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Recommendation is to avoid using the year nomenclature as this information is already encoded in the git repo. Avoids needing to repeatly update. Also updates AUTHORS.txt from current repo with contributor names
263 lines
8.4 KiB
C++
263 lines
8.4 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright The KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "../../common_ogl/openGL_includes.h"
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#include "opengl_utils.h"
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#include <trigo.h>
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#include <wx/debug.h> // For the wxASSERT
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#define RADPERDEG 0.0174533f
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void DrawRoundArrow( SFVEC3F aPosition, SFVEC3F aTargetPos, float aSize )
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{
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wxASSERT( aSize > 0.0f );
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SFVEC3F vec = aTargetPos - aPosition;
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float length = glm::length( vec );
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GLUquadricObj *quadObj;
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glPushMatrix ();
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glTranslatef( aPosition.x, aPosition.y, aPosition.z );
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if( ( vec.x != 0.0f ) || ( vec.y != 0.0f ) )
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{
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glRotatef( atan2( vec.y, vec.x ) / RADPERDEG, 0.0f, 0.0f, 1.0f );
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glRotatef( atan2( sqrt( vec.x * vec.x + vec.y * vec.y ), vec.z ) / RADPERDEG,
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0.0f, 1.0f, 0.0f );
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}
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else if( vec.z < 0.0f )
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{
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glRotatef( 180.0f, 1.0f, 0.0f, 0.0f );
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}
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glTranslatef( 0.0f, 0.0f, length - 4.0f * aSize );
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quadObj = gluNewQuadric();
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gluQuadricDrawStyle( quadObj, GLU_FILL );
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gluQuadricNormals( quadObj, GLU_SMOOTH );
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gluCylinder( quadObj, 2.0 * aSize, 0.0, 4.0 * aSize, 12, 1 );
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gluDeleteQuadric( quadObj );
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quadObj = gluNewQuadric();
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gluQuadricDrawStyle( quadObj, GLU_FILL );
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gluQuadricNormals( quadObj, GLU_SMOOTH );
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gluDisk( quadObj, 0.0, 2.0 * aSize, 12, 1 );
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gluDeleteQuadric( quadObj );
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quadObj = gluNewQuadric();
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gluQuadricDrawStyle( quadObj, GLU_FILL );
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gluQuadricNormals( quadObj, GLU_SMOOTH );
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gluDisk( quadObj, 0.0, aSize, 12, 1 );
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gluDeleteQuadric( quadObj );
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quadObj = gluNewQuadric();
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gluQuadricDrawStyle( quadObj, GLU_FILL );
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gluQuadricNormals( quadObj, GLU_SMOOTH );
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gluSphere( quadObj, aSize, 24, 24 );
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gluDeleteQuadric( quadObj );
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glTranslatef( 0.0f , 0.0f ,-length + 4.0f * aSize );
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quadObj = gluNewQuadric();
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gluQuadricDrawStyle( quadObj, GLU_FILL );
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gluQuadricNormals( quadObj, GLU_SMOOTH );
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gluCylinder( quadObj, aSize, aSize, length - 4.0 * aSize, 12, 1 );
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gluDeleteQuadric( quadObj );
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quadObj = gluNewQuadric();
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gluQuadricDrawStyle( quadObj, GLU_FILL );
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gluQuadricNormals( quadObj, GLU_SMOOTH );
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gluDisk( quadObj, 0.0, aSize, 12, 1 );
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gluDeleteQuadric( quadObj );
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glPopMatrix ();
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}
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void DrawBoundingBox( const BBOX_3D& aBBox )
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{
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wxASSERT( aBBox.IsInitialized() );
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glBegin( GL_LINE_LOOP );
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glVertex3f( aBBox.Min().x, aBBox.Min().y, aBBox.Min().z );
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glVertex3f( aBBox.Max().x, aBBox.Min().y, aBBox.Min().z );
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glVertex3f( aBBox.Max().x, aBBox.Max().y, aBBox.Min().z );
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glVertex3f( aBBox.Min().x, aBBox.Max().y, aBBox.Min().z );
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glEnd();
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glBegin( GL_LINE_LOOP );
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glVertex3f( aBBox.Min().x, aBBox.Min().y, aBBox.Max().z );
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glVertex3f( aBBox.Max().x, aBBox.Min().y, aBBox.Max().z );
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glVertex3f( aBBox.Max().x, aBBox.Max().y, aBBox.Max().z );
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glVertex3f( aBBox.Min().x, aBBox.Max().y, aBBox.Max().z );
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glEnd();
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glBegin( GL_LINE_STRIP );
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glVertex3f( aBBox.Min().x, aBBox.Min().y, aBBox.Min().z );
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glVertex3f( aBBox.Min().x, aBBox.Min().y, aBBox.Max().z );
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glEnd();
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glBegin( GL_LINE_STRIP );
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glVertex3f( aBBox.Max().x, aBBox.Min().y, aBBox.Min().z );
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glVertex3f( aBBox.Max().x, aBBox.Min().y, aBBox.Max().z );
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glEnd();
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glBegin( GL_LINE_STRIP );
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glVertex3f( aBBox.Max().x, aBBox.Max().y, aBBox.Min().z );
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glVertex3f( aBBox.Max().x, aBBox.Max().y, aBBox.Max().z );
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glEnd();
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glBegin( GL_LINE_STRIP );
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glVertex3f( aBBox.Min().x, aBBox.Max().y, aBBox.Min().z );
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glVertex3f( aBBox.Min().x, aBBox.Max().y, aBBox.Max().z );
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glEnd();
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}
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void DrawHalfOpenCylinder( unsigned int aNrSidesPerCircle )
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{
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if( aNrSidesPerCircle > 1 )
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{
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const float radius = 0.5f;
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const EDA_ANGLE delta = ANGLE_360 / aNrSidesPerCircle;
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// Generate bottom
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glNormal3f( 0.0f, 0.0f,-1.0f );
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glBegin( GL_TRIANGLE_FAN );
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glVertex3f( 0.0, 0.0, 0.0 ); // This is the V0 of the FAN
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for( EDA_ANGLE ii = ANGLE_0; ii < ANGLE_180; ii += delta )
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{
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SFVEC2D corner = SFVEC2D( 0.0, radius );
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RotatePoint( &corner.x, &corner.y, ii );
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glVertex3f( static_cast<GLfloat>( corner.x ), static_cast<GLfloat>( corner.y ), 0.0 );
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}
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glVertex3d( 0.0, -radius, 0.0 );
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glEnd();
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// Generate top
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glNormal3f( 0.0f, 0.0f, 1.0f );
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glBegin( GL_TRIANGLE_FAN );
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glVertex3f( 0.0, 0.0, 1.0 ); // This is the V0 of the FAN
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for( EDA_ANGLE ii = ANGLE_180; ii > ANGLE_0; ii -= delta )
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{
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SFVEC2D corner = SFVEC2D( 0.0, radius );
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RotatePoint( &corner.x, &corner.y, ii );
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glVertex3f( static_cast<GLfloat>( corner.x ), static_cast<GLfloat>( corner.y ), 1.0 );
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}
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glVertex3f( 0.0, radius, 1.0 );
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glEnd();
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// Generate contours
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glBegin( GL_QUAD_STRIP );
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for( EDA_ANGLE ii = ANGLE_180; ii > ANGLE_0; ii -= delta )
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{
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SFVEC2D corner = SFVEC2D( 0.0, radius );
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RotatePoint( &corner.x, &corner.y, ii );
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glNormal3f( static_cast<GLfloat>( corner.x * 2.0f ),
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static_cast<GLfloat>( corner.y * 2.0f ), 0.0f );
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glVertex3f( static_cast<GLfloat>( corner.x ), static_cast<GLfloat>( corner.y ), 1.0f );
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glVertex3f( static_cast<GLfloat>( corner.x ), static_cast<GLfloat>( corner.y ), 0.0f );
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}
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glNormal3f( 0.0, 1.0f, 0.0f );
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glVertex3d( 0.0, radius, 1.0 );
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glVertex3d( 0.0, radius, 0.0 );
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glEnd();
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}
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}
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void DrawSegment( const ROUND_SEGMENT_2D& aSegment, unsigned int aNrSidesPerCircle )
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{
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glPushMatrix();
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const SFVEC2F& start = aSegment.GetStart();
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const SFVEC2F& end_minus_start = aSegment.GetEnd_minus_Start();
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const float radius = aSegment.GetRadius();
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const float width = aSegment.GetWidth();
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const float length = aSegment.GetLength();
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glTranslatef( start.x, start.y, 0.0f );
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if( ( end_minus_start.x != 0.0f ) || ( end_minus_start.y != 0.0f ) )
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{
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glRotatef( atan2( end_minus_start.y, end_minus_start.x ) / RADPERDEG, 0.0f, 0.0f, 1.0f );
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}
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glPushMatrix();
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glTranslatef( length, 0.0, 0.0f );
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glScalef( width, width, 1.0f );
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DrawHalfOpenCylinder( aNrSidesPerCircle );
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glPopMatrix();
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glBegin( GL_QUADS );
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glNormal3f( 0.0,-1.0, 0.0 );
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glVertex3f( length,-radius, 1.0 );
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glVertex3f( 0.0, -radius, 1.0 );
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glVertex3f( 0.0, -radius, 0.0 );
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glVertex3f( length,-radius, 0.0 );
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glEnd();
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glBegin( GL_QUADS );
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glNormal3f( 0.0, 1.0, 0.0 );
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glVertex3f( length, radius, 0.0 );
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glVertex3f( 0.0, radius, 0.0 );
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glVertex3f( 0.0, radius, 1.0 );
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glVertex3f( length, radius, 1.0 );
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glEnd();
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glBegin( GL_QUADS );
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glNormal3f( 0.0, 0.0, 1.0 );
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glVertex3f( length, radius, 1.0 );
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glVertex3f( 0.0, radius, 1.0 );
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glVertex3f( 0.0, -radius, 1.0 );
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glVertex3f( length,-radius, 1.0 );
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glEnd();
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glBegin( GL_QUADS );
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glNormal3f( 0.0, 0.0,-1.0 );
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glVertex3f( length,-radius, 0.0 );
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glVertex3f( 0.0, -radius, 0.0 );
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glVertex3f( 0.0, radius, 0.0 );
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glVertex3f( length, radius, 0.0 );
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glEnd();
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glScalef( width, width, 1.0f );
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glRotatef( 180, 0.0, 0.0, 1.0 );
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DrawHalfOpenCylinder( aNrSidesPerCircle );
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glPopMatrix ();
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}
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