PCB SLOT槽孔数量计算方法,同CAM350孔数一致 实现方法
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。
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
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。。。。
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。
一.SLOT槽为线段,求解SLOT槽孔数 (Mod类在后面代码中)
///
/// 求线Line slot槽孔数 (同CAM350一致)
///
///
/// 凸位高度值
///
public int l_2hole_count(gL l, double tol_ = 0.0127)
{
double r, center_L, hole_L;
r = l.width / 1000 * 0.5;
center_L = p2p_di(l.ps, l.pe);
hole_L = Math.Sqrt(Math.Pow(r, 2) - Math.Pow(r - tol_, 2)) * 2;
return (int)Math.Abs(Math.Floor(-center_L / hole_L)) + 1;
}
///
/// 返回两点之间欧氏距离
///
///
///
///
public double p2p_di(gPoint p1, gPoint p2)
{
return Math.Sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y));
}
二.SLOT槽为弧段,求解SLOT槽孔数 (Mod类在后面代码中)
///
/// 求弧Arc slot槽孔数 (同CAM350一致)
///
///
/// 凸位高度值
///
public int a_2hole_count(gA a, double tol_ = 0.0127)
{
double r, center_L, hole_L;
r = a.width / 1000 * 0.5;
center_L = a_Length(a);
hole_L = Math.Sqrt(Math.Pow(r, 2) - Math.Pow(r - tol_, 2)) * 2;
return (int)Math.Abs(Math.Floor(-center_L / hole_L)) + 1;
}
///
/// 求弧Arc长度
///
///
///
public double a_Length(gA a)
{
return pi / 180 * p2p_di(a.pc, a.ps) * a_Angle(a);
}
///
/// 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
///
///
///
public double a_Angle(gA a)
{
double angle_s, angle_e, angle_sum;
if (a.ccw)
{
angle_s = p_ang(a.pc, a.pe);
angle_e = p_ang(a.pc, a.ps);
}
else
{
angle_s = p_ang(a.pc, a.ps);
angle_e = p_ang(a.pc, a.pe);
}
if (angle_s == 360) { angle_s = 0; }
if (angle_e >= angle_s)
angle_sum = 360 - Math.Abs(angle_s - angle_e);
else
angle_sum = Math.Abs(angle_s - angle_e);
return angle_sum;
}
三.使用的Mod类
线 mod类型
///
/// Line 数据类型
///
public struct gL
{
public gL(double ps_x, double ps_y, double pe_x, double pe_y, double width_)
{
this.ps = new gPoint(ps_x, ps_y);
this.pe = new gPoint(pe_x, pe_y);
this.negative = false;
this.symbols = "r";
this.attribut = string.Empty;
this.width = width_;
}
public gL(gPoint ps_, gPoint pe_, double width_)
{
this.ps = ps_;
this.pe = pe_;
this.negative = false;
this.symbols = "r";
this.attribut = string.Empty;
this.width = width_;
}
public gL(gPoint ps_, gPoint pe_, string symbols_, double width_)
{
this.ps = ps_;
this.pe = pe_;
this.negative = false;
this.symbols = symbols_;
this.attribut = string.Empty;
this.width = width_;
}
public gPoint ps;
public gPoint pe;
public bool negative;//polarity-- positive negative
public string symbols;
public string attribut;
public double width;
public static gL operator +(gL l1, gPoint move_p)
{
l1.ps += move_p;
l1.pe += move_p;
return l1;
}
public static gL operator +(gL l1, gPP move_p)
{
l1.ps += move_p.p;
l1.pe += move_p.p;
return l1;
}
public static gL operator +(gL l1, gP move_p)
{
l1.ps += move_p.p;
l1.pe += move_p.p;
return l1;
}
public static gL operator -(gL l1, gPoint move_p)
{
l1.ps -= move_p;
l1.pe -= move_p;
return l1;
}
public static gL operator -(gL l1, gPP move_p)
{
l1.ps -= move_p.p;
l1.pe -= move_p.p;
return l1;
}
public static gL operator -(gL l1, gP move_p)
{
l1.ps -= move_p.p;
l1.pe -= move_p.p;
return l1;
}
}
弧 mod类型
///
/// ARC 数据类型
///
public struct gA
{
public gA(double ps_x, double ps_y, double pc_x, double pc_y, double pe_x, double pe_y, double width_, bool ccw_)
{
this.ps = new gPoint(ps_x, ps_y);
this.pc = new gPoint(pc_x, pc_y);
this.pe = new gPoint(pe_x, pe_y);
this.negative = false;
this.ccw = ccw_;
this.symbols = "r";
this.attribut = string.Empty;
this.width = width_;
}
public gA(gPoint ps_, gPoint pc_, gPoint pe_, double width_, bool ccw_=false)
{
this.ps = ps_;
this.pc = pc_;
this.pe = pe_;
this.negative = false;
this.ccw = ccw_;
this.symbols = "r";
this.attribut = string.Empty;
this.width = width_;
}
public gPoint ps;
public gPoint pe;
public gPoint pc;
public bool negative;//polarity-- positive negative
public bool ccw; //direction-- cw ccw
public string symbols;
public string attribut;
public double width;
public static gA operator +(gA arc1, gPoint move_p)
{
arc1.ps += move_p;
arc1.pe += move_p;
arc1.pc += move_p;
return arc1;
}
public static gA operator +(gA arc1, gPP move_p)
{
arc1.ps += move_p.p;
arc1.pe += move_p.p;
arc1.pc += move_p.p;
return arc1;
}
public static gA operator +(gA arc1, gP move_p)
{
arc1.ps += move_p.p;
arc1.pe += move_p.p;
arc1.pc += move_p.p;
return arc1;
}
public static gA operator -(gA arc1, gPoint move_p)
{
arc1.ps -= move_p;
arc1.pe -= move_p;
arc1.pc -= move_p;
return arc1;
}
public static gA operator -(gA arc1, gPP move_p)
{
arc1.ps -= move_p.p;
arc1.pe -= move_p.p;
arc1.pc -= move_p.p;
return arc1;
}
public static gA operator -(gA arc1, gP move_p)
{
arc1.ps -= move_p.p;
arc1.pe -= move_p.p;
arc1.pc -= move_p.p;
return arc1;
}
}
点 mod类型
///
/// 点 数据类型 (XY)
///
public struct gPoint
{
public gPoint(gPoint p_)
{
this.x = p_.x;
this.y = p_.y;
}
public gPoint(double x_val, double y_val)
{
this.x = x_val;
this.y = y_val;
}
public double x;
public double y;
public static gPoint operator +(gPoint p1, gPoint p2)
{
p1.x += p2.x;
p1.y += p2.y;
return p1;
}
public static gPoint operator -(gPoint p1, gPoint p2)
{
p1.x -= p2.x;
p1.y -= p2.y;
return p1;
}
}