添加项目文件。
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Docs/槽孔实际钻孔孔数相关资料/文章1.txt
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Docs/槽孔实际钻孔孔数相关资料/文章1.txt
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PCB SLOT槽孔数量计算方法,同CAM350孔数一致 实现方法
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最近有好几个写脚本的朋友问我,SLOT槽孔孔的如何计算的,要求孔数与CAM350孔数保持一致。
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前几年通过在CAM350里面不断测试,结果是:CAM 350中SLOT槽孔,孔与孔之间最高位,凸位高度值为0.0127mm
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这里将计算方法分享一下,下次有同样的问题可以看此篇文章即可得到答案了。哈。。。。
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通过这个凸位值就很好的计算出SLOT槽孔数了,弧型SLOT槽的原理也是同样的。
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一.SLOT槽为线段,求解SLOT槽孔数 (Mod类在后面代码中)
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/// <summary>
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/// 求线Line slot槽孔数 (同CAM350一致)
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/// </summary>
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/// <param name="l"></param>
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/// <param name="tol_">凸位高度值</param>
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/// <returns></returns>
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public int l_2hole_count(gL l, double tol_ = 0.0127)
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{
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double r, center_L, hole_L;
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r = l.width / 1000 * 0.5;
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center_L = p2p_di(l.ps, l.pe);
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hole_L = Math.Sqrt(Math.Pow(r, 2) - Math.Pow(r - tol_, 2)) * 2;
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return (int)Math.Abs(Math.Floor(-center_L / hole_L)) + 1;
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}
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/// <summary>
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/// 返回两点之间欧氏距离
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/// </summary>
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/// <param name="p1"></param>
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/// <param name="p2"></param>
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/// <returns></returns>
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public double p2p_di(gPoint p1, gPoint p2)
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{
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return Math.Sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y));
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}
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二.SLOT槽为弧段,求解SLOT槽孔数 (Mod类在后面代码中)
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/// <summary>
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/// 求弧Arc slot槽孔数 (同CAM350一致)
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/// </summary>
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/// <param name="a"></param>
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/// <param name="tol_">凸位高度值</param>
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/// <returns></returns>
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public int a_2hole_count(gA a, double tol_ = 0.0127)
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{
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double r, center_L, hole_L;
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r = a.width / 1000 * 0.5;
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center_L = a_Length(a);
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hole_L = Math.Sqrt(Math.Pow(r, 2) - Math.Pow(r - tol_, 2)) * 2;
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return (int)Math.Abs(Math.Floor(-center_L / hole_L)) + 1;
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}
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/// <summary>
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/// 求弧Arc长度
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/// </summary>
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/// <param name="a"></param>
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/// <returns></returns>
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public double a_Length(gA a)
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{
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return pi / 180 * p2p_di(a.pc, a.ps) * a_Angle(a);
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}
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/// <summary>
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/// 求弧Arc圆心角 //后续改进 用叉积 与3P求角度求解 验证哪个效率高
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/// </summary>
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/// <param name="a"></param>
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/// <returns></returns>
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public double a_Angle(gA a)
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{
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double angle_s, angle_e, angle_sum;
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if (a.ccw)
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{
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angle_s = p_ang(a.pc, a.pe);
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angle_e = p_ang(a.pc, a.ps);
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}
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else
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{
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angle_s = p_ang(a.pc, a.ps);
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angle_e = p_ang(a.pc, a.pe);
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}
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if (angle_s == 360) { angle_s = 0; }
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if (angle_e >= angle_s)
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angle_sum = 360 - Math.Abs(angle_s - angle_e);
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else
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angle_sum = Math.Abs(angle_s - angle_e);
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return angle_sum;
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}
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三.使用的Mod类
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线 mod类型
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/// <summary>
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/// Line 数据类型
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/// </summary>
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public struct gL
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{
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public gL(double ps_x, double ps_y, double pe_x, double pe_y, double width_)
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{
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this.ps = new gPoint(ps_x, ps_y);
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this.pe = new gPoint(pe_x, pe_y);
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this.negative = false;
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this.symbols = "r";
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this.attribut = string.Empty;
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this.width = width_;
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}
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public gL(gPoint ps_, gPoint pe_, double width_)
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{
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this.ps = ps_;
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this.pe = pe_;
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this.negative = false;
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this.symbols = "r";
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this.attribut = string.Empty;
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this.width = width_;
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}
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public gL(gPoint ps_, gPoint pe_, string symbols_, double width_)
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{
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this.ps = ps_;
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this.pe = pe_;
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this.negative = false;
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this.symbols = symbols_;
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this.attribut = string.Empty;
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this.width = width_;
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}
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public gPoint ps;
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public gPoint pe;
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public bool negative;//polarity-- positive negative
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public string symbols;
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public string attribut;
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public double width;
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public static gL operator +(gL l1, gPoint move_p)
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{
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l1.ps += move_p;
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l1.pe += move_p;
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return l1;
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}
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public static gL operator +(gL l1, gPP move_p)
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{
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l1.ps += move_p.p;
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l1.pe += move_p.p;
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return l1;
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}
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public static gL operator +(gL l1, gP move_p)
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{
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l1.ps += move_p.p;
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l1.pe += move_p.p;
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return l1;
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}
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public static gL operator -(gL l1, gPoint move_p)
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{
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l1.ps -= move_p;
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l1.pe -= move_p;
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return l1;
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}
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public static gL operator -(gL l1, gPP move_p)
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{
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l1.ps -= move_p.p;
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l1.pe -= move_p.p;
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return l1;
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}
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public static gL operator -(gL l1, gP move_p)
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{
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l1.ps -= move_p.p;
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l1.pe -= move_p.p;
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return l1;
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}
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}
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弧 mod类型
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/// <summary>
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/// ARC 数据类型
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/// </summary>
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public struct gA
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{
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public gA(double ps_x, double ps_y, double pc_x, double pc_y, double pe_x, double pe_y, double width_, bool ccw_)
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{
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this.ps = new gPoint(ps_x, ps_y);
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this.pc = new gPoint(pc_x, pc_y);
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this.pe = new gPoint(pe_x, pe_y);
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this.negative = false;
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this.ccw = ccw_;
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this.symbols = "r";
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this.attribut = string.Empty;
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this.width = width_;
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}
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public gA(gPoint ps_, gPoint pc_, gPoint pe_, double width_, bool ccw_=false)
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{
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this.ps = ps_;
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this.pc = pc_;
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this.pe = pe_;
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this.negative = false;
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this.ccw = ccw_;
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this.symbols = "r";
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this.attribut = string.Empty;
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this.width = width_;
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}
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public gPoint ps;
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public gPoint pe;
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public gPoint pc;
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public bool negative;//polarity-- positive negative
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public bool ccw; //direction-- cw ccw
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public string symbols;
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public string attribut;
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public double width;
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public static gA operator +(gA arc1, gPoint move_p)
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{
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arc1.ps += move_p;
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arc1.pe += move_p;
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arc1.pc += move_p;
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return arc1;
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}
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public static gA operator +(gA arc1, gPP move_p)
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{
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arc1.ps += move_p.p;
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arc1.pe += move_p.p;
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arc1.pc += move_p.p;
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return arc1;
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}
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public static gA operator +(gA arc1, gP move_p)
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{
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arc1.ps += move_p.p;
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arc1.pe += move_p.p;
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arc1.pc += move_p.p;
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return arc1;
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}
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public static gA operator -(gA arc1, gPoint move_p)
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{
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arc1.ps -= move_p;
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arc1.pe -= move_p;
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arc1.pc -= move_p;
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return arc1;
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}
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public static gA operator -(gA arc1, gPP move_p)
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{
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arc1.ps -= move_p.p;
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arc1.pe -= move_p.p;
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arc1.pc -= move_p.p;
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return arc1;
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}
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public static gA operator -(gA arc1, gP move_p)
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{
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arc1.ps -= move_p.p;
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arc1.pe -= move_p.p;
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arc1.pc -= move_p.p;
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return arc1;
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}
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}
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点 mod类型
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/// <summary>
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/// 点 数据类型 (XY)
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/// </summary>
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public struct gPoint
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{
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public gPoint(gPoint p_)
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{
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this.x = p_.x;
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this.y = p_.y;
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}
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public gPoint(double x_val, double y_val)
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{
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this.x = x_val;
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this.y = y_val;
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}
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public double x;
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public double y;
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public static gPoint operator +(gPoint p1, gPoint p2)
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{
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p1.x += p2.x;
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p1.y += p2.y;
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return p1;
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}
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public static gPoint operator -(gPoint p1, gPoint p2)
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{
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p1.x -= p2.x;
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p1.y -= p2.y;
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return p1;
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}
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}
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