void CLAYER_TRIANGLES::AddToMiddleContourns( const SHAPE_POLY_SET &aPolySet, float zBot, float zTop, double aBiuTo3Du, bool aInvertFaceDirection ) { wxASSERT( aPolySet.OutlineCount() > 0 ); if( aPolySet.OutlineCount() == 0 ) return; // Calculate an estimation of points to reserve unsigned int nrContournPointsToReserve = 0; for( int i = 0; i < aPolySet.OutlineCount(); ++i ) { const SHAPE_LINE_CHAIN& pathOutline = aPolySet.COutline( i ); nrContournPointsToReserve += pathOutline.PointCount(); for( int h = 0; h < aPolySet.HoleCount( i ); ++h ) { const SHAPE_LINE_CHAIN &hole = aPolySet.CHole( i, h ); nrContournPointsToReserve += hole.PointCount(); } } // Request to reserve more space m_layer_middle_contourns_quads->Reserve_More( nrContournPointsToReserve * 2, true ); #pragma omp parallel for for( signed int i = 0; i < aPolySet.OutlineCount(); ++i ) { // Add outline const SHAPE_LINE_CHAIN& pathOutline = aPolySet.COutline( i ); AddToMiddleContourns( pathOutline, zBot, zTop, aBiuTo3Du, aInvertFaceDirection ); // Add holes for this outline for( int h = 0; h < aPolySet.HoleCount( i ); ++h ) { const SHAPE_LINE_CHAIN &hole = aPolySet.CHole( i, h ); AddToMiddleContourns( hole, zBot, zTop, aBiuTo3Du, aInvertFaceDirection ); } } }
void Convert_shape_line_polygon_to_triangles( const SHAPE_POLY_SET &aPolyList, CGENERICCONTAINER2D &aDstContainer, float aBiuTo3DunitsScale , const BOARD_ITEM &aBoardItem ) { unsigned int nOutlines = aPolyList.OutlineCount(); for( unsigned int idx = 0; idx < nOutlines; ++idx ) { const SHAPE_LINE_CHAIN &outlinePath = aPolyList.COutline( idx ); wxASSERT( outlinePath.PointCount() >= 3 ); std::vector<SFVEC2I64> scaledOutline; scaledOutline.resize( outlinePath.PointCount() ); // printf("\nidx: %u\n", idx); // Apply a scale to the points for( unsigned int i = 0; i < (unsigned int)outlinePath.PointCount(); ++i ) { const VECTOR2I& a = outlinePath.CPoint( i ); #ifdef APPLY_EDGE_SHRINK scaledOutline[i] = SFVEC2I64( (glm::int64)a.x * POLY_SCALE_FACT, (glm::int64)a.y * POLY_SCALE_FACT ); #else scaledOutline[i] = SFVEC2I64( (glm::int64)a.x, (glm::int64)a.y ); #endif } #ifdef APPLY_EDGE_SHRINK // Apply a modification to the points EdgeShrink( scaledOutline ); #endif // Copy to a array of pointers std::vector<p2t::Point*> polyline; polyline.resize( outlinePath.PointCount() ); for( unsigned int i = 0; i < (unsigned int)scaledOutline.size(); ++i ) { const SFVEC2I64 &a = scaledOutline[i]; //printf("%lu %lu\n", a.x, a.y); polyline[i] = new p2t::Point( (double)a.x, (double)a.y ); } // Start creating the structured to be triangulated p2t::CDT* cdt = new p2t::CDT( polyline ); // Add holes for this outline unsigned int nHoles = aPolyList.HoleCount( idx ); std::vector< std::vector<p2t::Point*> > polylineHoles; polylineHoles.resize( nHoles ); for( unsigned int idxHole = 0; idxHole < nHoles; ++idxHole ) { const SHAPE_LINE_CHAIN &outlineHoles = aPolyList.CHole( idx, idxHole ); wxASSERT( outlineHoles.PointCount() >= 3 ); std::vector<SFVEC2I64> scaledHole; scaledHole.resize( outlineHoles.PointCount() ); // Apply a scale to the points for( unsigned int i = 0; i < (unsigned int)outlineHoles.PointCount(); ++i ) { const VECTOR2I &h = outlineHoles.CPoint( i ); #ifdef APPLY_EDGE_SHRINK scaledHole[i] = SFVEC2I64( (glm::int64)h.x * POLY_SCALE_FACT, (glm::int64)h.y * POLY_SCALE_FACT ); #else scaledHole[i] = SFVEC2I64( (glm::int64)h.x, (glm::int64)h.y ); #endif } #ifdef APPLY_EDGE_SHRINK // Apply a modification to the points EdgeShrink( scaledHole ); #endif // Resize and reserve space polylineHoles[idxHole].resize( outlineHoles.PointCount() ); for( unsigned int i = 0; i < (unsigned int)outlineHoles.PointCount(); ++i ) { const SFVEC2I64 &h = scaledHole[i]; polylineHoles[idxHole][i] = new p2t::Point( h.x, h.y ); } cdt->AddHole( polylineHoles[idxHole] ); } // Triangulate cdt->Triangulate(); // Hint: if you find any crashes on the triangulation poly2tri library, // you can use the following site to debug the points and it will mark // the errors in the polygon: // http://r3mi.github.io/poly2tri.js/ // Get and add triangles std::vector<p2t::Triangle*> triangles; triangles = cdt->GetTriangles(); #ifdef APPLY_EDGE_SHRINK const double conver_d = (double)aBiuTo3DunitsScale * POLY_SCALE_FACT_INVERSE; #else const double conver_d = (double)aBiuTo3DunitsScale; #endif for( unsigned int i = 0; i < triangles.size(); ++i ) { p2t::Triangle& t = *triangles[i]; p2t::Point& a = *t.GetPoint( 0 ); p2t::Point& b = *t.GetPoint( 1 ); p2t::Point& c = *t.GetPoint( 2 ); aDstContainer.Add( new CTRIANGLE2D( SFVEC2F( a.x * conver_d, -a.y * conver_d ), SFVEC2F( b.x * conver_d, -b.y * conver_d ), SFVEC2F( c.x * conver_d, -c.y * conver_d ), aBoardItem ) ); } // Delete created data delete cdt; // Free points FreeClear(polyline); for( unsigned int idxHole = 0; idxHole < nHoles; ++idxHole ) { FreeClear( polylineHoles[idxHole] ); } } }
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 }
/* Plot outlines of copper, for copper layer */ void PlotLayerOutlines( BOARD* aBoard, PLOTTER* aPlotter, LSET aLayerMask, const PCB_PLOT_PARAMS& aPlotOpt ) { BRDITEMS_PLOTTER itemplotter( aPlotter, aBoard, aPlotOpt ); itemplotter.SetLayerSet( aLayerMask ); SHAPE_POLY_SET outlines; for( LSEQ seq = aLayerMask.Seq( plot_seq, DIM( plot_seq ) ); seq; ++seq ) { LAYER_ID layer = *seq; outlines.RemoveAllContours(); aBoard->ConvertBrdLayerToPolygonalContours( layer, outlines ); outlines.Simplify(); // Plot outlines std::vector< wxPoint > cornerList; // Now we have one or more basic polygons: plot each polygon for( int ii = 0; ii < outlines.OutlineCount(); ii++ ) { for(int kk = 0; kk <= outlines.HoleCount (ii); kk++ ) { cornerList.clear(); const SHAPE_LINE_CHAIN& path = (kk == 0) ? outlines.COutline( ii ) : outlines.CHole( ii, kk - 1 ); for( int jj = 0; jj < path.PointCount(); jj++ ) cornerList.push_back( wxPoint( path.CPoint( jj ).x , path.CPoint( jj ).y ) ); // Ensure the polygon is closed if( cornerList[0] != cornerList[cornerList.size() - 1] ) cornerList.push_back( cornerList[0] ); aPlotter->PlotPoly( cornerList, NO_FILL ); } } // Plot pad holes if( aPlotOpt.GetDrillMarksType() != PCB_PLOT_PARAMS::NO_DRILL_SHAPE ) { for( MODULE* module = aBoard->m_Modules; module; module = module->Next() ) { for( D_PAD* pad = module->Pads(); pad; pad = pad->Next() ) { wxSize hole = pad->GetDrillSize(); if( hole.x == 0 || hole.y == 0 ) continue; if( hole.x == hole.y ) aPlotter->Circle( pad->GetPosition(), hole.x, NO_FILL ); else { wxPoint drl_start, drl_end; int width; pad->GetOblongDrillGeometry( drl_start, drl_end, width ); aPlotter->ThickSegment( pad->GetPosition() + drl_start, pad->GetPosition() + drl_end, width, SKETCH ); } } } } // Plot vias holes for( TRACK* track = aBoard->m_Track; track; track = track->Next() ) { const VIA* via = dyn_cast<const VIA*>( track ); if( via && via->IsOnLayer( layer ) ) // via holes can be not through holes { aPlotter->Circle( via->GetPosition(), via->GetDrillValue(), NO_FILL ); } } } }