bool D_PAD::GetBestAnchorPosition( VECTOR2I& aPos ) { SHAPE_POLY_SET poly; if( !buildCustomPadPolygon( &poly, ARC_LOW_DEF ) ) return false; const int minSteps = 10; const int maxSteps = 50; int stepsX, stepsY; auto bbox = poly.BBox(); if( bbox.GetWidth() < bbox.GetHeight() ) { stepsX = minSteps; stepsY = minSteps * (double) bbox.GetHeight() / (double )(bbox.GetWidth() + 1); } else { stepsY = minSteps; stepsX = minSteps * (double) bbox.GetWidth() / (double )(bbox.GetHeight() + 1); } stepsX = std::max(minSteps, std::min( maxSteps, stepsX ) ); stepsY = std::max(minSteps, std::min( maxSteps, stepsY ) ); auto center = bbox.Centre(); auto minDist = std::numeric_limits<int64_t>::max(); int64_t minDistEdge; if( GetAnchorPadShape() == PAD_SHAPE_CIRCLE ) { minDistEdge = GetSize().x; } else { minDistEdge = std::max( GetSize().x, GetSize().y ); } OPT<VECTOR2I> bestAnchor( []()->OPT<VECTOR2I> { return NULLOPT; }() ); for ( int y = 0; y < stepsY ; y++ ) { for ( int x = 0; x < stepsX; x++ ) { VECTOR2I p = bbox.GetPosition(); p.x += rescale( x, bbox.GetWidth(), (stepsX - 1) ); p.y += rescale( y, bbox.GetHeight(), (stepsY - 1) ); if ( poly.Contains(p) ) { auto dist = (center - p).EuclideanNorm(); auto distEdge = poly.COutline(0).Distance( p, true ); if ( distEdge >= minDistEdge ) { if ( dist < minDist ) { bestAnchor = p; minDist = dist; } } } } } if ( bestAnchor ) { aPos = *bestAnchor; return true; } return false; }
void ZONE_FILLER::buildUnconnectedThermalStubsPolygonList( SHAPE_POLY_SET& aCornerBuffer, const ZONE_CONTAINER* aZone, const SHAPE_POLY_SET& aRawFilledArea, double aArcCorrection, double aRoundPadThermalRotation ) const { SHAPE_LINE_CHAIN spokes; BOX2I itemBB; VECTOR2I ptTest[4]; auto zoneBB = aRawFilledArea.BBox(); int zone_clearance = aZone->GetZoneClearance(); int biggest_clearance = m_board->GetDesignSettings().GetBiggestClearanceValue(); biggest_clearance = std::max( biggest_clearance, zone_clearance ); zoneBB.Inflate( biggest_clearance ); // half size of the pen used to draw/plot zones outlines int pen_radius = aZone->GetMinThickness() / 2; for( auto module : m_board->Modules() ) { for( auto pad : module->Pads() ) { // Rejects non-standard pads with tht-only thermal reliefs if( aZone->GetPadConnection( pad ) == PAD_ZONE_CONN_THT_THERMAL && pad->GetAttribute() != PAD_ATTRIB_STANDARD ) continue; if( aZone->GetPadConnection( pad ) != PAD_ZONE_CONN_THERMAL && aZone->GetPadConnection( pad ) != PAD_ZONE_CONN_THT_THERMAL ) continue; if( !pad->IsOnLayer( aZone->GetLayer() ) ) continue; if( pad->GetNetCode() != aZone->GetNetCode() ) continue; // Calculate thermal bridge half width int thermalBridgeWidth = aZone->GetThermalReliefCopperBridge( pad ) - aZone->GetMinThickness(); if( thermalBridgeWidth <= 0 ) continue; // we need the thermal bridge half width // with a small extra size to be sure we create a stub // slightly larger than the actual stub thermalBridgeWidth = ( thermalBridgeWidth + 4 ) / 2; int thermalReliefGap = aZone->GetThermalReliefGap( pad ); itemBB = pad->GetBoundingBox(); itemBB.Inflate( thermalReliefGap ); if( !( itemBB.Intersects( zoneBB ) ) ) continue; // Thermal bridges are like a segment from a starting point inside the pad // to an ending point outside the pad // calculate the ending point of the thermal pad, outside the pad VECTOR2I endpoint; endpoint.x = ( pad->GetSize().x / 2 ) + thermalReliefGap; endpoint.y = ( pad->GetSize().y / 2 ) + thermalReliefGap; // Calculate the starting point of the thermal stub // inside the pad VECTOR2I startpoint; int copperThickness = aZone->GetThermalReliefCopperBridge( pad ) - aZone->GetMinThickness(); if( copperThickness < 0 ) copperThickness = 0; // Leave a small extra size to the copper area inside to pad copperThickness += KiROUND( IU_PER_MM * 0.04 ); startpoint.x = std::min( pad->GetSize().x, copperThickness ); startpoint.y = std::min( pad->GetSize().y, copperThickness ); startpoint.x /= 2; startpoint.y /= 2; // This is a CIRCLE pad tweak // for circle pads, the thermal stubs orientation is 45 deg double fAngle = pad->GetOrientation(); if( pad->GetShape() == PAD_SHAPE_CIRCLE ) { endpoint.x = KiROUND( endpoint.x * aArcCorrection ); endpoint.y = endpoint.x; fAngle = aRoundPadThermalRotation; } // contour line width has to be taken into calculation to avoid "thermal stub bleed" endpoint.x += pen_radius; endpoint.y += pen_radius; // compute north, south, west and east points for zone connection. ptTest[0] = VECTOR2I( 0, endpoint.y ); // lower point ptTest[1] = VECTOR2I( 0, -endpoint.y ); // upper point ptTest[2] = VECTOR2I( endpoint.x, 0 ); // right point ptTest[3] = VECTOR2I( -endpoint.x, 0 ); // left point // Test all sides for( int i = 0; i < 4; i++ ) { // rotate point RotatePoint( ptTest[i], fAngle ); // translate point ptTest[i] += pad->ShapePos(); if( aRawFilledArea.Contains( ptTest[i] ) ) continue; spokes.Clear(); // polygons are rectangles with width of copper bridge value switch( i ) { case 0: // lower stub spokes.Append( -thermalBridgeWidth, endpoint.y ); spokes.Append( +thermalBridgeWidth, endpoint.y ); spokes.Append( +thermalBridgeWidth, startpoint.y ); spokes.Append( -thermalBridgeWidth, startpoint.y ); break; case 1: // upper stub spokes.Append( -thermalBridgeWidth, -endpoint.y ); spokes.Append( +thermalBridgeWidth, -endpoint.y ); spokes.Append( +thermalBridgeWidth, -startpoint.y ); spokes.Append( -thermalBridgeWidth, -startpoint.y ); break; case 2: // right stub spokes.Append( endpoint.x, -thermalBridgeWidth ); spokes.Append( endpoint.x, thermalBridgeWidth ); spokes.Append( +startpoint.x, thermalBridgeWidth ); spokes.Append( +startpoint.x, -thermalBridgeWidth ); break; case 3: // left stub spokes.Append( -endpoint.x, -thermalBridgeWidth ); spokes.Append( -endpoint.x, thermalBridgeWidth ); spokes.Append( -startpoint.x, thermalBridgeWidth ); spokes.Append( -startpoint.x, -thermalBridgeWidth ); break; } aCornerBuffer.NewOutline(); // add computed polygon to list for( int ic = 0; ic < spokes.PointCount(); ic++ ) { auto cpos = spokes.CPoint( ic ); RotatePoint( cpos, fAngle ); // Rotate according to module orientation cpos += pad->ShapePos(); // Shift origin to position aCornerBuffer.Append( cpos ); } } } } }
void Convert_path_polygon_to_polygon_blocks_and_dummy_blocks( const SHAPE_POLY_SET &aMainPath, CGENERICCONTAINER2D &aDstContainer, float aBiuTo3DunitsScale, float aDivFactor, const BOARD_ITEM &aBoardItem ) { BOX2I pathBounds = aMainPath.BBox(); // Get the path wxASSERT( aMainPath.OutlineCount() == 1 ); const SHAPE_POLY_SET::POLYGON& curr_polywithholes = aMainPath.CPolygon( 0 ); wxASSERT( curr_polywithholes.size() == 1 ); const SHAPE_LINE_CHAIN& path = curr_polywithholes[0]; // a simple polygon // Convert the points to segments class CBBOX2D bbox; bbox.Reset(); // Contains the main list of segments and each segment normal interpolated SEGMENTS_WIDTH_NORMALS segments_and_normals; // Contains a closed polygon used to calc if points are inside SEGMENTS segments; segments_and_normals.resize( path.PointCount() ); segments.resize( path.PointCount() ); for( int i = 0; i < path.PointCount(); i++ ) { const VECTOR2I& a = path.CPoint( i ); const SFVEC2F point ( (float)( a.x) * aBiuTo3DunitsScale, (float)(-a.y) * aBiuTo3DunitsScale ); bbox.Union( point ); segments_and_normals[i].m_Start = point; segments[i].m_Start = point; } bbox.ScaleNextUp(); // Calc the slopes, normals and some statistics about this polygon unsigned int i; unsigned int j = segments_and_normals.size() - 1; // Temporary normal to the segment, it will later be used for interpolation std::vector< SFVEC2F > tmpSegmentNormals; tmpSegmentNormals.resize( segments_and_normals.size() ); float medOfTheSquaresSegmentLength = 0.0f; #ifdef PRINT_STATISTICS_3D_VIEWER float minLength = FLT_MAX; #endif for( i = 0; i < segments_and_normals.size(); j = i++ ) { const SFVEC2F slope = segments_and_normals[j].m_Start - segments_and_normals[i].m_Start; segments_and_normals[i].m_Precalc_slope = slope; // Calculate constants for each segment segments[i].m_inv_JY_minus_IY = 1.0f / ( segments_and_normals[j].m_Start.y - segments_and_normals[i].m_Start.y ); segments[i].m_JX_minus_IX = ( segments_and_normals[j].m_Start.x - segments_and_normals[i].m_Start.x ); // The normal orientation expect a fixed polygon orientation (!TODO: which one?) //tmpSegmentNormals[i] = glm::normalize( SFVEC2F( -slope.y, +slope.x ) ); tmpSegmentNormals[i] = glm::normalize( SFVEC2F( slope.y, -slope.x ) ); const float length = slope.x * slope.x + slope.y * slope.y; #ifdef PRINT_STATISTICS_3D_VIEWER if( length < minLength ) minLength = length; #endif medOfTheSquaresSegmentLength += length; } #ifdef PRINT_STATISTICS_3D_VIEWER float minSegmentLength = sqrt( minLength ); #endif // This calc an approximation of medium lengths, that will be used to calc // the size of the division. medOfTheSquaresSegmentLength /= segments_and_normals.size(); medOfTheSquaresSegmentLength = sqrt( medOfTheSquaresSegmentLength ); // Compute the normal interpolation // If calculate the dot between the segments, if they are above/below some // threshould it will not interpolated it (ex: if you are in a edge corner // or in a smooth transaction) j = segments_and_normals.size() - 1; for( i = 0; i < segments_and_normals.size(); j = i++ ) { const SFVEC2F normalBeforeSeg = tmpSegmentNormals[j]; const SFVEC2F normalSeg = tmpSegmentNormals[i]; const SFVEC2F normalAfterSeg = tmpSegmentNormals[ (i + 1) % segments_and_normals.size() ]; const float dotBefore = glm::dot( normalBeforeSeg, normalSeg ); const float dotAfter = glm::dot( normalAfterSeg, normalSeg ); if( dotBefore < 0.7f ) segments_and_normals[i].m_Normals.m_Start = normalSeg; else segments_and_normals[i].m_Normals.m_Start = glm::normalize( (((normalBeforeSeg * dotBefore ) + normalSeg) * 0.5f) ); if( dotAfter < 0.7f ) segments_and_normals[i].m_Normals.m_End = normalSeg; else segments_and_normals[i].m_Normals.m_End = glm::normalize( (((normalAfterSeg * dotAfter ) + normalSeg) * 0.5f) ); } if( aDivFactor == 0.0f ) aDivFactor = medOfTheSquaresSegmentLength; SFVEC2UI grid_divisions; grid_divisions.x = (unsigned int)( (bbox.GetExtent().x / aDivFactor) ); grid_divisions.y = (unsigned int)( (bbox.GetExtent().y / aDivFactor) ); grid_divisions = glm::clamp( grid_divisions , SFVEC2UI( 1, 1 ), SFVEC2UI( MAX_NR_DIVISIONS, MAX_NR_DIVISIONS ) ); // Calculate the steps advance of the grid SFVEC2F blockAdvance; blockAdvance.x = bbox.GetExtent().x / (float)grid_divisions.x; blockAdvance.y = bbox.GetExtent().y / (float)grid_divisions.y; wxASSERT( blockAdvance.x > 0.0f ); wxASSERT( blockAdvance.y > 0.0f ); const int leftToRight_inc = (pathBounds.GetRight() - pathBounds.GetLeft()) / grid_divisions.x; const int topToBottom_inc = (pathBounds.GetBottom() - pathBounds.GetTop()) / grid_divisions.y; // Statistics unsigned int stats_n_empty_blocks = 0; unsigned int stats_n_dummy_blocks = 0; unsigned int stats_n_poly_blocks = 0; unsigned int stats_sum_size_of_polygons = 0; // Step by each block of a grid trying to extract segments and create // polygon blocks int topToBottom = pathBounds.GetTop(); float blockY = bbox.Max().y; for( unsigned int iy = 0; iy < grid_divisions.y; iy++ ) { int leftToRight = pathBounds.GetLeft(); float blockX = bbox.Min().x; for( unsigned int ix = 0; ix < grid_divisions.x; ix++ ) { CBBOX2D blockBox( SFVEC2F( blockX, blockY - blockAdvance.y ), SFVEC2F( blockX + blockAdvance.x, blockY ) ); // Make the box large to it will catch (intersect) the edges blockBox.ScaleNextUp(); blockBox.ScaleNextUp(); blockBox.ScaleNextUp(); SEGMENTS_WIDTH_NORMALS extractedSegments; extractPathsFrom( segments_and_normals, blockBox, extractedSegments ); if( extractedSegments.empty() ) { SFVEC2F p1( blockBox.Min().x, blockBox.Min().y ); SFVEC2F p2( blockBox.Max().x, blockBox.Min().y ); SFVEC2F p3( blockBox.Max().x, blockBox.Max().y ); SFVEC2F p4( blockBox.Min().x, blockBox.Max().y ); if( polygon_IsPointInside( segments, p1 ) || polygon_IsPointInside( segments, p2 ) || polygon_IsPointInside( segments, p3 ) || polygon_IsPointInside( segments, p4 ) ) { // In this case, the segments are not intersecting the // polygon, so it means that if any point is inside it, // then all other are inside the polygon. // This is a full bbox inside, so add a dummy box aDstContainer.Add( new CDUMMYBLOCK2D( blockBox, aBoardItem ) ); stats_n_dummy_blocks++; } else { // Points are outside, so this block complety missed the polygon // In this case, no objects need to be added stats_n_empty_blocks++; } } else { // At this point, the borders of polygon were intersected by the // bounding box, so we must calculate a new polygon that will // close that small block. // This block will be used to calculate if points are inside // the (sub block) polygon. SHAPE_POLY_SET subBlockPoly; SHAPE_LINE_CHAIN sb = SHAPE_LINE_CHAIN( VECTOR2I( leftToRight, topToBottom ), VECTOR2I( leftToRight + leftToRight_inc, topToBottom ), VECTOR2I( leftToRight + leftToRight_inc, topToBottom + topToBottom_inc ), VECTOR2I( leftToRight, topToBottom + topToBottom_inc ) ); //sb.Append( leftToRight, topToBottom ); sb.SetClosed( true ); subBlockPoly.AddOutline( sb ); // We need here a strictly simple polygon with outlines and holes SHAPE_POLY_SET solution; solution.BooleanIntersection( aMainPath, subBlockPoly, SHAPE_POLY_SET::PM_STRICTLY_SIMPLE ); OUTERS_AND_HOLES outersAndHoles; outersAndHoles.m_Holes.clear(); outersAndHoles.m_Outers.clear(); for( int idx = 0; idx < solution.OutlineCount(); idx++ ) { const SHAPE_LINE_CHAIN & outline = solution.Outline( idx ); SEGMENTS solutionSegment; polygon_Convert( outline, solutionSegment, aBiuTo3DunitsScale ); outersAndHoles.m_Outers.push_back( solutionSegment ); stats_sum_size_of_polygons += solutionSegment.size(); for( int holeIdx = 0; holeIdx < solution.HoleCount( idx ); holeIdx++ ) { const SHAPE_LINE_CHAIN & hole = solution.Hole( idx, holeIdx ); polygon_Convert( hole, solutionSegment, aBiuTo3DunitsScale ); outersAndHoles.m_Holes.push_back( solutionSegment ); stats_sum_size_of_polygons += solutionSegment.size(); } } if( !outersAndHoles.m_Outers.empty() ) { aDstContainer.Add( new CPOLYGONBLOCK2D( extractedSegments, outersAndHoles, aBoardItem ) ); stats_n_poly_blocks++; } } blockX += blockAdvance.x; leftToRight += leftToRight_inc; } blockY -= blockAdvance.y; topToBottom += topToBottom_inc; } #ifdef PRINT_STATISTICS_3D_VIEWER printf( "////////////////////////////////////////////////////////////////////////////////\n" ); printf( "Convert_path_polygon_to_polygon_blocks_and_dummy_blocks\n" ); printf( " grid_divisions (%u, %u)\n", grid_divisions.x, grid_divisions.y ); printf( " N Total Blocks %u\n", grid_divisions.x * grid_divisions.y ); printf( " N Empty Blocks %u\n", stats_n_empty_blocks ); printf( " N Dummy Blocks %u\n", stats_n_dummy_blocks ); printf( " N Polyg Blocks %u\n", stats_n_poly_blocks ); printf( " Med N Seg Poly %u\n", stats_sum_size_of_polygons / stats_n_poly_blocks ); printf( " medOfTheSquaresSegmentLength %f\n", medOfTheSquaresSegmentLength ); printf( " minSegmentLength %f\n", minSegmentLength ); printf( " aDivFactor %f\n", aDivFactor ); printf( "////////////////////////////////////////////////////////////////////////////////\n" ); #endif }