outline wall WIP
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@ -1,4 +1,4 @@
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# PCB to Stencil Converter
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# Gerber Solder Paste Layer to Solder Stencil Converter
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A Go tool to convert Gerber files (specifically solder paste layers) into 3D printable STL stencils.
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@ -20,8 +20,10 @@ go run main.go gerber.go [options] <path_to_gerber_file>
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### Options
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- `--height, -h`: Stencil height in mm (default: 0.2mm).
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- `--keep-png, --kp`: Save the intermediate PNG image used for mesh generation (useful for debugging).
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- `--height`: Stencil height in mm (default: 0.2mm).
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- `--wall-height`: Wall height mm (default: 2.0mm).
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- `--wall-thickness`: Wall thickness in mm (default: 1mm).
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- `--keep-png`: Save the intermediate PNG image used for mesh generation (useful for debugging).
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### Example
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Binary file not shown.
36
gerber.go
36
gerber.go
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@ -219,9 +219,11 @@ func (gf *GerberFile) parseCoordinate(valStr string, fmtSpec struct{ Integer, De
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return val / divisor
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}
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// Render generates an image from the parsed Gerber commands
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func (gf *GerberFile) Render(dpi float64) image.Image {
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// 1. Calculate Bounds
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type Bounds struct {
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MinX, MinY, MaxX, MaxY float64
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}
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func (gf *GerberFile) CalculateBounds() Bounds {
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minX, minY := 1e9, 1e9
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maxX, maxY := -1e9, -1e9
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@ -271,8 +273,20 @@ func (gf *GerberFile) Render(dpi float64) image.Image {
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maxX += padding
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maxY += padding
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widthMM := maxX - minX
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heightMM := maxY - minY
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return Bounds{MinX: minX, MinY: minY, MaxX: maxX, MaxY: maxY}
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}
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// Render generates an image from the parsed Gerber commands
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func (gf *GerberFile) Render(dpi float64, bounds *Bounds) image.Image {
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var b Bounds
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if bounds != nil {
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b = *bounds
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} else {
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b = gf.CalculateBounds()
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}
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widthMM := b.MaxX - b.MinX
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heightMM := b.MaxY - b.MinY
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var scale float64
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if gf.State.Units == "IN" {
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@ -294,12 +308,12 @@ func (gf *GerberFile) Render(dpi float64) image.Image {
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// Helper to convert mm to pixels
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toPix := func(x, y float64) (int, int) {
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px := int((x - minX) * scale)
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py := int((heightMM - (y - minY)) * scale) // Flip Y for image coords
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px := int((x - b.MinX) * scale)
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py := int((heightMM - (y - b.MinY)) * scale) // Flip Y for image coords
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return px, py
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}
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curX, curY = 0.0, 0.0
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curX, curY := 0.0, 0.0
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curDCode := 0
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for _, cmd := range gf.Commands {
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@ -343,7 +357,7 @@ func (gf *GerberFile) drawAperture(img *image.RGBA, x, y int, ap Aperture, scale
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// Modifiers[0] is diameter
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if len(ap.Modifiers) > 0 {
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radius := int((ap.Modifiers[0] * scale) / 2)
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drawCircle(img, x, y, radius, c)
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drawCircle(img, x, y, radius)
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}
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return
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case ApertureRect: // R
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@ -383,7 +397,7 @@ func (gf *GerberFile) drawAperture(img *image.RGBA, x, y int, ap Aperture, scale
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py := int(cy * scale)
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radius := int((dia * scale) / 2)
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drawCircle(img, x+px, y-py, radius, c)
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drawCircle(img, x+px, y-py, radius)
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}
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case 21: // Center Line (Rect)
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// Mods: Exposure, Width, Height, CenterX, CenterY, Rotation
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@ -421,7 +435,7 @@ func (gf *GerberFile) drawAperture(img *image.RGBA, x, y int, ap Aperture, scale
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}
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}
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func drawCircle(img *image.RGBA, x0, y0, r int, c image.Image) {
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func drawCircle(img *image.RGBA, x0, y0, r int) {
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// Simple Bresenham or scanline
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for y := -r; y <= r; y++ {
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for x := -r; x <= r; x++ {
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427
main.go
427
main.go
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@ -1,23 +1,25 @@
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package main
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import (
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"encoding/binary"
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"flag"
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"fmt"
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"image"
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"image/png"
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"log"
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"math"
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"os"
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"path/filepath"
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"strings"
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)
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// --- Configuration ---
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const (
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DPI = 1000.0 // Higher DPI = smoother curves
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PixelToMM = 25.4 / DPI
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)
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var DPI float64 = 1000.0 // Higher DPI = smoother curves
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var PixelToMM float64 = 25.4 / DPI
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var StencilHeight float64 = 0.2 // mm, default
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var WallHeight float64 = 2.0 // mm, default
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var WallThickness float64 = 1.0 // mm, default
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var KeepPNG bool
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// --- STL Helpers ---
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@ -33,18 +35,58 @@ func WriteSTL(filename string, triangles [][3]Point) error {
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}
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defer f.Close()
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// Writing Binary STL is harder, ASCII is fine for this size
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f.WriteString("solid stencil\n")
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// Write Binary STL Header (80 bytes)
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header := make([]byte, 80)
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copy(header, "Generated by pcb-to-stencil")
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if _, err := f.Write(header); err != nil {
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return err
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}
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// Write Number of Triangles (4 bytes uint32)
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count := uint32(len(triangles))
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if err := binary.Write(f, binary.LittleEndian, count); err != nil {
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return err
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}
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// Write Triangles
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// Each triangle is 50 bytes:
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// Normal (3 floats = 12 bytes)
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// Vertex 1 (3 floats = 12 bytes)
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// Vertex 2 (3 floats = 12 bytes)
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// Vertex 3 (3 floats = 12 bytes)
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// Attribute byte count (2 bytes uint16)
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// Buffer for a single triangle to minimize syscalls
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buf := make([]byte, 50)
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for _, t := range triangles {
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f.WriteString("facet normal 0 0 0\n")
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f.WriteString(" outer loop\n")
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for _, p := range t {
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f.WriteString(fmt.Sprintf(" vertex %f %f %f\n", p.X, p.Y, p.Z))
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// Normal (0,0,0)
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binary.LittleEndian.PutUint32(buf[0:4], math.Float32bits(0))
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binary.LittleEndian.PutUint32(buf[4:8], math.Float32bits(0))
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binary.LittleEndian.PutUint32(buf[8:12], math.Float32bits(0))
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// Vertex 1
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binary.LittleEndian.PutUint32(buf[12:16], math.Float32bits(float32(t[0].X)))
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binary.LittleEndian.PutUint32(buf[16:20], math.Float32bits(float32(t[0].Y)))
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binary.LittleEndian.PutUint32(buf[20:24], math.Float32bits(float32(t[0].Z)))
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// Vertex 2
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binary.LittleEndian.PutUint32(buf[24:28], math.Float32bits(float32(t[1].X)))
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binary.LittleEndian.PutUint32(buf[28:32], math.Float32bits(float32(t[1].Y)))
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binary.LittleEndian.PutUint32(buf[32:36], math.Float32bits(float32(t[1].Z)))
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// Vertex 3
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binary.LittleEndian.PutUint32(buf[36:40], math.Float32bits(float32(t[2].X)))
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binary.LittleEndian.PutUint32(buf[40:44], math.Float32bits(float32(t[2].Y)))
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binary.LittleEndian.PutUint32(buf[44:48], math.Float32bits(float32(t[2].Z)))
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// Attribute byte count (0)
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binary.LittleEndian.PutUint16(buf[48:50], 0)
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if _, err := f.Write(buf); err != nil {
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return err
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}
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f.WriteString(" endloop\n")
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f.WriteString("endfacet\n")
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}
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f.WriteString("endsolid stencil\n")
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return nil
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}
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@ -77,27 +119,283 @@ func AddBox(triangles *[][3]Point, x, y, w, h, zHeight float64) {
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// --- Meshing Logic (Optimized) ---
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func GenerateMeshFromImage(img image.Image) [][3]Point {
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// ComputeWallMask generates a mask for the wall based on the outline image.
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// It identifies the board area (inside the outline) and creates a wall of
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// specified thickness around it.
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func ComputeWallMask(img image.Image, thicknessMM float64) ([]bool, []bool) {
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bounds := img.Bounds()
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w := bounds.Max.X
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h := bounds.Max.Y
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size := w * h
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// Helper for neighbors
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dx := []int{0, 0, 1, -1}
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dy := []int{1, -1, 0, 0}
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// 1. Identify Outline Pixels (White)
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isOutline := make([]bool, size)
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outlineQueue := []int{}
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for i := 0; i < size; i++ {
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cx := i % w
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cy := i / w
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c := img.At(cx, cy)
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r, _, _, _ := c.RGBA()
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if r > 10000 { // White-ish
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isOutline[i] = true
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outlineQueue = append(outlineQueue, i)
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}
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}
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// 2. Dilate Outline to close gaps
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// We dilate by a small amount (e.g. 0.5mm) to ensure the outline is closed.
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gapClosingMM := 0.5
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gapClosingPixels := int(gapClosingMM / PixelToMM)
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if gapClosingPixels < 1 {
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gapClosingPixels = 1
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}
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dist := make([]int, size)
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for i := 0; i < size; i++ {
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if isOutline[i] {
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dist[i] = 0
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} else {
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dist[i] = -1
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}
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}
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// BFS for Dilation
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dilatedOutline := make([]bool, size)
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copy(dilatedOutline, isOutline)
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// Use a separate queue for dilation to avoid modifying the original outlineQueue if we needed it
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dQueue := make([]int, len(outlineQueue))
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copy(dQueue, outlineQueue)
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for len(dQueue) > 0 {
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idx := dQueue[0]
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dQueue = dQueue[1:]
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d := dist[idx]
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if d >= gapClosingPixels {
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continue
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}
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cx := idx % w
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cy := idx / w
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for i := 0; i < 4; i++ {
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nx, ny := cx+dx[i], cy+dy[i]
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if nx >= 0 && nx < w && ny >= 0 && ny < h {
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nIdx := ny*w + nx
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if dist[nIdx] == -1 {
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dist[nIdx] = d + 1
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dilatedOutline[nIdx] = true
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dQueue = append(dQueue, nIdx)
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}
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}
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}
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}
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// 3. Flood Fill "Outside" using Dilated Outline as barrier
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isOutside := make([]bool, size)
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// Start from (0,0) - assumed to be outside due to padding
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if !dilatedOutline[0] {
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isOutside[0] = true
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fQueue := []int{0}
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for len(fQueue) > 0 {
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idx := fQueue[0]
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fQueue = fQueue[1:]
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cx := idx % w
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cy := idx / w
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for i := 0; i < 4; i++ {
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nx, ny := cx+dx[i], cy+dy[i]
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if nx >= 0 && nx < w && ny >= 0 && ny < h {
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nIdx := ny*w + nx
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if !isOutside[nIdx] && !dilatedOutline[nIdx] {
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isOutside[nIdx] = true
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fQueue = append(fQueue, nIdx)
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}
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}
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}
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}
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}
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// 4. Restore Board Shape (Erode "Outside" back to original boundary)
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// We dilated the outline, so "Outside" stopped 'gapClosingPixels' away from the real board edge.
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// We need to expand "Outside" inwards by 'gapClosingPixels' to touch the real board edge.
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// Then "Board" = !Outside.
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// Reset dist for Outside expansion
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for i := 0; i < size; i++ {
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if isOutside[i] {
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dist[i] = 0
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} else {
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dist[i] = -1
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}
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}
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oQueue := []int{}
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for i := 0; i < size; i++ {
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if isOutside[i] {
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oQueue = append(oQueue, i)
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}
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}
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isOutsideExpanded := make([]bool, size)
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copy(isOutsideExpanded, isOutside)
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for len(oQueue) > 0 {
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idx := oQueue[0]
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oQueue = oQueue[1:]
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d := dist[idx]
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if d >= gapClosingPixels {
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continue
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}
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cx := idx % w
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cy := idx / w
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for i := 0; i < 4; i++ {
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nx, ny := cx+dx[i], cy+dy[i]
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if nx >= 0 && nx < w && ny >= 0 && ny < h {
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nIdx := ny*w + nx
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if dist[nIdx] == -1 {
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dist[nIdx] = d + 1
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isOutsideExpanded[nIdx] = true
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oQueue = append(oQueue, nIdx)
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}
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}
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}
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}
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// 5. Define Board
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isBoard := make([]bool, size)
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for i := 0; i < size; i++ {
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isBoard[i] = !isOutsideExpanded[i]
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}
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// 6. Generate Wall
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// Wall is generated by expanding Board outwards.
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// We want the wall to be strictly OUTSIDE the board (or centered on outline? User said "starts at outline").
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// If we expand Board, we get pixels outside.
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thicknessPixels := int(thicknessMM / PixelToMM)
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if thicknessPixels < 1 {
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thicknessPixels = 1
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}
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// Reset dist for Wall generation
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for i := 0; i < size; i++ {
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if isBoard[i] {
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dist[i] = 0
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} else {
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dist[i] = -1
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}
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}
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wQueue := []int{}
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for i := 0; i < size; i++ {
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if isBoard[i] {
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wQueue = append(wQueue, i)
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}
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}
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isWall := make([]bool, size)
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for len(wQueue) > 0 {
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idx := wQueue[0]
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wQueue = wQueue[1:]
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d := dist[idx]
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if d >= thicknessPixels {
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continue
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}
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cx := idx % w
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cy := idx / w
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for i := 0; i < 4; i++ {
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nx, ny := cx+dx[i], cy+dy[i]
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if nx >= 0 && nx < w && ny >= 0 && ny < h {
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nIdx := ny*w + nx
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if dist[nIdx] == -1 {
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dist[nIdx] = d + 1
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isWall[nIdx] = true
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wQueue = append(wQueue, nIdx)
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}
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}
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}
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}
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return isWall, isBoard
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}
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func GenerateMeshFromImages(stencilImg, outlineImg image.Image) [][3]Point {
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bounds := stencilImg.Bounds()
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width := bounds.Max.X
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height := bounds.Max.Y
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var triangles [][3]Point
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var wallMask []bool
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var boardMask []bool
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if outlineImg != nil {
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fmt.Println("Computing wall mask...")
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wallMask, boardMask = ComputeWallMask(outlineImg, WallThickness)
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}
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// Optimization: Run-Length Encoding
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for y := 0; y < height; y++ {
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var startX = -1
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var currentHeight = 0.0
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for x := 0; x < width; x++ {
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c := img.At(x, y)
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r, g, b, _ := c.RGBA()
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// Check stencil (black = solid)
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sc := stencilImg.At(x, y)
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sr, sg, sb, _ := sc.RGBA()
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isStencilSolid := sr < 10000 && sg < 10000 && sb < 10000
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// Check for BLACK pixels (The Plastic Stencil Body)
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// Adjust threshold if gerbv produces slightly gray blacks
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isSolid := r < 10000 && g < 10000 && b < 10000
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// Check wall
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isWall := false
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isInsideBoard := true
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if wallMask != nil {
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idx := y*width + x
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isWall = wallMask[idx]
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if boardMask != nil {
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isInsideBoard = boardMask[idx]
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}
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}
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if isSolid {
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// Determine height at this pixel
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h := 0.0
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if isWall {
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h = WallHeight
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} else if isStencilSolid {
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if isInsideBoard {
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h = StencilHeight
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}
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}
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if h > 0 {
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if startX == -1 {
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startX = x
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currentHeight = h
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} else if h != currentHeight {
|
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// Height changed, end current strip and start new one
|
||||
stripLen := x - startX
|
||||
AddBox(
|
||||
&triangles,
|
||||
float64(startX)*PixelToMM,
|
||||
float64(y)*PixelToMM,
|
||||
float64(stripLen)*PixelToMM,
|
||||
PixelToMM,
|
||||
currentHeight,
|
||||
)
|
||||
startX = x
|
||||
currentHeight = h
|
||||
}
|
||||
} else {
|
||||
if startX != -1 {
|
||||
|
|
@ -109,9 +407,10 @@ func GenerateMeshFromImage(img image.Image) [][3]Point {
|
|||
float64(y)*PixelToMM,
|
||||
float64(stripLen)*PixelToMM,
|
||||
PixelToMM,
|
||||
StencilHeight,
|
||||
currentHeight,
|
||||
)
|
||||
startX = -1
|
||||
currentHeight = 0.0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -123,7 +422,7 @@ func GenerateMeshFromImage(img image.Image) [][3]Point {
|
|||
float64(y)*PixelToMM,
|
||||
float64(stripLen)*PixelToMM,
|
||||
PixelToMM,
|
||||
StencilHeight,
|
||||
currentHeight,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
|
@ -134,33 +433,83 @@ func GenerateMeshFromImage(img image.Image) [][3]Point {
|
|||
|
||||
func main() {
|
||||
flag.Float64Var(&StencilHeight, "height", 0.2, "Stencil height in mm")
|
||||
flag.Float64Var(&StencilHeight, "h", 0.2, "Stencil height in mm (short)")
|
||||
flag.Float64Var(&WallHeight, "wall-height", 2.0, "Wall height in mm")
|
||||
flag.Float64Var(&WallThickness, "wall-thickness", 1, "Wall thickness in mm")
|
||||
flag.Float64Var(&DPI, "dpi", 1000.0, "DPI for rendering (lower = smaller file, rougher curves)")
|
||||
flag.BoolVar(&KeepPNG, "keep-png", false, "Save intermediate PNG file")
|
||||
flag.BoolVar(&KeepPNG, "kp", false, "Save intermediate PNG file (short)")
|
||||
flag.Parse()
|
||||
|
||||
// Update PixelToMM based on DPI flag
|
||||
PixelToMM = 25.4 / DPI
|
||||
|
||||
args := flag.Args()
|
||||
if len(args) < 1 {
|
||||
fmt.Println("Usage: go run main.go [options] <path_to_gerber_file>")
|
||||
fmt.Println("Usage: go run main.go [options] <path_to_gerber_file> [path_to_outline_gerber_file]")
|
||||
fmt.Println("Options:")
|
||||
flag.PrintDefaults()
|
||||
fmt.Println("Example: go run main.go -height=0.3 MyPCB.GTP")
|
||||
fmt.Println("Example: go run main.go -height=0.3 MyPCB.GTP MyPCB.GKO")
|
||||
os.Exit(1)
|
||||
}
|
||||
|
||||
gerberPath := args[0]
|
||||
var outlinePath string
|
||||
if len(args) > 1 {
|
||||
outlinePath = args[1]
|
||||
}
|
||||
|
||||
outputPath := strings.TrimSuffix(gerberPath, filepath.Ext(gerberPath)) + ".stl"
|
||||
|
||||
// 1. Parse Gerber
|
||||
// 1. Parse Gerber(s)
|
||||
fmt.Printf("Parsing %s...\n", gerberPath)
|
||||
gf, err := ParseGerber(gerberPath)
|
||||
if err != nil {
|
||||
log.Fatalf("Error parsing gerber: %v", err)
|
||||
}
|
||||
|
||||
// 2. Render to Image
|
||||
var outlineGf *GerberFile
|
||||
if outlinePath != "" {
|
||||
fmt.Printf("Parsing outline %s...\n", outlinePath)
|
||||
outlineGf, err = ParseGerber(outlinePath)
|
||||
if err != nil {
|
||||
log.Fatalf("Error parsing outline gerber: %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Calculate Union Bounds
|
||||
bounds := gf.CalculateBounds()
|
||||
if outlineGf != nil {
|
||||
outlineBounds := outlineGf.CalculateBounds()
|
||||
if outlineBounds.MinX < bounds.MinX {
|
||||
bounds.MinX = outlineBounds.MinX
|
||||
}
|
||||
if outlineBounds.MinY < bounds.MinY {
|
||||
bounds.MinY = outlineBounds.MinY
|
||||
}
|
||||
if outlineBounds.MaxX > bounds.MaxX {
|
||||
bounds.MaxX = outlineBounds.MaxX
|
||||
}
|
||||
if outlineBounds.MaxY > bounds.MaxY {
|
||||
bounds.MaxY = outlineBounds.MaxY
|
||||
}
|
||||
}
|
||||
|
||||
// Expand bounds to accommodate wall thickness and prevent clipping
|
||||
// We add WallThickness + extra margin to all sides
|
||||
margin := WallThickness + 5.0 // mm
|
||||
bounds.MinX -= margin
|
||||
bounds.MinY -= margin
|
||||
bounds.MaxX += margin
|
||||
bounds.MaxY += margin
|
||||
|
||||
// 3. Render to Image(s)
|
||||
fmt.Println("Rendering to internal image...")
|
||||
img := gf.Render(DPI)
|
||||
img := gf.Render(DPI, &bounds)
|
||||
|
||||
var outlineImg image.Image
|
||||
if outlineGf != nil {
|
||||
fmt.Println("Rendering outline to internal image...")
|
||||
outlineImg = outlineGf.Render(DPI, &bounds)
|
||||
}
|
||||
|
||||
if KeepPNG {
|
||||
pngPath := strings.TrimSuffix(gerberPath, filepath.Ext(gerberPath)) + ".png"
|
||||
|
|
@ -174,13 +523,27 @@ func main() {
|
|||
}
|
||||
f.Close()
|
||||
}
|
||||
|
||||
if outlineImg != nil {
|
||||
outlinePngPath := strings.TrimSuffix(gerberPath, filepath.Ext(gerberPath)) + "_outline.png"
|
||||
fmt.Printf("Saving intermediate Outline PNG to %s...\n", outlinePngPath)
|
||||
f, err := os.Create(outlinePngPath)
|
||||
if err != nil {
|
||||
log.Printf("Warning: Could not create Outline PNG file: %v", err)
|
||||
} else {
|
||||
if err := png.Encode(f, outlineImg); err != nil {
|
||||
log.Printf("Warning: Could not encode Outline PNG: %v", err)
|
||||
}
|
||||
f.Close()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 3. Generate Mesh
|
||||
// 4. Generate Mesh
|
||||
fmt.Println("Generating mesh (this may take 10-20 seconds for large boards)...")
|
||||
triangles := GenerateMeshFromImage(img)
|
||||
triangles := GenerateMeshFromImages(img, outlineImg)
|
||||
|
||||
// 4. Save STL
|
||||
// 5. Save STL
|
||||
fmt.Printf("Saving to %s (%d triangles)...\n", outputPath, len(triangles))
|
||||
err = WriteSTL(outputPath, triangles)
|
||||
if err != nil {
|
||||
|
|
|
|||
Loading…
Reference in New Issue