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"
36#include <fp_lib_table.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
56{
57 pcb_exporter = new EXPORTER_PCB_VRML( aBoard );
58}
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
77{
78 delete pcb_exporter;
79}
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;
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
120
121 // TODO: figure out a way to share all these stackup color definitions...
123
130 COLOR4D boardBody( 0, 0, 0, 0 );
131
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();
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
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,
585 0 );
586 }
587 else
588 {
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,
604 0 );
605 }
606 else
607 {
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 )
637 0 );
638 }
639 else
640 {
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,
656 0 );
657 }
658 else
659 {
663 false );
664 }
665
666 // VRML_LAYER PTH;
667 m_plated_holes.Tesselate( nullptr, true );
668
670 {
672 &m_plated_holes, false, false,
677 }
678 else
679 {
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!
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{
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
908 if( aPad->GetDrillShape() == PAD_DRILL_SHAPE::OBLONG )
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 const FP_LIB_TABLE_ROW* fpRow = nullptr;
1004
1005 try
1006 {
1007 fpRow = PROJECT_PCB::PcbFootprintLibs( m_board->GetProject() )->FindRow( libraryName, false );
1008 }
1009 catch( ... )
1010 {
1011 // Not found: do nothing
1012 }
1013
1014 if( fpRow )
1015 footprintBasePath = fpRow->GetFullURI( true );
1016 }
1017
1018
1019 // Export pad holes
1020 for( PAD* pad : aFootprint->Pads() )
1022
1024 && ( !( aFootprint->GetAttributes() & ( FP_THROUGH_HOLE | FP_SMD ) ) ) )
1025 {
1026 return;
1027 }
1028
1029 if( !m_includeDNP && aFootprint->IsDNP() )
1030 return;
1031
1032 bool isFlipped = aFootprint->GetLayer() == B_Cu;
1033
1034 // Export the object VRML model(s)
1035 auto sM = aFootprint->Models().begin();
1036 auto eM = aFootprint->Models().end();
1037
1038
1039 while( sM != eM )
1040 {
1041 if( !sM->m_Show )
1042 {
1043 ++sM;
1044 continue;
1045 }
1046
1047 SGNODE* mod3d = (SGNODE*) m_Cache3Dmodels->Load( sM->m_Filename, footprintBasePath, aFootprint );
1048
1049 if( nullptr == mod3d )
1050 {
1051 ++sM;
1052 continue;
1053 }
1054
1055 /* Calculate 3D shape rotation:
1056 * this is the rotation parameters, with an additional 180 deg rotation
1057 * for footprints that are flipped
1058 * When flipped, axis rotation is the horizontal axis (X axis)
1059 */
1060 double rotx = -sM->m_Rotation.x;
1061 double roty = -sM->m_Rotation.y;
1062 double rotz = -sM->m_Rotation.z;
1063
1064 if( isFlipped )
1065 {
1066 rotx += 180.0;
1067 roty = -roty;
1068 rotz = -rotz;
1069 }
1070
1071 // Do some quaternion munching
1072 double q1[4], q2[4], rot[4];
1073 build_quat( 1, 0, 0, DEG2RAD( rotx ), q1 );
1074 build_quat( 0, 1, 0, DEG2RAD( roty ), q2 );
1075 compose_quat( q1, q2, q1 );
1076 build_quat( 0, 0, 1, DEG2RAD( rotz ), q2 );
1077 compose_quat( q1, q2, q1 );
1078
1079 // Note here aFootprint->GetOrientation() is in 0.1 degrees, so footprint rotation
1080 // has to be converted to radians
1081 build_quat( 0, 0, 1, aFootprint->GetOrientation().AsRadians(), q2 );
1082 compose_quat( q1, q2, q1 );
1083 from_quat( q1, rot );
1084
1085 double offsetFactor = 1000.0f * pcbIUScale.IU_PER_MILS / 25.4f;
1086
1087 // adjust 3D shape local offset position
1088 // they are given in mm, so they are converted in board IU.
1089 double offsetx = sM->m_Offset.x * offsetFactor;
1090 double offsety = sM->m_Offset.y * offsetFactor;
1091 double offsetz = sM->m_Offset.z * offsetFactor;
1092
1093 if( isFlipped )
1094 offsetz = -offsetz;
1095 else
1096 offsety = -offsety; // In normal mode, Y axis is reversed in Pcbnew.
1097
1098 RotatePoint( &offsetx, &offsety, aFootprint->GetOrientation() );
1099
1100 SGPOINT trans;
1101 trans.x = ( offsetx + aFootprint->GetPosition().x ) * m_BoardToVrmlScale + m_tx;
1102 trans.y = -( offsety + aFootprint->GetPosition().y) * m_BoardToVrmlScale - m_ty;
1103 trans.z = (offsetz * m_BoardToVrmlScale ) + GetLayerZ( aFootprint->GetLayer() );
1104
1106 {
1107 wxCHECK( aOutputFile, /* void */ );
1108
1109 int old_precision = aOutputFile->precision();
1110 aOutputFile->precision( m_precision );
1111
1112 wxFileName srcFile =
1113 m_Cache3Dmodels->GetResolver()->ResolvePath( sM->m_Filename, wxEmptyString, aFootprint );
1114 wxFileName dstFile;
1115 dstFile.SetPath( m_Subdir3DFpModels );
1116 dstFile.SetName( srcFile.GetName() );
1117 dstFile.SetExt( wxT( "wrl" ) );
1118
1119 // copy the file if necessary
1120 wxDateTime srcModTime = srcFile.GetModificationTime();
1121 wxDateTime destModTime = srcModTime;
1122
1123 destModTime.SetToCurrent();
1124
1125 if( dstFile.FileExists() )
1126 destModTime = dstFile.GetModificationTime();
1127
1128 if( srcModTime != destModTime )
1129 {
1130 wxString fileExt = srcFile.GetExt();
1131 fileExt.LowerCase();
1132
1133 // copy VRML models and use the scenegraph library to
1134 // translate other model types
1135 if( fileExt == wxT( "wrl" ) )
1136 {
1137 if( !wxCopyFile( srcFile.GetFullPath(), dstFile.GetFullPath() ) )
1138 {
1139 ++sM;
1140 continue;
1141 }
1142 }
1143 else if( fileExt == wxT( "wrz" ) )
1144 {
1145 wxFileInputStream input_file_stream( srcFile.GetFullPath() );
1146 if( !input_file_stream.IsOk() || input_file_stream.GetSize() == wxInvalidSize )
1147 {
1148 ++sM;
1149 continue;
1150 }
1151
1152 wxZlibInputStream zlib_input_stream( input_file_stream, wxZLIB_GZIP );
1153 wxFFileOutputStream output_file_stream( dstFile.GetFullPath() );
1154 if( !zlib_input_stream.IsOk() || !output_file_stream.IsOk() )
1155 {
1156 output_file_stream.Close();
1157 ++sM;
1158 continue;
1159 }
1160
1161 output_file_stream.Write( zlib_input_stream );
1162 output_file_stream.Close();
1163 }
1164 else
1165 {
1166 if( !S3D::WriteVRML( dstFile.GetFullPath().ToUTF8(), true, mod3d, m_ReuseDef,
1167 true ) )
1168 {
1169 ++sM;
1170 continue;
1171 }
1172 }
1173 }
1174
1175 (*aOutputFile) << "Transform {\n";
1176
1177 // only write a rotation if it is >= 0.1 deg
1178 if( std::abs( rot[3] ) > 0.0001745 )
1179 {
1180 (*aOutputFile) << " rotation ";
1181 (*aOutputFile) << rot[0] << " " << rot[1] << " " << rot[2] << " " << rot[3] << "\n";
1182 }
1183
1184 (*aOutputFile) << " translation ";
1185 (*aOutputFile) << trans.x << " ";
1186 (*aOutputFile) << trans.y << " ";
1187 (*aOutputFile) << trans.z << "\n";
1188
1189 (*aOutputFile) << " scale ";
1190 (*aOutputFile) << sM->m_Scale.x << " ";
1191 (*aOutputFile) << sM->m_Scale.y << " ";
1192 (*aOutputFile) << sM->m_Scale.z << "\n";
1193
1194 (*aOutputFile) << " children [\n Inline {\n url \"";
1195
1197 {
1198 wxFileName tmp = dstFile;
1199 tmp.SetExt( wxT( "" ) );
1200 tmp.SetName( wxT( "" ) );
1201 tmp.RemoveLastDir();
1202 dstFile.MakeRelativeTo( tmp.GetPath() );
1203 }
1204
1205 wxString fn = dstFile.GetFullPath();
1206 fn.Replace( wxT( "\\" ), wxT( "/" ) );
1207 (*aOutputFile) << TO_UTF8( fn ) << "\"\n } ]\n";
1208 (*aOutputFile) << " }\n";
1209
1210 aOutputFile->precision( old_precision );
1211 }
1212 else
1213 {
1214 IFSG_TRANSFORM* modelShape = new IFSG_TRANSFORM( m_OutputPCB.GetRawPtr() );
1215
1216 // only write a rotation if it is >= 0.1 deg
1217 if( std::abs( rot[3] ) > 0.0001745 )
1218 modelShape->SetRotation( SGVECTOR( rot[0], rot[1], rot[2] ), rot[3] );
1219
1220 modelShape->SetTranslation( trans );
1221 modelShape->SetScale( SGPOINT( sM->m_Scale.x, sM->m_Scale.y, sM->m_Scale.z ) );
1222
1223 if( nullptr == S3D::GetSGNodeParent( mod3d ) )
1224 {
1225 m_components.push_back( mod3d );
1226 modelShape->AddChildNode( mod3d );
1227 }
1228 else
1229 {
1230 modelShape->AddRefNode( mod3d );
1231 }
1232
1233 }
1234
1235 ++sM;
1236 }
1237}
1238
1239
1240
1241bool EXPORTER_PCB_VRML::ExportVRML_File( PROJECT* aProject, wxString *aMessages,
1242 const wxString& aFullFileName, double aMMtoWRMLunit,
1243 bool aIncludeUnspecified, bool aIncludeDNP,
1244 bool aExport3DFiles, bool aUseRelativePaths,
1245 const wxString& a3D_Subdir,
1246 double aXRef, double aYRef )
1247{
1248 if( aProject == nullptr )
1249 {
1250 if( aMessages )
1251 *aMessages = _( "No project when exporting the VRML file");
1252
1253 return false;
1254 }
1255
1256 SetScale( aMMtoWRMLunit );
1257 m_UseInlineModelsInBrdfile = aExport3DFiles;
1258
1259 wxFileName subdir( a3D_Subdir, wxT( "" ) );
1260 // convert the subdir path to a absolute full one with the output file as the cwd
1261 m_Subdir3DFpModels = subdir.GetAbsolutePath( wxFileName( aFullFileName ).GetPath() );
1262
1263 m_UseRelPathIn3DModelFilename = aUseRelativePaths;
1264 m_includeUnspecified = aIncludeUnspecified;
1265 m_includeDNP = aIncludeDNP;
1267
1268 // When 3D models are separate files, for historical reasons the VRML unit
1269 // is expected to be 0.1 inch (2.54mm) instead of 1mm, so we adjust the m_BoardToVrmlScale
1270 // to match the VRML scale of these external files.
1271 // Otherwise we use 1mm as VRML unit
1273 {
1275 SetOffset( -aXRef / 2.54, aYRef / 2.54 );
1276 }
1277 else
1278 {
1280 SetOffset( -aXRef, aYRef );
1281 }
1282
1283 bool success = true;
1284
1285 try
1286 {
1287 // Preliminary computation: the z value for each layer
1289
1290 // board edges and cutouts
1292
1293 // Draw solder mask layer (negative layer)
1297
1299 {
1300 // Copy fp 3D models in a folder, and link these files in
1301 // the board .vrml file
1302 ExportFp3DModelsAsLinkedFile( aFullFileName );
1303 }
1304 else
1305 {
1306 // merge footprints in the .vrml board file
1307 for( FOOTPRINT* footprint : m_board->Footprints() )
1308 ExportVrmlFootprint( footprint, nullptr );
1309
1310 // write out the board and all layers
1311 writeLayers( TO_UTF8( aFullFileName ), nullptr );
1312 }
1313 }
1314 catch( const std::exception& e )
1315 {
1316 if( aMessages )
1317 *aMessages << _( "VRML Export Failed:\n" ) << From_UTF8( e.what() );
1318
1319 success = false;
1320 }
1321
1322 return success;
1323}
1324
1325bool PCB_EDIT_FRAME::ExportVRML_File( const wxString& aFullFileName, double aMMtoWRMLunit,
1326 bool aIncludeUnspecified, bool aIncludeDNP,
1327 bool aExport3DFiles, bool aUseRelativePaths,
1328 const wxString& a3D_Subdir,
1329 double aXRef, double aYRef )
1330{
1331 bool success;
1332 wxString msgs;
1333 EXPORTER_VRML model3d( GetBoard() );
1334
1335 success = model3d.ExportVRML_File( &Prj(), &msgs, aFullFileName, aMMtoWRMLunit,
1336 aIncludeUnspecified, aIncludeDNP,
1337 aExport3DFiles, aUseRelativePaths,
1338 a3D_Subdir, aXRef, aYRef );
1339
1340 if( !msgs.IsEmpty() )
1341 wxMessageBox( msgs );
1342
1343 return success;
1344}
1345
1346
1347void EXPORTER_PCB_VRML::ExportFp3DModelsAsLinkedFile( const wxString& aFullFileName )
1348{
1349 // check if the 3D Subdir exists - create if not
1350 if( !wxDir::Exists( m_Subdir3DFpModels ) )
1351 {
1352 if( !wxDir::Make( m_Subdir3DFpModels ) )
1353 throw( std::runtime_error( "Could not create 3D model subdirectory" ) );
1354 }
1355
1356 OPEN_OSTREAM( output_file, TO_UTF8( aFullFileName ) );
1357
1358 if( output_file.fail() )
1359 {
1360 std::ostringstream ostr;
1361 ostr << "Could not open file '" << TO_UTF8( aFullFileName ) << "'";
1362 throw( std::runtime_error( ostr.str().c_str() ) );
1363 }
1364
1365 output_file.imbue( std::locale::classic() );
1366
1367 // Begin with the usual VRML boilerplate
1368 wxString fn = aFullFileName;
1369 fn.Replace( wxT( "\\" ) , wxT( "/" ) );
1370 output_file << "#VRML V2.0 utf8\n";
1371 output_file << "WorldInfo {\n";
1372 output_file << " title \"" << TO_UTF8( fn ) << " - Generated by Pcbnew\"\n";
1373 output_file << "}\n";
1374 output_file << "Transform {\n";
1375 output_file << " scale " << std::setprecision( m_precision );
1376 output_file << m_WorldScale << " ";
1377 output_file << m_WorldScale << " ";
1378 output_file << m_WorldScale << "\n";
1379 output_file << " children [\n";
1380
1381 // Export footprints
1382 for( FOOTPRINT* footprint : m_board->Footprints() )
1383 ExportVrmlFootprint( footprint, &output_file );
1384
1385 // write out the board and all layers
1386 writeLayers( TO_UTF8( aFullFileName ), &output_file );
1387
1388 // Close the outer 'transform' node
1389 output_file << "]\n}\n";
1390
1391 CLOSE_STREAM( output_file );
1392}
1393
1395{
1396 if( colorIdx == -1 )
1397 colorIdx = VRML_COLOR_PCB;
1398 else if( colorIdx == VRML_COLOR_LAST )
1399 return nullptr;
1400
1401 if( m_sgmaterial[colorIdx] )
1402 return m_sgmaterial[colorIdx];
1403
1404 IFSG_APPEARANCE vcolor( (SGNODE*) nullptr );
1405 VRML_COLOR* cp = &vrml_colors_list[colorIdx];
1406
1407 vcolor.SetSpecular( cp->spec_red, cp->spec_grn, cp->spec_blu );
1408 vcolor.SetDiffuse( cp->diffuse_red, cp->diffuse_grn, cp->diffuse_blu );
1409 vcolor.SetShininess( cp->shiny );
1410 // NOTE: XXX - replace with a better equation; using this definition
1411 // of ambient will not yield the best results
1412 vcolor.SetAmbient( cp->ambient, cp->ambient, cp->ambient );
1413 vcolor.SetTransparency( cp->transp );
1414
1415 m_sgmaterial[colorIdx] = vcolor.GetRawPtr();
1416
1417 return m_sgmaterial[colorIdx];
1418}
1419
1420
1422 VRML_LAYER* layer, double top_z, bool aTopPlane )
1423{
1424 std::vector< double > vertices;
1425 std::vector< int > idxPlane;
1426
1427 if( !( *layer ).Get2DTriangles( vertices, idxPlane, top_z, aTopPlane ) )
1428 {
1429 return;
1430 }
1431
1432 if( ( idxPlane.size() % 3 ) )
1433 {
1434 throw( std::runtime_error( "[BUG] index lists are not a multiple of 3 (not a triangle "
1435 "list)" ) );
1436 }
1437
1438 std::vector< SGPOINT > vlist;
1439 size_t nvert = vertices.size() / 3;
1440 size_t j = 0;
1441
1442 for( size_t i = 0; i < nvert; ++i, j+= 3 )
1443 vlist.emplace_back( vertices[j], vertices[j+1], vertices[j+2] );
1444
1445 // create the intermediate scenegraph
1446 IFSG_TRANSFORM tx0( PcbOutput.GetRawPtr() ); // tx0 = Transform for this outline
1447 IFSG_SHAPE shape( tx0 ); // shape will hold (a) all vertices and (b) a local list of normals
1448 IFSG_FACESET face( shape ); // this face shall represent the top and bottom planes
1449 IFSG_COORDS cp( face ); // coordinates for all faces
1450 cp.SetCoordsList( nvert, &vlist[0] );
1451 IFSG_COORDINDEX coordIdx( face ); // coordinate indices for top and bottom planes only
1452 coordIdx.SetIndices( idxPlane.size(), &idxPlane[0] );
1453 IFSG_NORMALS norms( face ); // normals for the top and bottom planes
1454
1455 // set the normals
1456 if( aTopPlane )
1457 {
1458 for( size_t i = 0; i < nvert; ++i )
1459 norms.AddNormal( 0.0, 0.0, 1.0 );
1460 }
1461 else
1462 {
1463 for( size_t i = 0; i < nvert; ++i )
1464 norms.AddNormal( 0.0, 0.0, -1.0 );
1465 }
1466
1467 // assign a color from the palette
1468 SGNODE* modelColor = getSGColor( colorID );
1469
1470 if( nullptr != modelColor )
1471 {
1472 if( nullptr == S3D::GetSGNodeParent( modelColor ) )
1473 shape.AddChildNode( modelColor );
1474 else
1475 shape.AddRefNode( modelColor );
1476 }
1477}
1478
1479
1481 VRML_LAYER* layer, double top_z, double bottom_z )
1482{
1483 std::vector< double > vertices;
1484 std::vector< int > idxPlane;
1485 std::vector< int > idxSide;
1486
1487 if( top_z < bottom_z )
1488 {
1489 double tmp = top_z;
1490 top_z = bottom_z;
1491 bottom_z = tmp;
1492 }
1493
1494 if( !( *layer ).Get3DTriangles( vertices, idxPlane, idxSide, top_z, bottom_z )
1495 || idxPlane.empty() || idxSide.empty() )
1496 {
1497 return;
1498 }
1499
1500 if( ( idxPlane.size() % 3 ) || ( idxSide.size() % 3 ) )
1501 {
1502 throw( std::runtime_error( "[BUG] index lists are not a multiple of 3 (not a "
1503 "triangle list)" ) );
1504 }
1505
1506 std::vector< SGPOINT > vlist;
1507 size_t nvert = vertices.size() / 3;
1508 size_t j = 0;
1509
1510 for( size_t i = 0; i < nvert; ++i, j+= 3 )
1511 vlist.emplace_back( vertices[j], vertices[j+1], vertices[j+2] );
1512
1513 // create the intermediate scenegraph
1514 IFSG_TRANSFORM tx0( PcbOutput.GetRawPtr() ); // tx0 = Transform for this outline
1515 IFSG_SHAPE shape( tx0 ); // shape will hold (a) all vertices and (b) a local list of normals
1516 IFSG_FACESET face( shape ); // this face shall represent the top and bottom planes
1517 IFSG_COORDS cp( face ); // coordinates for all faces
1518 cp.SetCoordsList( nvert, &vlist[0] );
1519 IFSG_COORDINDEX coordIdx( face ); // coordinate indices for top and bottom planes only
1520 coordIdx.SetIndices( idxPlane.size(), &idxPlane[0] );
1521 IFSG_NORMALS norms( face ); // normals for the top and bottom planes
1522
1523 // number of TOP (and bottom) vertices
1524 j = nvert / 2;
1525
1526 // set the TOP normals
1527 for( size_t i = 0; i < j; ++i )
1528 norms.AddNormal( 0.0, 0.0, 1.0 );
1529
1530 // set the BOTTOM normals
1531 for( size_t i = 0; i < j; ++i )
1532 norms.AddNormal( 0.0, 0.0, -1.0 );
1533
1534 // assign a color from the palette
1535 SGNODE* modelColor = getSGColor( colorID );
1536
1537 if( nullptr != modelColor )
1538 {
1539 if( nullptr == S3D::GetSGNodeParent( modelColor ) )
1540 shape.AddChildNode( modelColor );
1541 else
1542 shape.AddRefNode( modelColor );
1543 }
1544
1545 // create a second shape describing the vertical walls of the extrusion
1546 // using per-vertex-per-face-normals
1547 shape.NewNode( tx0 );
1548 shape.AddRefNode( modelColor ); // set the color to be the same as the top/bottom
1549 face.NewNode( shape );
1550 cp.NewNode( face ); // new vertex list
1551 norms.NewNode( face ); // new normals list
1552 coordIdx.NewNode( face ); // new index list
1553
1554 // populate the new per-face vertex list and its indices and normals
1555 std::vector< int >::iterator sI = idxSide.begin();
1556 std::vector< int >::iterator eI = idxSide.end();
1557
1558 size_t sidx = 0; // index to the new coord set
1559 SGPOINT p1, p2, p3;
1560 SGVECTOR vnorm;
1561
1562 while( sI != eI )
1563 {
1564 p1 = vlist[*sI];
1565 cp.AddCoord( p1 );
1566 ++sI;
1567
1568 p2 = vlist[*sI];
1569 cp.AddCoord( p2 );
1570 ++sI;
1571
1572 p3 = vlist[*sI];
1573 cp.AddCoord( p3 );
1574 ++sI;
1575
1576 vnorm.SetVector( S3D::CalcTriNorm( p1, p2, p3 ) );
1577 norms.AddNormal( vnorm );
1578 norms.AddNormal( vnorm );
1579 norms.AddNormal( vnorm );
1580
1581 coordIdx.AddIndex( (int)sidx );
1582 ++sidx;
1583 coordIdx.AddIndex( (int)sidx );
1584 ++sidx;
1585 coordIdx.AddIndex( (int)sidx );
1586 ++sidx;
1587 }
1588}
defines the basic data associated with a single 3D model.
int color
Definition: DXF_plotter.cpp:60
constexpr EDA_IU_SCALE pcbIUScale
Definition: base_units.h:108
#define ADD_COLOR(list, r, g, b, a, name)
static bool g_ColorsLoaded
@ BS_ITEM_TYPE_SILKSCREEN
Definition: board_stackup.h:51
@ BS_ITEM_TYPE_DIELECTRIC
Definition: board_stackup.h:46
@ BS_ITEM_TYPE_SOLDERMASK
Definition: board_stackup.h:49
int GetBoardThickness() const
The full thickness of the board including copper and masks.
BOARD_STACKUP & GetStackupDescriptor()
Manage one layer needed to make a physical board.
Definition: board_stackup.h:96
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:295
bool GetBoardPolygonOutlines(SHAPE_POLY_SET &aOutlines, OUTLINE_ERROR_HANDLER *aErrorHandler=nullptr, bool aAllowUseArcsInPolygons=false, bool aIncludeNPTHAsOutlines=false)
Extract the board outlines and build a closed polygon from lines, arcs and circle items on edge cut l...
Definition: board.cpp:2536
void ConvertBrdLayerToPolygonalContours(PCB_LAYER_ID aLayer, SHAPE_POLY_SET &aOutlines) const
Build a set of polygons which are the outlines of copper items (pads, tracks, vias,...
Definition: board.cpp:2972
int GetCopperLayerCount() const
Definition: board.cpp:780
const FOOTPRINTS & Footprints() const
Definition: board.h:336
const TRACKS & Tracks() const
Definition: board.h:334
PROJECT * GetProject() const
Definition: board.h:499
BOARD_DESIGN_SETTINGS & GetDesignSettings() const
Definition: board.cpp:934
double AsDegrees() const
Definition: eda_angle.h:113
double AsRadians() const
Definition: eda_angle.h:117
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)
VRML_LAYER m_holes
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)
bool m_UseInlineModelsInBrdfile
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.
wxString ResolvePath(const wxString &aFileName, const wxString &aWorkingPath, const EMBEDDED_FILES *aFiles)
Determine the full path of the given file name.
bool IsDNP() const
Definition: footprint.h:790
EDA_ANGLE GetOrientation() const
Definition: footprint.h:225
std::deque< PAD * > & Pads()
Definition: footprint.h:204
int GetAttributes() const
Definition: footprint.h:288
PCB_LAYER_ID GetLayer() const override
Return the primary layer this item is on.
Definition: footprint.h:234
const LIB_ID & GetFPID() const
Definition: footprint.h:246
std::vector< FP_3DMODEL > & Models()
Definition: footprint.h:218
VECTOR2I GetPosition() const override
Definition: footprint.h:222
Hold a record identifying a library accessed by the appropriate footprint library #PLUGIN object in t...
Definition: fp_lib_table.h:42
const FP_LIB_TABLE_ROW * FindRow(const wxString &aNickName, bool aCheckIfEnabled=false)
Return an FP_LIB_TABLE_ROW if aNickName is found in this table or in any chained fall back table frag...
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.
Definition: ifsg_faceset.h:40
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.
Definition: ifsg_index.cpp:57
bool SetIndices(size_t nIndices, int *aIndexList)
Set the number of indices and creates a copy of the given index data.
Definition: ifsg_index.cpp:47
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
void Destroy(void)
Delete the object held by this wrapper.
Definition: ifsg_node.cpp:55
bool AddChildNode(SGNODE *aNode)
Add a node as a child owned by this node.
Definition: ifsg_node.cpp:148
bool AddRefNode(SGNODE *aNode)
Add a reference to an existing node which is not owned by (not a child of) this node.
Definition: ifsg_node.cpp:128
The wrapper for the SGNORMALS class.
Definition: ifsg_normals.h:40
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.
Definition: ifsg_shape.cpp:121
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
const UTF8 & GetLibNickname() const
Return the logical library name portion of a LIB_ID.
Definition: lib_id.h:87
const wxString GetFullURI(bool aSubstituted=false) const
Return the full location specifying URI for the LIB, either in original UI form or in environment var...
static LSET AllCuMask(int aCuLayerCount=MAX_CU_LAYERS)
Return a mask holding the requested number of Cu PCB_LAYER_IDs.
Definition: lset.cpp:562
Definition: pad.h:54
const VECTOR2I & GetDrillSize() const
Definition: pad.h:303
PAD_ATTRIB GetAttribute() const
Definition: pad.h:438
VECTOR2I GetPosition() const override
Definition: pad.h:206
EDA_ANGLE GetOrientation() const
Return the rotation angle of the pad.
Definition: pad.h:406
PAD_DRILL_SHAPE GetDrillShape() const
Definition: pad.h:420
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 FP_LIB_TABLE * PcbFootprintLibs(PROJECT *aProject)
Return the table of footprint libraries without Kiway.
Definition: project_pcb.cpp:37
static S3D_CACHE * Get3DCacheManager(PROJECT *aProject, bool updateProjDir=false)
Return a pointer to an instance of the 3D cache manager.
Definition: project_pcb.cpp:77
Container for project specific data.
Definition: project.h:64
SCENEGRAPH * Load(const wxString &aModelFile, const wxString &aBasePath, const EMBEDDED_FILES *aEmbeddedFiles)
Attempt to load the scene data for a model.
Definition: 3d_cache.cpp:214
FILENAME_RESOLVER * GetResolver() noexcept
Definition: 3d_cache.cpp:512
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...
int HoleCount(int aOutline) const
Returns the number of holes in a given outline.
SHAPE_LINE_CHAIN & Hole(int aOutline, int aHole)
Return the reference to aHole-th hole in the aIndex-th outline.
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 _HKI(x)
#define _(s)
static constexpr EDA_ANGLE FULL_CIRCLE
Definition: eda_angle.h:399
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])
static bool g_ColorsLoaded
#define ERR_APPROX_MAX_MM
VRML_COLOR_INDEX
Definition: exporter_vrml.h:33
@ VRML_COLOR_BOT_SILK
Definition: exporter_vrml.h:41
@ VRML_COLOR_LAST
Definition: exporter_vrml.h:42
@ VRML_COLOR_TOP_SILK
Definition: exporter_vrml.h:40
@ VRML_COLOR_TOP_SOLDMASK
Definition: exporter_vrml.h:37
@ VRML_COLOR_PCB
Definition: exporter_vrml.h:35
@ VRML_COLOR_PASTE
Definition: exporter_vrml.h:39
@ VRML_COLOR_COPPER
Definition: exporter_vrml.h:36
@ VRML_COLOR_BOT_SOLDMASK
Definition: exporter_vrml.h:38
#define PLATE_OFFSET
Definition: exporter_vrml.h:28
#define ART_OFFSET
Definition: exporter_vrml.h:26
@ FP_SMD
Definition: footprint.h:80
@ FP_THROUGH_HOLE
Definition: footprint.h:79
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:597
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:390
#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.
Definition: string_utils.h:398
A class to handle a custom color (predefined color) for the color picker dialog.
constexpr double IUTomm(int iu) const
Definition: base_units.h:86
const double IU_PER_MILS
Definition: base_units.h:77
const double MM_PER_IU
Definition: base_units.h:78
constexpr int mmToIU(double mm) const
Definition: base_units.h:88
float ambient
Definition: exporter_vrml.h:60
float emit_blu
Definition: exporter_vrml.h:58
float diffuse_red
Definition: exporter_vrml.h:48
float spec_blu
Definition: exporter_vrml.h:54
float diffuse_grn
Definition: exporter_vrml.h:49
float transp
Definition: exporter_vrml.h:61
float spec_grn
Definition: exporter_vrml.h:53
float emit_grn
Definition: exporter_vrml.h:57
float emit_red
Definition: exporter_vrml.h:56
float spec_red
Definition: exporter_vrml.h:52
float diffuse_blu
Definition: exporter_vrml.h:50
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