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