
986}
987
988
989void EXPORTER_PCB_VRML::ExportVrmlFootprint( FOOTPRINT* aFootprint, std::ostream* aOutputFile )
990{
991 // Note: if m_UseInlineModelsInBrdfile is false, the 3D footprint shape is copied to
992 // the vrml board file, and aOutputFile is not used (can be nullptr)
993 // if m_UseInlineModelsInBrdfile is true, the 3D footprint shape is copied to
994 // aOutputFile (with the suitable rotation/translation/scale transform, and the vrml board
995 // file contains only the filename of 3D shapes to add to the full vrml scene
996 wxCHECK( aFootprint, /* void */ );
997
998 wxString libraryName = aFootprint->GetFPID().GetLibNickname();
999 wxString footprintBasePath = wxEmptyString;
1000
1001 if( m_board->GetProject() )
1002 {
1003 std::optional<LIBRARY_TABLE_ROW*> fpRow =
1004 PROJECT_PCB::FootprintLibAdapter( m_board->GetProject() )->GetRow( libraryName );
1005 if( fpRow )
1006 footprintBasePath = LIBRARY_MANAGER::GetFullURI( *fpRow, true );
1007 }
1008
1009
1010 // Export pad holes
1011 for( PAD* pad : aFootprint->Pads() )
1013
1015 && ( !( aFootprint->GetAttributes() & ( FP_THROUGH_HOLE | FP_SMD ) ) ) )
1016 {
1017 return;
1018 }
1019
1020 if( !m_includeDNP && aFootprint->IsDNP() )
1021 return;
1022
1023 std::vector<const EMBEDDED_FILES*> embeddedFilesStack;
1024 bool isFlipped = aFootprint->GetLayer() == B_Cu;
1025
1026 // Export the object VRML model(s)
1027 auto sM = aFootprint->Models().begin();
1028 auto eM = aFootprint->Models().end();
1029
1030
1031 while( sM != eM )
1032 {
1033 if( !sM->m_Show )
1034 {
1035 ++sM;
1036 continue;
1037 }
1038
1039 embeddedFilesStack.clear();
1040 embeddedFilesStack.push_back( aFootprint->GetEmbeddedFiles() );
1041 embeddedFilesStack.push_back( m_board->GetEmbeddedFiles() );
1042
1043 SGNODE* mod3d = (SGNODE*) m_Cache3Dmodels->Load( sM->m_Filename, footprintBasePath,
1044 std::move( embeddedFilesStack ) );
1045
1046 /* Calculate 3D shape rotation:
1047 * this is the rotation parameters, with an additional 180 deg rotation
1048 * for footprints that are flipped
1049 * When flipped, axis rotation is the horizontal axis (X axis)
1050 */
1051 double rotx = -sM->m_Rotation.x;
1052 double roty = -sM->m_Rotation.y;
1053 double rotz = -sM->m_Rotation.z;
1054
1055 if( isFlipped )
1056 {
1057 rotx += 180.0;
1058 roty = -roty;
1059 rotz = -rotz;
1060 }
1061
1062 // Do some quaternion munching
1063 double q1[4], q2[4], rot[4];
1064 build_quat( 1, 0, 0, DEG2RAD( rotx ), q1 );
1065 build_quat( 0, 1, 0, DEG2RAD( roty ), q2 );
1066 compose_quat( q1, q2, q1 );
1067 build_quat( 0, 0, 1, DEG2RAD( rotz ), q2 );
1068 compose_quat( q1, q2, q1 );
1069
1070 // Note here aFootprint->GetOrientation() is in 0.1 degrees, so footprint rotation
1071 // has to be converted to radians
1072 build_quat( 0, 0, 1, aFootprint->GetOrientation().AsRadians(), q2 );
1073 compose_quat( q1, q2, q1 );
1074 from_quat( q1, rot );
1075
1076 double offsetFactor = 1000.0f * pcbIUScale.IU_PER_MILS / 25.4f;
1077
1078 // adjust 3D shape local offset position
1079 // they are given in mm, so they are converted in board IU.
1080 double offsetx = sM->m_Offset.x * offsetFactor;
1081 double offsety = sM->m_Offset.y * offsetFactor;
1082 double offsetz = sM->m_Offset.z * offsetFactor;
1083
1084 if( isFlipped )
1085 offsetz = -offsetz;
1086 else
1087 offsety = -offsety; // In normal mode, Y axis is reversed in Pcbnew.
1088
1089 RotatePoint( &offsetx, &offsety, aFootprint->GetOrientation() );
1090
1091 SGPOINT trans;
1092 trans.x = ( offsetx + aFootprint->GetPosition().x ) * m_BoardToVrmlScale + m_tx;
1093 trans.y = -( offsety + aFootprint->GetPosition().y) * m_BoardToVrmlScale - m_ty;
1094 trans.z = (offsetz * m_BoardToVrmlScale ) + GetLayerZ( aFootprint->GetLayer() );
1095
1097 {
1098 wxCHECK( aOutputFile, /* void */ );
1099
1100 int old_precision = aOutputFile->precision();
1101 aOutputFile->precision( m_precision );
1102
1103 embeddedFilesStack.clear();
1104 embeddedFilesStack.push_back( aFootprint->GetEmbeddedFiles() );
1105 embeddedFilesStack.push_back( m_board->GetEmbeddedFiles() );
1106
1107 wxFileName srcFile = m_Cache3Dmodels->GetResolver()->ResolvePath( sM->m_Filename, footprintBasePath,
1108 std::move( embeddedFilesStack ) );
1109 if( !srcFile.FileExists() ) {
1110 // skip model where the file cannot be resolved
1111 ++sM;
1112 continue;
1113 }
1114
1115 wxFileName dstFile;
1116 dstFile.SetPath( m_Subdir3DFpModels );
1117 dstFile.SetName( srcFile.GetName() );
1118 dstFile.SetExt( wxT( "wrl" ) );
1119
1120 // copy the file if necessary
1121 wxDateTime srcModTime = srcFile.GetModificationTime();
1122 wxDateTime destModTime = wxDateTime();
1123
1124 if( dstFile.FileExists() )
1125 destModTime = dstFile.GetModificationTime();
1126
1127 if( srcModTime != destModTime )
1128 {
1129 wxString fileExt = srcFile.GetExt();
1130 fileExt.LowerCase();
1131
1132 // copy VRML models and use the scenegraph library to
1133 // translate other model types
1134 if( fileExt == wxT( "wrl" ) )
1135 {
1136 if( !wxCopyFile( srcFile.GetFullPath(), dstFile.GetFullPath() ) )
1137 {
1138 ++sM;
1139 continue;
1140 }
1141 }
1142 else if( fileExt == wxT( "wrz" ) )
1143 {
1144 wxFileInputStream input_file_stream( srcFile.GetFullPath() );
1145 if( !input_file_stream.IsOk() || input_file_stream.GetSize() == wxInvalidSize )
1146 {
1147 ++sM;
1148 continue;
1149 }
1150
1151 wxZlibInputStream zlib_input_stream( input_file_stream, wxZLIB_GZIP );
1152 wxFFileOutputStream output_file_stream( dstFile.GetFullPath() );
1153 if( !zlib_input_stream.IsOk() || !output_file_stream.IsOk() )
1154 {
1155 output_file_stream.Close();
1156 ++sM;
1157 continue;
1158 }
1159
1160 output_file_stream.Write( zlib_input_stream );
1161 output_file_stream.Close();
1162 }
1163 else
1164 {
1165
1166 if( ( nullptr == mod3d) ||
1167 ( !S3D::WriteVRML( dstFile.GetFullPath().ToUTF8(), true, mod3d, m_ReuseDef,
1168 true ) ) )
1169 {
1170 ++sM;
1171 continue;
1172 }
1173 }
1174 }
1175
1176 (*aOutputFile) << "Transform {\n";
1177
1178 // only write a rotation if it is >= 0.1 deg
1179 if( std::abs( rot[3] ) > 0.0001745 )
1180 {
1181 (*aOutputFile) << " rotation ";
1182 (*aOutputFile) << rot[0] << " " << rot[1] << " " << rot[2] << " " << rot[3] << "\n";
1183 }
1184
1185 (*aOutputFile) << " translation ";
1186 (*aOutputFile) << trans.x << " ";
1187 (*aOutputFile) << trans.y << " ";
1188 (*aOutputFile) << trans.z << "\n";
1189
1190 (*aOutputFile) << " scale ";
1191 (*aOutputFile) << sM->m_Scale.x << " ";
1192 (*aOutputFile) << sM->m_Scale.y << " ";
1193 (*aOutputFile) << sM->m_Scale.z << "\n";
1194
1195 (*aOutputFile) << " children [\n Inline {\n url \"";
1196
1198 {
1199 wxFileName tmp = dstFile;
1200 tmp.SetExt( wxT( "" ) );
1201 tmp.SetName( wxT( "" ) );
1202 tmp.RemoveLastDir();
1203 dstFile.MakeRelativeTo( tmp.GetPath() );
1204 }
1205
1206 wxString fn = dstFile.GetFullPath();
1207 fn.Replace( wxT( "\\" ), wxT( "/" ) );
1208 (*aOutputFile) << TO_UTF8( fn ) << "\"\n } ]\n";
1209 (*aOutputFile) << " }\n";
1210
1211 aOutputFile->precision( old_precision );
1212 }
1213 else
1214 {
1215 if( nullptr == mod3d )
1216 {
1217 ++sM;
1218 continue;
1219 }
1220
1221 IFSG_TRANSFORM* modelShape = new IFSG_TRANSFORM( m_OutputPCB.GetRawPtr() );
1222
1223 // only write a rotation if it is >= 0.1 deg
1224 if( std::abs( rot[3] ) > 0.0001745 )
1225 modelShape->SetRotation( SGVECTOR( rot[0], rot[1], rot[2] ), rot[3] );
1226
1227 modelShape->SetTranslation( trans );
1228 modelShape->SetScale( SGPOINT( sM->m_Scale.x, sM->m_Scale.y, sM->m_Scale.z ) );
1229
1230 if( nullptr == S3D::GetSGNodeParent( mod3d ) )
1231 {
1232 m_components.push_back( mod3d );
1233 modelShape->AddChildNode( mod3d );
1234 }
1235 else
1236 {
1237 modelShape->AddRefNode( mod3d );
1238 }
1239
1240 }
1241
1242 ++sM;
1243 }
1244}
1245
1246
1247
1248bool EXPORTER_PCB_VRML::ExportVRML_File( PROJECT* aProject, wxString *aMessages,
1249 const wxString& aFullFileName, double aMMtoWRMLunit,
1250 bool aIncludeUnspecified, bool aIncludeDNP,
1251 bool aExport3DFiles, bool aUseRelativePaths,
1252 const wxString& a3D_Subdir,
1253 double aXRef, double aYRef )
1254{
1255 if( aProject == nullptr )
1256 {
1257 if( aMessages )
1258 *aMessages = _( "No project when exporting the VRML file");
1259
1260 return false;
1261 }
1262
1263 SetScale( aMMtoWRMLunit );
1264 m_UseInlineModelsInBrdfile = aExport3DFiles;
1265
1266 wxFileName subdir( a3D_Subdir, wxT( "" ) );
1267 // convert the subdir path to a absolute full one with the output file as the cwd
1268 m_Subdir3DFpModels = subdir.GetAbsolutePath( wxFileName( aFullFileName ).GetPath() );
1269
1270 m_UseRelPathIn3DModelFilename = aUseRelativePaths;
1271 m_includeUnspecified = aIncludeUnspecified;
1272 m_includeDNP = aIncludeDNP;
1274
1275 // When 3D models are separate files, for historical reasons the VRML unit
1276 // is expected to be 0.1 inch (2.54mm) instead of 1mm, so we adjust the m_BoardToVrmlScale
1277 // to match the VRML scale of these external files.
1278 // Otherwise we use 1mm as VRML unit
1280 {
1281 m_BoardToVrmlScale = pcbIUScale.MM_PER_IU / 2.54;
1282 SetOffset( -aXRef / 2.54, aYRef / 2.54 );
1283 }
1284 else
1285 {
1286 m_BoardToVrmlScale = pcbIUScale.MM_PER_IU;
1287 SetOffset( -aXRef, aYRef );
1288 }
1289
1290 bool success = true;
1291
1292 try
1293 {
1294 // Preliminary computation: the z value for each layer
1296
1297 // board edges and cutouts
1299
1300 // Draw solder mask layer (negative layer)
1304
1306 {
1307 // Copy fp 3D models in a folder, and link these files in
1308 // the board .vrml file
1309 ExportFp3DModelsAsLinkedFile( aFullFileName );
1310 }
1311 else
1312 {
1313 // merge footprints in the .vrml board file
1314 for( FOOTPRINT* footprint : m_board->Footprints() )
1315 ExportVrmlFootprint( footprint, nullptr );
1316
1317 // write out the board and all layers
1318 writeLayers( TO_UTF8( aFullFileName ), nullptr );
1319 }
1320 }
1321 catch( const std::exception& e )
1322 {
1323 if( aMessages )
1324 *aMessages << _( "VRML Export Failed:\n" ) << From_UTF8( e.what() );
1325
1326 success = false;
1327 }
1328
1329 return success;
1330}
1331
1332bool PCB_EDIT_FRAME::ExportVRML_File( const wxString& aFullFileName, double aMMtoWRMLunit,
1333 bool aIncludeUnspecified, bool aIncludeDNP,
1334 bool aExport3DFiles, bool aUseRelativePaths,
1335 const wxString& a3D_Subdir,
1336 double aXRef, double aYRef )
1337{
1338 bool success;
1339 wxString msgs;
1340 EXPORTER_VRML model3d( GetBoard() );
1341
1342 success = model3d.ExportVRML_File( &Prj(), &msgs, aFullFileName, aMMtoWRMLunit,
1343 aIncludeUnspecified, aIncludeDNP,
1344 aExport3DFiles, aUseRelativePaths,
1345 a3D_Subdir, aXRef, aYRef );
1346
1347 if( !msgs.IsEmpty() )
1348 wxMessageBox( msgs );
1349
1350 return success;
1351}
1352
1353
1354void EXPORTER_PCB_VRML::ExportFp3DModelsAsLinkedFile( const wxString& aFullFileName )
1355{
1356 // check if the 3D Subdir exists - create if not
1357 if( !wxDir::Exists( m_Subdir3DFpModels ) )
1358 {
1359 if( !wxDir::Make( m_Subdir3DFpModels ) )
1360 throw( std::runtime_error( "Could not create 3D model subdirectory" ) );
1361 }
1362
1363 OPEN_OSTREAM( output_file, TO_UTF8( aFullFileName ) );
1364
1365 if( output_file.fail() )
1366 {
1367 std::ostringstream ostr;
1368 ostr << "Could not open file '" << TO_UTF8( aFullFileName ) << "'";
1369 throw( std::runtime_error( ostr.str().c_str() ) );
1370 }
1371
1372 output_file.imbue( std::locale::classic() );
1373
1374 // Begin with the usual VRML boilerplate
1375 wxString fn = aFullFileName;
1376 fn.Replace( wxT( "\\" ) , wxT( "/" ) );
1377 output_file << "#VRML V2.0 utf8\n";
1378 output_file << "WorldInfo {\n";
1379 output_file << " title \"" << TO_UTF8( fn ) << " - Generated by Pcbnew\"\n";
1380 output_file << "}\n";
1381 output_file << "Transform {\n";
1382 output_file << " scale " << std::setprecision( m_precision );
1383 output_file << m_WorldScale << " ";
1384 output_file << m_WorldScale << " ";
1385 output_file << m_WorldScale << "\n";
1386 output_file << " children [\n";
1387
1388 // Export footprints
1389 for( FOOTPRINT* footprint : m_board->Footprints() )
1390 ExportVrmlFootprint( footprint, &output_file );
1391
1392 // write out the board and all layers
1393 writeLayers( TO_UTF8( aFullFileName ), &output_file );
1394
1395 // Close the outer 'transform' node
1396 output_file << "]\n}\n";
1397
1398 CLOSE_STREAM( output_file );
1399}
1400
1402{
1403 if( colorIdx == -1 )
1404 colorIdx = VRML_COLOR_PCB;
1405 else if( colorIdx == VRML_COLOR_LAST )
1406 return nullptr;
1407
1408 if( m_sgmaterial[colorIdx] )
1409 return m_sgmaterial[colorIdx];
1410
1411 IFSG_APPEARANCE vcolor( (SGNODE*) nullptr );
1412 VRML_COLOR* cp = &vrml_colors_list[colorIdx];
1413
1414 vcolor.SetSpecular( cp->spec_red, cp->spec_grn, cp->spec_blu );
1415 vcolor.SetDiffuse( cp->diffuse_red, cp->diffuse_grn, cp->diffuse_blu );
1416 vcolor.SetShininess( cp->shiny );
1417 // NOTE: XXX - replace with a better equation; using this definition
1418 // of ambient will not yield the best results
1419 vcolor.SetAmbient( cp->ambient, cp->ambient, cp->ambient );
1420 vcolor.SetTransparency( cp->transp );
1421
1422 m_sgmaterial[colorIdx] = vcolor.GetRawPtr();
1423
1424 return m_sgmaterial[colorIdx];
1425}
1426
1427
1429 VRML_LAYER* layer, double top_z, bool aTopPlane )
1430{
1431 std::vector< double > vertices;
1432 std::vector< int > idxPlane;
1433
1434 if( !( *layer ).Get2DTriangles( vertices, idxPlane, top_z, aTopPlane ) )
1435 {
1436 return;
1437 }
1438
1439 if( ( idxPlane.size() % 3 ) )
1440 {
1441 throw( std::runtime_error( "[BUG] index lists are not a multiple of 3 (not a triangle "
1442 "list)" ) );
1443 }
1444
1445 std::vector< SGPOINT > vlist;
1446 size_t nvert = vertices.size() / 3;
1447 size_t j = 0;
1448
1449 for( size_t i = 0; i < nvert; ++i, j+= 3 )
1450 vlist.emplace_back( vertices[j], vertices[j+1], vertices[j+2] );
1451
1452 // create the intermediate scenegraph
1453 IFSG_TRANSFORM tx0( PcbOutput.GetRawPtr() ); // tx0 = Transform for this outline
1454 IFSG_SHAPE shape( tx0 ); // shape will hold (a) all vertices and (b) a local list of normals
1455 IFSG_FACESET face( shape ); // this face shall represent the top and bottom planes
1456 IFSG_COORDS cp( face ); // coordinates for all faces
1457 cp.SetCoordsList( nvert, &vlist[0] );
1458 IFSG_COORDINDEX coordIdx( face ); // coordinate indices for top and bottom planes only
1459 coordIdx.SetIndices( idxPlane.size(), &idxPlane[0] );
1460 IFSG_NORMALS norms( face ); // normals for the top and bottom planes
1461
1462 // set the normals
1463 if( aTopPlane )
1464 {
1465 for( size_t i = 0; i < nvert; ++i )
1466 norms.AddNormal( 0.0, 0.0, 1.0 );
1467 }
1468 else
1469 {
1470 for( size_t i = 0; i < nvert; ++i )
1471 norms.AddNormal( 0.0, 0.0, -1.0 );
1472 }
1473
1474 // assign a color from the palette
1475 SGNODE* modelColor = getSGColor( colorID );
1476
1477 if( nullptr != modelColor )
1478 {
1479 if( nullptr == S3D::GetSGNodeParent( modelColor ) )
1480 shape.AddChildNode( modelColor );
1481 else
1482 shape.AddRefNode( modelColor );
1483 }
1484}
1485
1486
1488 VRML_LAYER* layer, double top_z, double bottom_z )
1489{
1490 std::vector< double > vertices;
1491 std::vector< int > idxPlane;
1492 std::vector< int > idxSide;
1493
1494 if( top_z < bottom_z )
1495 {
1496 double tmp = top_z;
1497 top_z = bottom_z;
1498 bottom_z = tmp;
1499 }
1500
1501 if( !( *layer ).Get3DTriangles( vertices, idxPlane, idxSide, top_z, bottom_z )
1502 || idxPlane.empty() || idxSide.empty() )
1503 {
1504 return;
1505 }
1506
1507 if( ( idxPlane.size() % 3 ) || ( idxSide.size() % 3 ) )
1508 {
1509 throw( std::runtime_error( "[BUG] index lists are not a multiple of 3 (not a "
1510 "triangle list)" ) );
1511 }
1512
1513 std::vector< SGPOINT > vlist;
1514 size_t nvert = vertices.size() / 3;
1515 size_t j = 0;
1516
1517 for( size_t i = 0; i < nvert; ++i, j+= 3 )
1518 vlist.emplace_back( vertices[j], vertices[j+1], vertices[j+2] );
1519
1520 // create the intermediate scenegraph
1521 IFSG_TRANSFORM tx0( PcbOutput.GetRawPtr() ); // tx0 = Transform for this outline
1522 IFSG_SHAPE shape( tx0 ); // shape will hold (a) all vertices and (b) a local list of normals
1523 IFSG_FACESET face( shape ); // this face shall represent the top and bottom planes
1524 IFSG_COORDS cp( face ); // coordinates for all faces
1525 cp.SetCoordsList( nvert, &vlist[0] );
1526 IFSG_COORDINDEX coordIdx( face ); // coordinate indices for top and bottom planes only
1527 coordIdx.SetIndices( idxPlane.size(), &idxPlane[0] );
1528 IFSG_NORMALS norms( face ); // normals for the top and bottom planes
1529
1530 // number of TOP (and bottom) vertices
1531 j = nvert / 2;
1532
1533 // set the TOP normals
1534 for( size_t i = 0; i < j; ++i )
1535 norms.AddNormal( 0.0, 0.0, 1.0 );
1536
1537 // set the BOTTOM normals
1538 for( size_t i = 0; i < j; ++i )
1539 norms.AddNormal( 0.0, 0.0, -1.0 );
1540
1541 // assign a color from the palette
1542 SGNODE* modelColor = getSGColor( colorID );
1543
1544 if( nullptr != modelColor )
1545 {
1546 if( nullptr == S3D::GetSGNodeParent( modelColor ) )
1547 shape.AddChildNode( modelColor );
1548 else
1549 shape.AddRefNode( modelColor );
1550 }
1551
1552 // create a second shape describing the vertical walls of the extrusion
1553 // using per-vertex-per-face-normals
1554 shape.NewNode( tx0 );
1555 shape.AddRefNode( modelColor ); // set the color to be the same as the top/bottom
1556 face.NewNode( shape );
1557 cp.NewNode( face ); // new vertex list
1558 norms.NewNode( face ); // new normals list
1559 coordIdx.NewNode( face ); // new index list
1560
1561 // populate the new per-face vertex list and its indices and normals
1562 std::vector< int >::iterator sI = idxSide.begin();
1563 std::vector< int >::iterator eI = idxSide.end();
1564
1565 size_t sidx = 0; // index to the new coord set
1566 SGPOINT p1, p2, p3;
1567 SGVECTOR vnorm;
1568
1569 while( sI != eI )
1570 {
1571 p1 = vlist[*sI];
1572 cp.AddCoord( p1 );
1573 ++sI;
1574
1575 p2 = vlist[*sI];
1576 cp.AddCoord( p2 );
1577 ++sI;
1578
1579 p3 = vlist[*sI];
1580 cp.AddCoord( p3 );
1581 ++sI;
1582
1583 vnorm.SetVector( S3D::CalcTriNorm( p1, p2, p3 ) );
1584 norms.AddNormal( vnorm );
1585 norms.AddNormal( vnorm );
1586 norms.AddNormal( vnorm );
1587
1588 coordIdx.AddIndex( (int)sidx );
1589 ++sidx;
1590 coordIdx.AddIndex( (int)sidx );
1591 ++sidx;
1592 coordIdx.AddIndex( (int)sidx );
1593 ++sidx;
1594 }
1595}
defines the basic data associated with a single 3D model.
int color
constexpr EDA_IU_SCALE pcbIUScale
Definition base_units.h:112
#define ADD_COLOR(list, r, g, b, a, name)
static bool g_ColorsLoaded
@ BS_ITEM_TYPE_SILKSCREEN
@ BS_ITEM_TYPE_DIELECTRIC
@ BS_ITEM_TYPE_SOLDERMASK
Manage one layer needed to make a physical board.
Manage layers needed to make a physical board.
const std::vector< BOARD_STACKUP_ITEM * > & GetList() const
wxString m_FinishType
The name of external copper finish.
Information pertinent to a Pcbnew printed circuit board.
Definition board.h:322
double AsDegrees() const
Definition eda_angle.h:116
double AsRadians() const
Definition eda_angle.h:120
VRML_COLOR & GetColor(VRML_COLOR_INDEX aIndex)
static CUSTOM_COLORS_LIST m_MaskColors
SGNODE * m_sgmaterial[VRML_COLOR_LAST]
static CUSTOM_COLORS_LIST m_PasteColors
static KIGFX::COLOR4D m_DefaultSolderPaste
VRML_LAYER m_top_copper
VRML_LAYER m_top_soldermask
bool GetLayer3D(int layer, VRML_LAYER **vlayer)
bool SetScale(double aWorldScale)
VRML_LAYER m_bot_paste
SGNODE * getSGColor(VRML_COLOR_INDEX colorIdx)
VRML_LAYER m_top_paste
EXPORTER_PCB_VRML(BOARD *aBoard)
VRML_LAYER m_bot_copper
SHAPE_POLY_SET m_pcbOutlines
VRML_LAYER m_plated_holes
void SetLayerZ(int aLayer, double aValue)
void ExportVrmlPolygonSet(VRML_LAYER *aVlayer, const SHAPE_POLY_SET &aOutlines)
void create_vrml_shell(IFSG_TRANSFORM &PcbOutput, VRML_COLOR_INDEX colorID, VRML_LAYER *layer, double top_z, double bottom_z)
void write_triangle_bag(std::ostream &aOut_file, const VRML_COLOR &aColor, VRML_LAYER *aLayer, bool aPlane, bool aTop, double aTop_z, double aBottom_z)
std::list< SGNODE * > m_components
static KIGFX::COLOR4D m_DefaultSilkscreen
static CUSTOM_COLORS_LIST m_SilkscreenColors
void SetOffset(double aXoff, double aYoff)
double GetLayerZ(int aLayer)
bool ExportVRML_File(PROJECT *aProject, wxString *aMessages, const wxString &aFullFileName, double aMMtoWRMLunit, bool aIncludeUnspecified, bool aIncludeDNP, bool aExport3DFiles, bool aUseRelativePaths, const wxString &a3D_Subdir, double aXRef, double aYRef)
Export a VRML file image of the board.
void ExportVrmlPadHole(PAD *aPad)
static CUSTOM_COLORS_LIST m_BoardColors
void create_vrml_plane(IFSG_TRANSFORM &PcbOutput, VRML_COLOR_INDEX colorID, VRML_LAYER *layer, double aHeight, bool aTopPlane)
wxString m_Subdir3DFpModels
static KIGFX::COLOR4D m_DefaultBoardBody
static CUSTOM_COLORS_LIST m_FinishColors
static KIGFX::COLOR4D m_DefaultSolderMask
bool m_UseRelPathIn3DModelFilename
void ExportVrmlFootprint(FOOTPRINT *aFootprint, std::ostream *aOutputFile)
void ExportFp3DModelsAsLinkedFile(const wxString &aFullFileName)
VRML_LAYER m_bot_soldermask
VRML_COLOR vrml_colors_list[VRML_COLOR_LAST]
VRML_LAYER m_3D_board
void writeLayers(const char *aFileName, OSTREAM *aOutputFile)
static KIGFX::COLOR4D m_DefaultSurfaceFinish
VRML_LAYER m_bot_silk
IFSG_TRANSFORM m_OutputPCB
VRML_LAYER m_top_silk
S3D_CACHE * m_Cache3Dmodels
Wrapper to expose an API for writing VRML files, without exposing all the many structures used in the...
Definition export_vrml.h:33
EXPORTER_VRML(BOARD *aBoard)
EXPORTER_PCB_VRML * pcb_exporter
Definition export_vrml.h:60
bool ExportVRML_File(PROJECT *aProject, wxString *aMessages, const wxString &aFullFileName, double aMMtoWRMLunit, bool aIncludeUnspecified, bool aIncludeDNP, bool aExport3DFiles, bool aUseRelativePaths, const wxString &a3D_Subdir, double aXRef, double aYRef)
Exports the board and its footprint shapes 3D (vrml files only) as a vrml file.
bool IsDNP() const
Definition footprint.h:789
EDA_ANGLE GetOrientation() const
Definition footprint.h:248
std::deque< PAD * > & Pads()
Definition footprint.h:224
int GetAttributes() const
Definition footprint.h:327
PCB_LAYER_ID GetLayer() const override
Return the primary layer this item is on.
Definition footprint.h:257
const LIB_ID & GetFPID() const
Definition footprint.h:269
std::vector< FP_3DMODEL > & Models()
Definition footprint.h:241
EMBEDDED_FILES * GetEmbeddedFiles() override
Definition footprint.h:1014
VECTOR2I GetPosition() const override
Definition footprint.h:245
bool SetDiffuse(float aRVal, float aGVal, float aBVal)
bool SetSpecular(float aRVal, float aGVal, float aBVal)
bool SetShininess(float aShininess) noexcept
bool SetAmbient(float aRVal, float aGVal, float aBVal)
bool SetTransparency(float aTransparency) noexcept
The wrapper for SGCOORDINDEX.
bool NewNode(SGNODE *aParent) override
Create a new node to associate with this wrapper.
The wrapper for SGCOORDS.
Definition ifsg_coords.h:40
bool NewNode(SGNODE *aParent) override
Create a new node to associate with this wrapper.
bool SetCoordsList(size_t aListSize, const SGPOINT *aCoordsList)
bool AddCoord(double aXValue, double aYValue, double aZValue)
The wrapper for the SGFACESET class.
bool NewNode(SGNODE *aParent) override
Create a new node to associate with this wrapper.
bool AddIndex(int aIndex)
Add a single index to the list.
bool SetIndices(size_t nIndices, int *aIndexList)
Set the number of indices and creates a copy of the given index data.
bool SetParent(SGNODE *aParent)
Set the parent SGNODE of this object.
Definition ifsg_node.cpp:87
SGNODE * GetRawPtr(void) noexcept
Return the raw internal SGNODE pointer.
Definition ifsg_node.cpp:65
bool AddChildNode(SGNODE *aNode)
Add a node as a child owned by this node.
bool AddRefNode(SGNODE *aNode)
Add a reference to an existing node which is not owned by (not a child of) this node.
The wrapper for the SGNORMALS class.
bool NewNode(SGNODE *aParent) override
Create a new node to associate with this wrapper.
bool AddNormal(double aXValue, double aYValue, double aZValue)
The wrapper for the SGSHAPE class.
Definition ifsg_shape.h:40
bool NewNode(SGNODE *aParent) override
Create a new node to associate with this wrapper.
The wrapper for the VRML compatible TRANSFORM block class SCENEGRAPH.
bool Attach(SGNODE *aNode) override
Associate a given SGNODE* with this wrapper.
bool SetTranslation(const SGPOINT &aTranslation) noexcept
bool SetRotation(const SGVECTOR &aRotationAxis, double aAngle)
bool SetScale(const SGPOINT &aScale) noexcept
A color representation with 4 components: red, green, blue, alpha.
Definition color4d.h:104
double r
Red component.
Definition color4d.h:392
double g
Green component.
Definition color4d.h:393
double a
Alpha component.
Definition color4d.h:395
COLOR4D Brightened(double aFactor) const
Return a color that is brighter by a given factor, without modifying object.
Definition color4d.h:268
COLOR4D Mix(const COLOR4D &aColor, double aFactor) const
Return a color that is mixed with the input by a factor.
Definition color4d.h:295
double b
Blue component.
Definition color4d.h:394
std::optional< LIBRARY_TABLE_ROW * > GetRow(const wxString &aNickname, LIBRARY_TABLE_SCOPE aScope=LIBRARY_TABLE_SCOPE::BOTH) const
Like LIBRARY_MANAGER::GetRow but filtered to the LIBRARY_TABLE_TYPE of this adapter.
std::optional< wxString > GetFullURI(LIBRARY_TABLE_TYPE aType, const wxString &aNickname, bool aSubstituted=false) const
Return the full location specifying URI for the LIB, either in original UI form or in environment var...
const UTF8 & GetLibNickname() const
Return the logical library name portion of a LIB_ID.
Definition lib_id.h:87
static LSET AllCuMask(int aCuLayerCount)
Return a mask holding the requested number of Cu PCB_LAYER_IDs.
Definition lset.cpp:582
Definition pad.h:54
const VECTOR2I & GetDrillSize() const
Definition pad.h:305
PAD_ATTRIB GetAttribute() const
Definition pad.h:440
VECTOR2I GetPosition() const override
Definition pad.h:208
EDA_ANGLE GetOrientation() const
Return the rotation angle of the pad.
Definition pad.h:408
PAD_DRILL_SHAPE GetDrillShape() const
Definition pad.h:422
BOARD * GetBoard() const
bool ExportVRML_File(const wxString &aFullFileName, double aMMtoWRMLunit, bool aIncludeUnspecified, bool aIncludeDNP, bool aExport3DFiles, bool aUseRelativePaths, const wxString &a3D_Subdir, double aXRef, double aYRef)
Create the file(s) exporting current BOARD to a VRML file.
static S3D_CACHE * Get3DCacheManager(PROJECT *aProject, bool updateProjDir=false)
Return a pointer to an instance of the 3D cache manager.
static FOOTPRINT_LIBRARY_ADAPTER * FootprintLibAdapter(PROJECT *aProject)
Container for project specific data.
Definition project.h:65
The base class of all Scene Graph nodes.
Definition sg_node.h:75
double z
Definition sg_base.h:72
double x
Definition sg_base.h:70
double y
Definition sg_base.h:71
void SetVector(double aXVal, double aYVal, double aZVal)
Definition sg_base.cpp:233
Represent a polyline containing arcs as well as line segments: A chain of connected line and/or arc s...
int PointCount() const
Return the number of points (vertices) in this line chain.
const VECTOR2I & CPoint(int aIndex) const
Return a reference to a given point in the line chain.
Represent a set of closed polygons.
void RemoveAllContours()
Remove all outlines & holes (clears) the polygon set.
void Fracture()
Convert a set of polygons with holes to a single outline with "slits"/"fractures" connecting the oute...
void BooleanIntersection(const SHAPE_POLY_SET &b)
Perform boolean polyset intersection.
int OutlineCount() const
Return the number of outlines in the set.
void BooleanSubtract(const SHAPE_POLY_SET &b)
Perform boolean polyset difference.
const SHAPE_LINE_CHAIN & COutline(int aIndex) const
std::vector< CUSTOM_COLOR_ITEM > CUSTOM_COLORS_LIST
#define _(s)
static constexpr EDA_ANGLE FULL_CIRCLE
Definition eda_angle.h:409
static void build_quat(double x, double y, double z, double a, double q[4])
static void compose_quat(double q1[4], double q2[4], double qr[4])
static void from_quat(double q[4], double rot[4])
#define ERR_APPROX_MAX_MM
VRML_COLOR_INDEX
@ VRML_COLOR_BOT_SILK
@ VRML_COLOR_LAST
@ VRML_COLOR_TOP_SILK
@ VRML_COLOR_TOP_SOLDMASK
@ VRML_COLOR_PCB
@ VRML_COLOR_PASTE
@ VRML_COLOR_COPPER
@ VRML_COLOR_BOT_SOLDMASK
#define PLATE_OFFSET
#define ART_OFFSET
@ FP_SMD
Definition footprint.h:82
@ FP_THROUGH_HOLE
Definition footprint.h:81
a few functions useful in geometry calculations.
int GetArcToSegmentCount(int aRadius, int aErrorMax, const EDA_ANGLE &aArcAngle)
collects header files for all SG* wrappers and the API
PROJECT & Prj()
Definition kicad.cpp:629
PCB_LAYER_ID
A quick note on layer IDs:
Definition layer_ids.h:60
@ B_Adhes
Definition layer_ids.h:103
@ Edge_Cuts
Definition layer_ids.h:112
@ Dwgs_User
Definition layer_ids.h:107
@ F_Paste
Definition layer_ids.h:104
@ Cmts_User
Definition layer_ids.h:108
@ F_Adhes
Definition layer_ids.h:102
@ B_Mask
Definition layer_ids.h:98
@ B_Cu
Definition layer_ids.h:65
@ Eco1_User
Definition layer_ids.h:109
@ F_Mask
Definition layer_ids.h:97
@ B_Paste
Definition layer_ids.h:105
@ F_SilkS
Definition layer_ids.h:100
@ Eco2_User
Definition layer_ids.h:110
@ B_SilkS
Definition layer_ids.h:101
@ F_Cu
Definition layer_ids.h:64
This file contains miscellaneous commonly used macros and functions.
SGLIB_API bool WriteVRML(const char *filename, bool overwrite, SGNODE *aTopNode, bool reuse, bool renameNodes)
Write out the given node and its subnodes to a VRML2 file.
Definition ifsg_api.cpp:77
SGLIB_API SGNODE * GetSGNodeParent(SGNODE *aNode)
Definition ifsg_api.cpp:494
SGLIB_API SGVECTOR CalcTriNorm(const SGPOINT &p1, const SGPOINT &p2, const SGPOINT &p3)
Return the normal vector of a triangle described by vertices p1, p2, p3.
Definition ifsg_api.cpp:464
SGLIB_API void DestroyNode(SGNODE *aNode) noexcept
Delete the given SG* class node.
Definition ifsg_api.cpp:149
EDA_ANGLE abs(const EDA_ANGLE &aAngle)
Definition eda_angle.h:400
@ NPTH
like PAD_PTH, but not plated mechanical use only, no connection allowed
Definition padstack.h:87
#define _HKI(x)
Definition page_info.cpp:44
#define OPEN_OSTREAM(var, name)
#define CLOSE_STREAM(var)
#define OSTREAM
wxString From_UTF8(const char *cstring)
#define TO_UTF8(wxstring)
Convert a wxString to a UTF8 encoded C string for all wxWidgets build modes.
A class to handle a custom color (predefined color) for the color picker dialog.
float diffuse_red
float diffuse_grn
float diffuse_blu
#define M_PI
void RotatePoint(int *pX, int *pY, const EDA_ANGLE &aAngle)
Calculate the new point of coord coord pX, pY, for a rotation center 0, 0.
Definition trigo.cpp:229
double DEG2RAD(double deg)
Definition trigo.h:166
@ PCB_VIA_T
class PCB_VIA, a via (like a track segment on a copper layer)
Definition typeinfo.h:97