
正文
PCB Genesis 外形加内角孔实现方法
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在PCB工程制作CAM时,经常会遇到外形拐角处直角的,而客户对内角是要求,比如最大内角要求R0.5mm或者不接受内角,
但成型方式为铣方式,又不是啤板成型,那怎么处理才可以达到要求效果呢,在这里介绍2种方法。
一.采用大小锣刀分2次锣外形
由于采用2次锣,此效率较低,目前PCB行业基本已放弃此方法了处理内角了,
要知道我们PCB行业是非常很重视效率,为了提高效率,PCB行业普遍采用第2种方法(详见方法2)

二.在外形拐角处加----内角孔
方槽为直角时,用直径2.0mm锣刀,内角无法锣出直角效果,
像如下图所示:这样就会造成内角R1.0mm内角
如果客户此槽需插元器件可能无法插入的影响

如下图这样加内角孔后,比第一种方法效率要高多了,也达到了同样处理内角的效果

三.实现原理图解:

四.代码实现:
如下代码是:线与线求相切圆, (弧与线,弧与弧 求相切圆的原理是相似的,可以在此基础上扩展)
/// <summary>
/// 线段与线段倒圆角
/// </summary>
/// <param name="l1"></param>
/// <param name="l2"></param>
/// <param name="tolerance"></param>
/// <returns></returns>
public gL_di l2l_Round(ref gL l1, ref gL l2, double Radius, double tolerance = 0.5)
{
gL_di gldi = new gL_di();
int isIntersectType = ;
gPoint pc = l2l_Intersect(l1, l2, ref isIntersectType);
if (isIntersectType == ) //平行无交点 平行线方位角相同 接近平行线 相差接近
{
return gldi;
}
else
{
double l1pspc = p2p_di(pc, l1.ps);
double l1pepc = p2p_di(pc, l1.pe);
double l2pspc = p2p_di(pc, l2.ps);
double l2pepc = p2p_di(pc, l2.pe);
gPoint p1, p2, p11, p22;
double p1pc, p2pc;
Ptype p1Type, p2Type;
if (l1pspc > l1pepc)
{
p1 = l1.pe;
p11 = l1.ps;
p1pc = l1pepc;
p1Type = Ptype.pe;
}
else
{
p1 = l1.ps;
p11 = l1.pe;
p1pc = l1pspc;
p1Type = Ptype.ps;
}
if (l2pspc > l2pepc)
{
p2 = l2.pe;
p22 = l2.ps;
p2pc = l2pepc;
p2Type = Ptype.pe;
}
else
{
p2 = l2.ps;
p22 = l2.pe;
p2pc = l2pspc;
p2Type = Ptype.ps;
}
gldi = new gL_di(p1, p1Type, p2, p2Type, pc);
//交点与2条线端点距离判断 确认两条线是否接合 ---另一个参数 两条相接近平行且两条线接近需加以修复,延长非常长,超公差,但也需修复
if (p1pc > tolerance || p2pc > tolerance)
return gldi; //倒角线段长小于圆弧半径
if ((p1Type == Ptype.ps && l1pepc < Radius) || (p1Type == Ptype.pe && l1pspc < Radius))
return gldi;
if ((p2Type == Ptype.ps && l2pepc < Radius) || (p2Type == Ptype.pe && l2pspc < Radius))
return gldi; double center_dirdction = ;
bool islg180deg = true;
double pcAng = a_Angle(p11, pc, p22, false, ref center_dirdction, ref islg180deg);//交点圆心角
if (Math.Abs( - pcAng) < 0.01) //夹角接近180度 返回
return gldi; double pcSinVal = Radius / (Math.Sin(pcAng * 0.5 * Math.PI / )); //交点增量
double pcTanVal = Radius / (Math.Tan(pcAng * 0.5 * Math.PI / )); //交点Tan增量
gA ga = new gA();
ga.pc = p_val_ang(pc, pcSinVal, center_dirdction);
ga.ps = p_val_ang(pc, pcTanVal, center_dirdction - pcAng * 0.5);
ga.pe = p_val_ang(pc, pcTanVal, center_dirdction + pcAng * 0.5);
ga.width = ;
ga.symbols = "";
gldi.a = ga; gldi.State = ;
if (p1Type == Ptype.pe)
{
l1.pe = islg180deg ? ga.pe : ga.ps;
}
else
{
l1.ps = islg180deg ? ga.pe : ga.ps;
}
if (p2Type == Ptype.pe)
{
l2.pe = islg180deg ? ga.ps : ga.pe;
}
else
{
l2.ps = islg180deg ? ga.ps : ga.pe;
}
}
return gldi;
}
返回Mode类
/// <summary>
/// Line 数据类型
/// </summary>
public struct gL_di
{
public gL_di(gPoint p1_, Ptype p1_Ptype_, gPoint p2_, Ptype p2_Ptype_, gPoint pc_ = new gPoint())
{
this.p1 = p1_;
this.p2 = p2_;
this.p1_Ptype = p1_Ptype_;
this.p2_Ptype = p2_Ptype_;
this.pc = pc_;
this.State = ;
this.a = new gA();
}
/// <summary>
/// 状态 0失败 1成功
/// </summary>
public int State { get; set; }
/// <summary>
/// P1端点
/// </summary>
public gPoint p1 { get; set; }
/// <summary>
/// P2端点
/// </summary>
public gPoint p2 { get; set; }
/// <summary>
/// 原线段P1端点类型
/// </summary>
public Ptype p1_Ptype { get; set; }
/// <summary>
/// 原线段P2端点类型
/// </summary>
public Ptype p2_Ptype { get; set; }
/// <summary>
/// 倒角后生成的数据
/// </summary>
public gA a { get; set; }
/// <summary>
/// PC端点(交点)
/// </summary>
public gPoint pc { get; set; }
public double p1p2_di { get { return p2p_di(this.p1, this.p2); } }
public double p1pc_di { get { return p2p_di(this.p1, this.pc); } }
public double p2pc_di { get { return p2p_di(this.p2, this.pc); } }
/// <summary>
/// 返回两点之间欧氏距离
/// </summary>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <returns></returns>
public static 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));
}
}
五.框选加内角孔实现效果

六.整板加内角孔实现效果









