/* * 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 #include #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; }