7
mirror of https://gitlab.com/kicad/code/kicad.git synced 2024-11-22 09:55:00 +00:00
kicad/3d-viewer/3d_model_viewer/eda_3d_model_viewer.cpp
Seth Hillbrand 77797103f7 Add ability to embed files in various elements
Schematics, symbols, boards and footprints all get the ability to store
files inside their file structures.  File lookups now have a
kicad-embed:// URI to allow various parts of KiCad to refer to files
stored in this manner.

kicad-embed://datasheet.pdf references the file named "datasheet.pdf"
embedded in the document.  Embeds are allowed in schematics, boards,
symbols and footprints.  Currently supported embeddings are Datasheets,
3D Models and drawingsheets

Fixes https://gitlab.com/kicad/code/kicad/-/issues/6918

Fixes https://gitlab.com/kicad/code/kicad/-/issues/2376

Fixes https://gitlab.com/kicad/code/kicad/-/issues/17827
2024-07-15 16:06:55 -07:00

483 lines
14 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2024 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @brief Implements a model viewer canvas. The purpose of the model viewer is to render
* 3d models that come in the original data from the files without any transformations.
*/
#include <gal/opengl/kiglew.h> // Must be included first
#include <iostream>
#include "3d_rendering/opengl/3d_model.h"
#include "eda_3d_model_viewer.h"
#include "../3d_rendering/opengl/opengl_utils.h"
#include "../3d_cache/3d_cache.h"
#include <wx/dcclient.h>
#include <base_units.h>
#include <build_version.h>
#include <gal/opengl/gl_context_mgr.h>
#include <settings/common_settings.h>
#include <pgm_base.h>
#include <dpi_scaling_common.h>
#include <class_draw_panel_gal.h>
#include <macros.h>
/**
* Scale conversion from 3d model units to pcb units
*/
#define UNITS3D_TO_UNITSPCB ( pcbIUScale.IU_PER_MM )
/**
* Trace mask used to enable or disable the trace output of this class.
* The debug output can be turned on by setting the WXTRACE environment variable to
* "KI_TRACE_EDA_3D_MODEL_VIEWER". See the wxWidgets documentation on wxLogTrace for
* more information.
*
* @ingroup trace_env_vars
*/
const wxChar* EDA_3D_MODEL_VIEWER::m_logTrace = wxT( "KI_TRACE_EDA_3D_MODEL_VIEWER" );
BEGIN_EVENT_TABLE( EDA_3D_MODEL_VIEWER, wxGLCanvas )
EVT_PAINT( EDA_3D_MODEL_VIEWER::OnPaint )
// mouse events
EVT_LEFT_DOWN( EDA_3D_MODEL_VIEWER::OnLeftDown )
EVT_LEFT_UP( EDA_3D_MODEL_VIEWER::OnLeftUp )
EVT_MIDDLE_UP( EDA_3D_MODEL_VIEWER::OnMiddleUp )
EVT_MIDDLE_DOWN( EDA_3D_MODEL_VIEWER::OnMiddleDown)
EVT_RIGHT_DOWN( EDA_3D_MODEL_VIEWER::OnRightClick )
EVT_MOUSEWHEEL( EDA_3D_MODEL_VIEWER::OnMouseWheel )
EVT_MOTION( EDA_3D_MODEL_VIEWER::OnMouseMove )
#ifdef USE_OSX_MAGNIFY_EVENT
EVT_MAGNIFY( EDA_3D_MODEL_VIEWER::OnMagnify )
#endif
// other events
EVT_ERASE_BACKGROUND( EDA_3D_MODEL_VIEWER::OnEraseBackground )
END_EVENT_TABLE()
// This defines the range that all coord will have to be rendered.
// It will use this value to convert to a normalized value between
// -(RANGE_SCALE_3D/2) .. +(RANGE_SCALE_3D/2)
#define RANGE_SCALE_3D 8.0f
EDA_3D_MODEL_VIEWER::EDA_3D_MODEL_VIEWER( wxWindow* aParent, const wxGLAttributes& aGLAttribs,
S3D_CACHE* aCacheManager ) :
HIDPI_GL_CANVAS( EDA_DRAW_PANEL_GAL::GetVcSettings(), aParent, aGLAttribs, wxID_ANY,
wxDefaultPosition, wxDefaultSize,
wxFULL_REPAINT_ON_RESIZE ),
m_trackBallCamera( RANGE_SCALE_3D * 4.0f ),
m_cacheManager( aCacheManager )
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::EDA_3D_MODEL_VIEWER" ) );
m_ogl_initialized = false;
m_reload_is_needed = false;
m_ogl_3dmodel = nullptr;
m_3d_model = nullptr;
m_BiuTo3dUnits = 1.0;
m_glRC = nullptr;
}
EDA_3D_MODEL_VIEWER::~EDA_3D_MODEL_VIEWER()
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::~EDA_3D_MODEL_VIEWER" ) );
if( m_glRC )
{
GL_CONTEXT_MANAGER::Get().LockCtx( m_glRC, this );
delete m_ogl_3dmodel;
m_ogl_3dmodel = nullptr;
GL_CONTEXT_MANAGER::Get().UnlockCtx( m_glRC );
GL_CONTEXT_MANAGER::Get().DestroyCtx( m_glRC );
}
}
void EDA_3D_MODEL_VIEWER::Set3DModel( const S3DMODEL& a3DModel )
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::Set3DModel with a S3DMODEL" ) );
// Validate a3DModel pointers
wxASSERT( a3DModel.m_Materials != nullptr );
wxASSERT( a3DModel.m_Meshes != nullptr );
wxASSERT( a3DModel.m_MaterialsSize > 0 );
wxASSERT( a3DModel.m_MeshesSize > 0 );
// Delete the old model
delete m_ogl_3dmodel;
m_ogl_3dmodel = nullptr;
m_3d_model = nullptr;
if( ( a3DModel.m_Materials != nullptr ) && ( a3DModel.m_Meshes != nullptr )
&& ( a3DModel.m_MaterialsSize > 0 ) && ( a3DModel.m_MeshesSize > 0 ) )
{
m_3d_model = &a3DModel;
m_reload_is_needed = true;
}
Refresh();
}
void EDA_3D_MODEL_VIEWER::Set3DModel( const wxString& aModelPathName)
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::Set3DModel with a wxString" ) );
if( m_cacheManager )
{
const S3DMODEL* model = m_cacheManager->GetModel( aModelPathName, wxEmptyString, nullptr );
if( model )
Set3DModel( (const S3DMODEL &)*model );
else
Clear3DModel();
}
}
void EDA_3D_MODEL_VIEWER::Clear3DModel()
{
// Delete the old model
m_reload_is_needed = false;
delete m_ogl_3dmodel;
m_ogl_3dmodel = nullptr;
m_3d_model = nullptr;
Refresh();
}
void EDA_3D_MODEL_VIEWER::ogl_initialize()
{
const GLenum err = glewInit();
if( GLEW_OK != err )
{
const wxString msgError = (const char*) glewGetErrorString( err );
wxLogMessage( msgError );
}
else
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::ogl_initialize Using GLEW version %s" ),
From_UTF8( (char*) glewGetString( GLEW_VERSION ) ) );
}
SetOpenGLInfo( (const char*) glGetString( GL_VENDOR ), (const char*) glGetString( GL_RENDERER ),
(const char*) glGetString( GL_VERSION ) );
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
glEnable( GL_DEPTH_TEST );
glEnable( GL_CULL_FACE );
glShadeModel( GL_SMOOTH );
glEnable( GL_LINE_SMOOTH );
glEnable( GL_NORMALIZE );
// Setup light
// https://www.opengl.org/sdk/docs/man2/xhtml/glLight.xml
const GLfloat ambient[] = { 0.01f, 0.01f, 0.01f, 1.0f };
const GLfloat diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
// defines a directional light that points along the negative z-axis
const GLfloat position[] = { 0.0f, 0.0f, 2.0f * RANGE_SCALE_3D, 0.0f };
const GLfloat lmodel_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse );
glLightfv( GL_LIGHT0, GL_SPECULAR, specular );
glLightfv( GL_LIGHT0, GL_POSITION, position );
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, lmodel_ambient );
}
void EDA_3D_MODEL_VIEWER::ogl_set_arrow_material()
{
glEnable( GL_COLOR_MATERIAL );
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
const SFVEC4F specular = SFVEC4F( 0.1f, 0.1f, 0.1f, 1.0f );
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 96.0f );
}
void EDA_3D_MODEL_VIEWER::OnPaint( wxPaintEvent& event )
{
event.Skip( false );
// SwapBuffer requires the window to be shown before calling
if( !IsShownOnScreen() )
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::OnPaint !IsShown" ) );
return;
}
// "Makes the OpenGL state that is represented by the OpenGL rendering
// context context current, i.e. it will be used by all subsequent OpenGL calls.
// This function may only be called when the window is shown on screen"
if( m_glRC == nullptr )
m_glRC = GL_CONTEXT_MANAGER::Get().CreateCtx( this );
// CreateCtx could and does fail per sentry crash events, lets be graceful
if( m_glRC == nullptr )
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::OnPaint creating gl context failed" ) );
return;
}
GL_CONTEXT_MANAGER::Get().LockCtx( m_glRC, this );
// Set the OpenGL viewport according to the client size of this canvas.
// This is done here rather than in a wxSizeEvent handler because our
// OpenGL rendering context (and thus viewport setting) is used with
// multiple canvases: If we updated the viewport in the wxSizeEvent
// handler, changing the size of one canvas causes a viewport setting that
// is wrong when next another canvas is repainted.
wxSize clientSize = GetNativePixelSize();
if( !m_ogl_initialized )
{
m_ogl_initialized = true;
ogl_initialize();
}
if( m_reload_is_needed )
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::OnPaint m_reload_is_needed" ) );
m_reload_is_needed = false;
m_ogl_3dmodel = new MODEL_3D( *m_3d_model, MATERIAL_MODE::NORMAL );
// It convert a model as it was a board, so get the max size dimension of the board
// and compute the conversion scale
m_BiuTo3dUnits =
(double) RANGE_SCALE_3D
/ ( (double) m_ogl_3dmodel->GetBBox().GetMaxDimension() * UNITS3D_TO_UNITSPCB );
}
glViewport( 0, 0, clientSize.x, clientSize.y );
m_trackBallCamera.SetCurWindowSize( clientSize );
// clear color and depth buffers
glEnable( GL_DEPTH_TEST );
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClearDepth( 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Set projection and modelview matrices
glMatrixMode( GL_PROJECTION );
glLoadMatrixf( glm::value_ptr( m_trackBallCamera.GetProjectionMatrix() ) );
glMatrixMode( GL_MODELVIEW );
glLoadMatrixf( glm::value_ptr( m_trackBallCamera.GetViewMatrix() ) );
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
// Render Model
if( m_ogl_3dmodel )
{
glPushMatrix();
double modelunit_to_3d_units_factor = m_BiuTo3dUnits * UNITS3D_TO_UNITSPCB;
glScaled( modelunit_to_3d_units_factor, modelunit_to_3d_units_factor,
modelunit_to_3d_units_factor );
// Center model in the render viewport
const SFVEC3F model_center = m_ogl_3dmodel->GetBBox().GetCenter();
glTranslatef( -model_center.x, -model_center.y, -model_center.z );
m_ogl_3dmodel->BeginDrawMulti( true );
m_ogl_3dmodel->DrawOpaque( false );
glDepthMask( GL_FALSE );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
m_ogl_3dmodel->DrawTransparent( 1.0f, false );
glDisable( GL_BLEND );
glDepthMask( GL_TRUE );
m_ogl_3dmodel->EndDrawMulti();
glPopMatrix();
}
// YxY squared view port
glViewport( 0, 0, clientSize.y / 8 , clientSize.y / 8 );
glClear( GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 45.0f, 1.0f, 0.01f, RANGE_SCALE_3D * 2.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
const glm::mat4 TranslationMatrix = glm::translate( glm::mat4(1.0f),
SFVEC3F( 0.0f, 0.0f, -RANGE_SCALE_3D ) );
const glm::mat4 ViewMatrix = TranslationMatrix * m_trackBallCamera.GetRotationMatrix();
glLoadMatrixf( glm::value_ptr( ViewMatrix ) );
ogl_set_arrow_material();
glColor3f( 0.9f, 0.0f, 0.0f );
DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( RANGE_SCALE_3D / 2.65f, 0.0f, 0.0f ),
0.275f );
glColor3f( 0.0f, 0.9f, 0.0f );
DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( 0.0f, RANGE_SCALE_3D / 2.65f, 0.0f ),
0.275f );
glColor3f( 0.0f, 0.0f, 0.9f );
DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( 0.0f, 0.0f, RANGE_SCALE_3D / 2.65f ),
0.275f );
// "Swaps the double-buffer of this window, making the back-buffer the
// front-buffer and vice versa, so that the output of the previous OpenGL
// commands is displayed on the window."
SwapBuffers();
GL_CONTEXT_MANAGER::Get().UnlockCtx( m_glRC );
}
void EDA_3D_MODEL_VIEWER::OnEraseBackground( wxEraseEvent& event )
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::OnEraseBackground" ) );
// Do nothing, to avoid flashing.
}
void EDA_3D_MODEL_VIEWER::OnMouseWheel( wxMouseEvent& event )
{
wxLogTrace( m_logTrace, wxT( "EDA_3D_MODEL_VIEWER::OnMouseWheel" ) );
if( event.ShiftDown() )
{
//if( event.GetWheelRotation() < 0 )
//SetView3D( VIEW_3D_TYPE::VIEW3D_PAN_UP ); // move up
//else
//SetView3D( VIEW_3D_TYPE::VIEW3D_PAN_DOWN ); // move down
}
else if( event.ControlDown() )
{
//if( event.GetWheelRotation() > 0 )
//SetView3D( VIEW_3D_TYPE::VIEW3D_PAN_RIGHT ); // move right
//else
//SetView3D( VIEW_3D_TYPE::VIEW3D_PAN_LEFT ); // move left
}
else
{
m_trackBallCamera.Zoom( event.GetWheelRotation() > 0 ? 1.1f : 1/1.1f );
//DisplayStatus();
Refresh( false );
}
m_trackBallCamera.SetCurMousePosition( event.GetPosition() );
}
#ifdef USE_OSX_MAGNIFY_EVENT
void EDA_3D_MODEL_VIEWER::OnMagnify( wxMouseEvent& event )
{
}
#endif
void EDA_3D_MODEL_VIEWER::OnMouseMove( wxMouseEvent& event )
{
const wxSize& nativeWinSize = GetNativePixelSize();
const wxPoint& nativePosition = GetNativePosition( event.GetPosition() );
m_trackBallCamera.SetCurWindowSize( nativeWinSize );
if( event.Dragging() )
{
if( event.LeftIsDown() ) // Drag
m_trackBallCamera.Drag( nativePosition );
// orientation has changed, redraw mesh
Refresh( false );
}
m_trackBallCamera.SetCurMousePosition( nativePosition );
}
void EDA_3D_MODEL_VIEWER::OnLeftDown( wxMouseEvent& event )
{
event.Skip();
}
void EDA_3D_MODEL_VIEWER::OnLeftUp( wxMouseEvent& event )
{
event.Skip();
}
void EDA_3D_MODEL_VIEWER::OnMiddleDown( wxMouseEvent& event )
{
event.Skip();
}
void EDA_3D_MODEL_VIEWER::OnMiddleUp( wxMouseEvent& event )
{
event.Skip();
}
void EDA_3D_MODEL_VIEWER::OnRightClick( wxMouseEvent& event )
{
event.Skip();
}