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cae-tools/cameo/ops.c

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/*
* ops.c - Higher-level toolpath operations
*
* Written 2010-2011 by Werner Almesberger
* Copyright 2010-2011 Werner Almesberger
*
* 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.
*/
#include <stddef.h>
#include <math.h>
#include "path.h"
#include "shape.h"
#include "ops.h"
static struct path *tool_comp_1(const struct path *path, int inside,
int dog_bone)
{
int left;
left = path_tool_is_left(path);
if (inside)
return path_offset(path, !left, path->notch);
else
return path_offset(path, left, path->notch || dog_bone);
}
struct path *tool_comp_paths(const struct path *paths, int dog_bone,
int all_inside)
{
const struct path *leftmost, *path;
struct path *new = NULL, **anchor = &new;
/*
* We don't have an algorithm (yet) that can detect which paths are
* inside other paths. Therefore, we fake it by looking for the path
* that contains lowest x coordinate. This ought to be the outer
* boundary of the piece.
*
* Note that this heuristic falls apart when a job consists of
* multiple pieces. In this case, the #%outside hint can be used to
* explicitly tell cameo to treat the path as an outside edge.
*/
leftmost = path_find_leftmost(paths);
for (path = paths; path; path = path->next)
if (path != leftmost && (all_inside || !path->outside)) {
*anchor = tool_comp_1(path, 1, dog_bone);
anchor = &(*anchor)->next;
}
if (!all_inside)
for (path = paths; path; path = path->next)
if (path != leftmost && path->outside) {
*anchor = tool_comp_1(path, 0, dog_bone);
anchor = &(*anchor)->next;
}
*anchor = tool_comp_1(leftmost, all_inside, dog_bone);
return new;
}
struct path *try_drill(struct path *path, double d_min, double d_max)
{
struct path *new;
if (path->r_tool*2 < d_min || path->r_tool*2 > d_max)
return NULL;
if (!path->first || path->first != path->last)
return NULL;
new = path_new((d_min+d_max)/2, path->id); /* @@@ fishy */
path_add(new, path->first->x, path->first->y, path->first->z);
return new;
}
struct path *try_mill(struct path *path, double diam, double step, int any)
{
if (!any && path->r_tool*2 < diam)
return NULL;
if (!path->first)
return NULL;
if (path->first == path->last)
return circle(path->first->x, path->first->y, path->first->z,
path->r_tool, diam/2, step, path->id);
if (path->first->next == path->last)
return slot(path->first->x, path->first->y,
path->first->next->x, path->first->next->y,
path->first->z, path->r_tool, diam/2, step, path->id);
return NULL;
}
/*
* This isn't a perfect solution for the traveling salesman problem, but it's
* easy to implement and usually produces results that don't look overly
* offensive.
*/
struct path *optimize_paths(struct path *paths)
{
struct path **walk, **best = NULL;
struct path *res = NULL, **anchor = &res;
struct path *curr;
struct point *p;
double best_d = 0, d;
for (walk = &paths; *walk; walk = &(*walk)->next) {
p = (*walk)->first;
if (!p)
continue;
d = hypot(p->x, p->y);
if (!best || d < best_d) {
best = walk;
best_d = d;
}
}
while (best) {
curr = *best;
*anchor = *best;
anchor = &curr->next;
*best = curr->next;
best = NULL;
for (walk = &paths; *walk; walk = &(*walk)->next) {
p = (*walk)->first;
if (!p)
continue;
d = hypot(p->x-curr->last->x, p->y-curr->last->y);
if (!best || d < best_d) {
best = walk;
best_d = d;
}
}
}
return res;
}