PCB genesis连孔加除毛刺孔(圆孔与圆孔)实现方法(一)

一.为什么 连孔加除毛刺孔

        原因是 PCB板材中含有玻璃纤维, 毛刺产生位置在于2个孔相交位置,由于此处钻刀受力不均导致纤维切削不断形成毛刺 ,为了解决这个问题:在钻完2个连孔后,在相交处再钻一个孔,并钻进去一点(常规进去1-2mil),这样就可以将纤维毛刺去除

  

    PCB同行业毛刺问题处理办法 钻孔孔内毛刺问题分析改善报告

二.连孔加除毛刺孔实现原理

求解思路:
1.已知小圆半径:1.5mm,大圆半径 2mm,2个点距离3mm
利用海伦公式(三边求高)求出除尘孔径半径:0.8887mm
2.除尘孔半径 0.8888mm 转为钻刀向上取整为1.8mm
3. 求出小圆到大圆方位角,即为0度
求出小圆到毛刺孔距离,即为1.2083mm
4. 以小圆中心,通过方位角0与增量距1.2083mm求出毛刺孔坐标

三.C#简易代码实现:

    1.加除毛刺孔代码(因为有现成的2D库直接用上来,其实还有一种更简便的计算公式;这里不介绍了)

            #region 加除毛刺孔  mcdrl  
            double a_side, b_side, c_side, height_side, holesize;
            a_side = calc2.p2p_di(hole1.p, hole2.p);
            b_side = hole1.width * 0.001 * 0.5;
            c_side = hole2.width * 0.001 * 0.5;
            height_side = calc1.side3_hight(a_side, b_side, c_side, 1) ;
            holesize = (int)(Math.Ceiling((height_side * 2 * 1000 ) / 50)) * 50;
            double direction_ang = calc2.p_ang(hole1.p, hole2.p);
            double direction_val = Math.Sqrt((b_side * b_side) - (height_side * height_side));
            gPoint mcHole = calc2.p_val_ang(hole1.p, direction_val, direction_ang);
            addCOM.pad(mcHole, holesize);
            #endregion
View Code

    2.计算函数

        /// <summary>
        /// 3边求高
        /// </summary>
        /// <param name="a_side"></param>
        /// <param name="b_side"></param>
        /// <param name="c_side"></param>
        /// <param name="abc"></param>
        /// <returns></returns>
        public double side3_hight(double a_side, double b_side, double c_side, int abc = 1)
        {
            double p, s;
            p = (a_side + b_side + c_side) / 2;
            s = Math.Sqrt(p * (p - a_side) * (p - b_side) * (p - c_side));
            if (abc == 1)
                return (s / a_side ) *2;
            else if (abc == 2)
                return (s / b_side) * 2;
            else
                return (s / c_side) * 2;
        }
        /// <summary>
        /// 求方位角
        /// </summary>
        /// <param name="ps"></param>
        /// <param name="pe"></param>
        /// <returns></returns>
        public double p_ang(gPoint ps, gPoint pe)
        {
            double a_ang = Math.Atan((pe.y - ps.y) / (pe.x - ps.x)) / Math.PI * 180;
            //象限角  转方位角   计算所属象限   并求得方位角
            if (pe.x >= ps.x && pe.y >= ps.y)  //↗    第一象限
            {
                return a_ang;
            }
            else if (!(pe.x >= ps.x) && pe.y >= ps.y)  // ↖   第二象限
            {
                return a_ang + 180;
            }
            else if (!(pe.x >= ps.x) && !(pe.y >= ps.y))  //↙   第三象限
            {
                return a_ang + 180;
            }
            else if (pe.x >= ps.x && !(pe.y >= ps.y))  // ↘   第四象限
            {
                return a_ang + 360;
            }
            else
            {
                return a_ang;
            }
        }//求方位角
        /// <summary>
        /// 返回两点之间欧氏距离
        /// </summary>
        /// <param name="p1"></param>
        /// <param name="p2"></param>
        /// <returns></returns>
        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));
        }
        /// <summary>
        /// 求增量坐标
        /// </summary>
        /// <param name="ps">起点</param>
        /// <param name="val">增量值</param>
        /// <param name="ang_direction">角度</param>
        /// <returns></returns>
        public gPoint p_val_ang(gPoint ps, double val, double ang_direction)
        {
            gPoint pe;
            pe.x = ps.x + val * Math.Cos(ang_direction * Math.PI / 180);
            pe.y = ps.y + val * Math.Sin(ang_direction * Math.PI / 180);
            return pe;
        }
View Code

   3.Point,PAD数据结构

  /// <summary>
    /// PAD  数据类型
    /// </summary>
    public struct gP
    {
        public gP(double x_val, double y_val, double width_)
        {
            this.p = new gPoint(x_val, y_val);
            this.negative = false;
            this.angle = 0;
            this.mirror = false;
            this.symbols = "r";
            this.attribut = string.Empty;
            this.width = width_;
        }
        public gPoint p;
        public bool negative;//polarity-- positive  negative
        public double angle;
        public bool mirror;
        public string symbols;
        public string attribut;
        public double width;
        public static gP operator +(gP p1, gP p2)
        {
            p1.p += p2.p;
            return p1;
        }
        public static gP operator -(gP p1, gP p2)
        {
            p1.p -= p2.p;
            return p1;
        }
    }
    /// <summary>
    /// 点  数据类型 (XY)
    /// </summary>
    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;
        }


    }
View Code

四.在Genesis或Incam中如何判断是否为连孔

     判断2个孔是否为连孔,可以自己写算法实现啦,当然更多人还是会选择奥宝提供DrillChecklist分析出来的的结果来判断是否为连孔.因为你自己写的算法效率没有奥宝的效率高呀

 

 

五.实现效果

 

     

 

posted @ 2018-11-15 00:05  pcbren  阅读(2100)  评论(0编辑  收藏  举报