1144 lines
32 KiB
Go
1144 lines
32 KiB
Go
package main
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import (
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"fmt"
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"image"
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"image/color"
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"math"
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)
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// EnclosureConfig holds parameters for enclosure generation
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type EnclosureConfig struct {
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PCBThickness float64 // mm
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WallThickness float64 // mm
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WallHeight float64 // mm (height of walls above PCB)
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Clearance float64 // mm (gap between PCB and enclosure wall)
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DPI float64
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OutlineBounds *Bounds // gerber coordinate bounds for drill mapping
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}
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// Default enclosure values
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const (
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DefaultPCBThickness = 1.6
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DefaultEncWallHeight = 10.0
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DefaultEncWallThick = 1.5
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DefaultClearance = 0.3
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)
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// EnclosureResult contains the generated meshes
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type EnclosureResult struct {
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EnclosureTriangles [][3]Point
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TrayTriangles [][3]Point
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}
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// SideCutout defines a cutout on a side wall face
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type SideCutout struct {
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Side int // 1-indexed side number (matches BoardSide.Num)
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X, Y float64 // Position on the face in mm (from StartX/StartY, from bottom)
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Width float64 // Width in mm
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Height float64 // Height in mm
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CornerRadius float64 // Corner radius in mm (0 for square)
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}
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// BoardSide represents a physical straight edge of the board outline
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type BoardSide struct {
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Num int `json:"num"`
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Label string `json:"label"`
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Length float64 `json:"length"`
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StartX float64 `json:"startX"`
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StartY float64 `json:"startY"`
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EndX float64 `json:"endX"`
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EndY float64 `json:"endY"`
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Angle float64 `json:"angle"` // Angle in radians of the normal vector pushing OUT of the board
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}
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func perpendicularDistance(pt, lineStart, lineEnd [2]float64) float64 {
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dx := lineEnd[0] - lineStart[0]
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dy := lineEnd[1] - lineStart[1]
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// Normalize line vector
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mag := math.Sqrt(dx*dx + dy*dy)
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if mag == 0 {
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return math.Sqrt((pt[0]-lineStart[0])*(pt[0]-lineStart[0]) + (pt[1]-lineStart[1])*(pt[1]-lineStart[1]))
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}
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dx /= mag
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dy /= mag
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// Vector from lineStart to pt
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px := pt[0] - lineStart[0]
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py := pt[1] - lineStart[1]
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// Cross product gives perpendicular distance
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return math.Abs(px*dy - py*dx)
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}
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func simplifyPolygonRDP(points [][2]float64, epsilon float64) [][2]float64 {
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if len(points) < 3 {
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return points
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}
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dmax := 0.0
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index := 0
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end := len(points) - 1
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for i := 1; i < end; i++ {
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d := perpendicularDistance(points[i], points[0], points[end])
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if d > dmax {
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index = i
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dmax = d
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}
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}
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if dmax > epsilon {
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recResults1 := simplifyPolygonRDP(points[:index+1], epsilon)
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recResults2 := simplifyPolygonRDP(points[index:], epsilon)
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result := append([][2]float64{}, recResults1[:len(recResults1)-1]...)
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result = append(result, recResults2...)
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return result
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}
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return [][2]float64{points[0], points[end]}
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}
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func ExtractBoardSides(poly [][2]float64) []BoardSide {
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if len(poly) < 3 {
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return nil
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}
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// Determine "center" of polygon to find outward normals
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cx, cy := 0.0, 0.0
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for _, p := range poly {
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cx += p[0]
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cy += p[1]
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}
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cx /= float64(len(poly))
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cy /= float64(len(poly))
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// Ensure the polygon is closed for RDP, if it isn't already
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if poly[0][0] != poly[len(poly)-1][0] || poly[0][1] != poly[len(poly)-1][1] {
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poly = append(poly, poly[0])
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}
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simplified := simplifyPolygonRDP(poly, 0.2) // 0.2mm tolerance
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fmt.Printf("[DEBUG] ExtractBoardSides: poly points = %d, simplified points = %d\n", len(poly), len(simplified))
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var sides []BoardSide
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sideNum := 1
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for i := 0; i < len(simplified)-1; i++ {
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p1 := simplified[i]
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p2 := simplified[i+1]
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dx := p2[0] - p1[0]
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dy := p2[1] - p1[1]
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length := math.Sqrt(dx*dx + dy*dy)
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// Only keep substantial straight edges (e.g. > 4mm)
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if length > 4.0 {
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// Calculate outward normal angle
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// The segment path vector is (dx, dy). Normal is either (-dy, dx) or (dy, -dx)
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nx := dy
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ny := -dx
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// Dot product with center->midpoint to check if it points out
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midX := (p1[0] + p2[0]) / 2.0
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midY := (p1[1] + p2[1]) / 2.0
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vx := midX - cx
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vy := midY - cy
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if nx*vx+ny*vy < 0 {
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nx = -nx
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ny = -ny
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}
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angle := math.Atan2(ny, nx)
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sides = append(sides, BoardSide{
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Num: sideNum,
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Label: fmt.Sprintf("Side %d (%.1fmm)", sideNum, length),
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Length: length,
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StartX: p1[0],
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StartY: p1[1],
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EndX: p2[0],
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EndY: p2[1],
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Angle: angle,
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})
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sideNum++
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}
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}
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return sides
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}
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// ExtractBoardSidesFromMask traces the outer boundary of a boolean mask
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// and simplifies it into BoardSides. This perfectly matches the 3D generation.
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func ExtractBoardSidesFromMask(mask []bool, imgW, imgH int, pixelToMM float64, bounds *Bounds) []BoardSide {
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// Find top-leftmost pixel of mask
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startX, startY := -1, -1
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outer:
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for y := 0; y < imgH; y++ {
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for x := 0; x < imgW; x++ {
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if mask[y*imgW+x] {
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startX, startY = x, y
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break outer
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}
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}
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}
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if startX == -1 {
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return nil
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}
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// Moore-neighbor boundary tracing
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var boundary [][2]int
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dirs := [8][2]int{{1, 0}, {1, 1}, {0, 1}, {-1, 1}, {-1, 0}, {-1, -1}, {0, -1}, {1, -1}}
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curX, curY := startX, startY
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boundary = append(boundary, [2]int{curX, curY})
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// Initial previous neighbor direction (up/west of top-left is empty)
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pDir := 6
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for {
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found := false
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for i := 0; i < 8; i++ {
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// Scan clockwise starting from dir after the previous background pixel
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testDir := (pDir + 1 + i) % 8
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nx, ny := curX+dirs[testDir][0], curY+dirs[testDir][1]
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if nx >= 0 && nx < imgW && ny >= 0 && ny < imgH && mask[ny*imgW+nx] {
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curX, curY = nx, ny
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boundary = append(boundary, [2]int{curX, curY})
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// The new background pixel is opposite to the direction we found the solid one
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pDir = (testDir + 4) % 8
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found = true
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break
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}
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}
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if !found {
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break // Isolated pixel
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}
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// Stop when we return to the start and moved in the same direction
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if curX == startX && curY == startY {
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break
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}
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// Failsafe for complex shapes
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if len(boundary) > imgW*imgH {
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break
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}
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}
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// Convert boundary pixels to Gerber mm coordinates
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var poly [][2]float64
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for _, p := range boundary {
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px := float64(p[0])*pixelToMM + bounds.MinX
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// Image Y=0 is MaxY in Gerber space
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py := bounds.MaxY - float64(p[1])*pixelToMM
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poly = append(poly, [2]float64{px, py})
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}
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sides := ExtractBoardSides(poly)
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fmt.Printf("[DEBUG] ExtractBoardSidesFromMask: mask size=%dx%d, boundary pixels=%d, sides extracted=%d\n", imgW, imgH, len(boundary), len(sides))
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if len(sides) == 0 && len(poly) > 0 {
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fmt.Printf("[DEBUG] poly[0]=%v, poly[n/2]=%v, poly[last]=%v\n", poly[0], poly[len(poly)/2], poly[len(poly)-1])
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}
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return sides
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}
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// GenerateEnclosure creates enclosure + tray meshes from a board outline image and drill holes.
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// The enclosure walls conform to the actual board outline shape.
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// courtyardImg is optional — if provided, component courtyard regions are cut from the lid (flood-filled).
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// soldermaskImg is optional — if provided, soldermask pad openings are also cut from the lid.
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func GenerateEnclosure(outlineImg image.Image, drillHoles []DrillHole, cfg EnclosureConfig, courtyardImg image.Image, soldermaskImg image.Image, sideCutouts []SideCutout, boardSides []BoardSide) *EnclosureResult {
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pixelToMM := 25.4 / cfg.DPI
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bounds := outlineImg.Bounds()
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imgW := bounds.Max.X
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imgH := bounds.Max.Y
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// Use ComputeWallMask to get the board shape and wall around it
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// WallThickness for enclosure = clearance + 2 * wall thickness
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clearance := cfg.Clearance
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wt := cfg.WallThickness
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lidThick := wt
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snapHeight := 2.5
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totalWallMM := clearance + 2.0*wt
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fmt.Printf("Computing board shape (wall=%.1fmm)...\n", totalWallMM)
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wallMask, boardMask := ComputeWallMask(outlineImg, totalWallMM, pixelToMM) // wallMask is now an int slice
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// Determine the actual enclosure boundary = wall | board (expanded by clearance)
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// wallMask = pixels that are the wall
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// boardMask = pixels inside the board outline
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// clearanceMask is just an expansion of boardMask using distance logic up to clearance
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// However, we already have wallDist which measures distance OUTWARD from board
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clearanceDistPx := int(clearance * cfg.DPI / 25.4)
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trayWallOuterPx := int((clearance + wt) * cfg.DPI / 25.4)
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encWallOuterPx := int((clearance + 2.0*wt) * cfg.DPI / 25.4)
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snapDepthPx := int(0.5 * cfg.DPI / 25.4)
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if snapDepthPx < 1 {
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snapDepthPx = 1
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}
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// Total height of the enclosure (from bottom of tray to top of lid)
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pcbT := cfg.PCBThickness
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trayFloor := pcbT + 0.5 // Tray floor is 0.5mm thick, sits below PCB
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totalH := trayFloor + cfg.WallHeight + lidThick
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size := imgW * imgH
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var encTris [][3]Point
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var trayTris [][3]Point
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// Mounting pegs from NPTH holes: cylinders going from lid downward
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pegMask := make([]bool, size) // true = peg/socket at this pixel (exclude from tray floor)
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if cfg.OutlineBounds != nil {
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mountingHoles := 0
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for _, h := range drillHoles {
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if h.Type != DrillTypeMounting {
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continue
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}
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mountingHoles++
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// Convert drill mm coordinates to pixel coordinates
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px := (h.X - cfg.OutlineBounds.MinX) * cfg.DPI / 25.4
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py := (h.Y - cfg.OutlineBounds.MinY) * cfg.DPI / 25.4
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// Peg radius slightly smaller than hole for press fit
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pegRadiusMM := (h.Diameter / 2) - 0.15
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pegRadiusPx := pegRadiusMM * cfg.DPI / 25.4
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// Socket radius slightly larger for easy insertion
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socketRadiusPx := (h.Diameter/2 + 0.1) * cfg.DPI / 25.4
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// Peg height: from bottom (z=0) up to lid
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pegH := totalH - lidThick
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// Scan a bounding box around the hole
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rInt := int(socketRadiusPx) + 2
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cx, cy := int(px), int(py)
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for dy := -rInt; dy <= rInt; dy++ {
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for dx := -rInt; dx <= rInt; dx++ {
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ix, iy := cx+dx, cy+dy
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if ix < 0 || ix >= imgW || iy < 0 || iy >= imgH {
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continue
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}
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dist := math.Sqrt(float64(dx*dx + dy*dy))
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// Peg cylinder (in enclosure, from z=0 up to lid)
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if dist <= pegRadiusPx {
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bx := float64(ix) * pixelToMM
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by := float64(iy) * pixelToMM
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addBoxAtZ(&encTris, bx, by, 0, pixelToMM, pixelToMM, pegH)
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}
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// Socket mask (for tray floor removal)
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if dist <= socketRadiusPx {
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pegMask[iy*imgW+ix] = true
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}
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}
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}
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}
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if mountingHoles > 0 {
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fmt.Printf("Generated %d mounting pegs\n", mountingHoles)
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}
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}
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// Pre-compute board bounding box (needed for side cutout detection and removal tabs)
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minBX, minBY := imgW, imgH
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maxBX, maxBY := 0, 0
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boardCenterX, boardCenterY := 0.0, 0.0
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boardCount := 0
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for y := 0; y < imgH; y++ {
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for x := 0; x < imgW; x++ {
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if boardMask[y*imgW+x] {
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boardCenterX += float64(x)
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boardCenterY += float64(y)
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boardCount++
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if x < minBX {
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minBX = x
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}
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if x > maxBX {
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maxBX = x
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}
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if y < minBY {
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minBY = y
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}
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if y > maxBY {
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maxBY = y
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}
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}
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}
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}
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// === APPLY PRY SLOT CUTOUTS TO WALL MASK BEFORE MESHING ===
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// We want 8mm wide by 1.5mm deep slots in the left and right exterior walls
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if boardCount > 0 {
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pryWPx := int(8.0 * cfg.DPI / 25.4)
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pryDPx := int(1.5 * cfg.DPI / 25.4)
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if pryWPx < 1 {
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pryWPx = 1
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}
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if pryDPx < 1 {
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pryDPx = 1
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}
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centerYPx := int(boardCenterY / float64(boardCount))
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leftXPx := minBX
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rightXPx := maxBX
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// For the left side, we clear the wall mask from minBX-wallPx up to minBX-wallPx+pryDPx
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for y := centerYPx - pryWPx/2; y <= centerYPx+pryWPx/2; y++ {
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if y < 0 || y >= imgH {
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continue
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}
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// Find outer edge of wall on the left
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for x := 0; x < leftXPx; x++ {
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idx := y*imgW + x
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if wallMask[idx] > clearanceDistPx {
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// Blank out the outermost pryDPx pixels of the wall
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for dx := 0; dx < pryDPx; dx++ {
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if x+dx < imgW {
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wallMask[y*imgW+(x+dx)] = -1
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}
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}
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break // Only do the outer edge
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}
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}
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// Find outer edge of wall on the right (search backwards)
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for x := imgW - 1; x > rightXPx; x-- {
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idx := y*imgW + x
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if wallMask[idx] > clearanceDistPx {
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// Blank out the outermost pryDPx pixels of the wall
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for dx := 0; dx < pryDPx; dx++ {
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if x-dx >= 0 {
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wallMask[y*imgW+(x-dx)] = -1
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}
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}
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break // Only do the outer edge
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}
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}
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}
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}
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// Build wall-cutout mask from side cutouts
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// For each side cutout, determine which wall pixels to subtract
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wallCutoutMask := make([]bool, size)
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if len(sideCutouts) > 0 && cfg.OutlineBounds != nil {
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// Board bounding box in pixels
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for y := 0; y < imgH; y++ {
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for x := 0; x < imgW; x++ {
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idx := y*imgW + x
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if !(wallMask[idx] > clearanceDistPx && wallMask[idx] <= encWallOuterPx && !boardMask[idx]) {
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continue // not a wall pixel
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}
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|
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// Determine which side this wall pixel belongs to
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bx := float64(x)*pixelToMM + cfg.OutlineBounds.MinX
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by := cfg.OutlineBounds.MaxY - float64(y)*pixelToMM
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sideNum := -1
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minDist := math.MaxFloat64
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var posAlongSide float64
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for _, bs := range boardSides {
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dx := bs.EndX - bs.StartX
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dy := bs.EndY - bs.StartY
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lenSq := dx*dx + dy*dy
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if lenSq == 0 {
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continue
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}
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|
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t := ((bx-bs.StartX)*dx + (by-bs.StartY)*dy) / lenSq
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tClamp := math.Max(0, math.Min(1, t))
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projX := bs.StartX + tClamp*dx
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projY := bs.StartY + tClamp*dy
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dist := math.Sqrt((bx-projX)*(bx-projX) + (by-projY)*(by-projY))
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if dist < minDist {
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minDist = dist
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sideNum = bs.Num
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posAlongSide = t * bs.Length
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}
|
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}
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|
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// Check all cutouts for this side
|
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for _, c := range sideCutouts {
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if c.Side != sideNum {
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continue
|
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}
|
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// Check if this pixel's position falls within the cutout X range
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if posAlongSide >= c.X && posAlongSide <= c.X+c.Width {
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wallCutoutMask[idx] = true
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break
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}
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}
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}
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}
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fmt.Printf("Wall cutout mask: applied %d side cutouts\n", len(sideCutouts))
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}
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|
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// ENCLOSURE (top shell — conforms to board shape)
|
|
// ==========================================
|
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fmt.Println("Generating edge-cut conforming enclosure...")
|
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|
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// The Enclosure Wall sits on top of the Tray Floor (starts at Z = trayFloor)
|
|
// Inner Wall (above snapHeight) = `clearanceDistPx` to `trayWallOuterPx`
|
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// Outer Wall (full height) = `trayWallOuterPx` to `encWallOuterPx`
|
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for y := 0; y < imgH; y++ {
|
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runStartX := -1
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curIsInner := false
|
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curIsSnap := false
|
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for x := 0; x <= imgW; x++ {
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isWallPx := false
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isInnerWall := false
|
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isSnapGroove := false
|
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if x < imgW {
|
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idx := y*imgW + x
|
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dist := wallMask[idx]
|
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if dist > clearanceDistPx && dist <= encWallOuterPx && !boardMask[idx] && !pegMask[idx] {
|
|
isWallPx = true
|
|
if dist <= trayWallOuterPx {
|
|
isInnerWall = true
|
|
} else if dist <= trayWallOuterPx+snapDepthPx {
|
|
isSnapGroove = true
|
|
}
|
|
}
|
|
}
|
|
|
|
if isWallPx {
|
|
if runStartX == -1 {
|
|
runStartX = x
|
|
curIsInner = isInnerWall
|
|
curIsSnap = isSnapGroove
|
|
} else if isInnerWall != curIsInner || isSnapGroove != curIsSnap {
|
|
// boundary between inner, outer, and snap groove
|
|
bx := float64(runStartX) * pixelToMM
|
|
by := float64(y) * pixelToMM
|
|
bw := float64(x-runStartX) * pixelToMM
|
|
bh := pixelToMM
|
|
|
|
isSpringRelief := false
|
|
if !curIsInner && bx >= float64(minBX)*pixelToMM-clearance-wt-1.0 && bx <= float64(maxBX)*pixelToMM+clearance+wt+1.0 {
|
|
// Check if the current pixel run constitutes either the left or right clip relief
|
|
pryWMM := 8.0
|
|
by_center := float64(int(boardCenterY/float64(boardCount))) * pixelToMM
|
|
|
|
leftClipX := float64(minBX)*pixelToMM - clearance - wt
|
|
rightClipX := float64(maxBX)*pixelToMM + clearance + wt
|
|
|
|
if by >= by_center-pryWMM/2.0-0.5 && by <= by_center+pryWMM/2.0+0.5 {
|
|
if math.Abs(bx-leftClipX) <= 1.5 || math.Abs(bx-rightClipX) <= 1.5 {
|
|
isSpringRelief = true
|
|
}
|
|
}
|
|
}
|
|
|
|
if curIsInner {
|
|
addBoxAtZ(&encTris, bx, by, trayFloor+snapHeight, bw, bh, totalH-(trayFloor+snapHeight))
|
|
} else {
|
|
if isSpringRelief {
|
|
// For relief wall cut, omit the bottom solid wall material from the tray floor
|
|
addBoxAtZ(&encTris, bx, by, trayFloor+snapHeight+1.0, bw, bh, totalH-(trayFloor+snapHeight+1.0))
|
|
} else if curIsSnap {
|
|
// Snap groove: remove material from (trayFloor+snapHeight-0.7) to (trayFloor+snapHeight-0.1)
|
|
addBoxAtZ(&encTris, bx, by, trayFloor, bw, bh, snapHeight-0.7)
|
|
addBoxAtZ(&encTris, bx, by, trayFloor+snapHeight-0.1, bw, bh, totalH-(trayFloor+snapHeight-0.1))
|
|
} else {
|
|
// Outer wall
|
|
addBoxAtZ(&encTris, bx, by, trayFloor, bw, bh, totalH-trayFloor)
|
|
}
|
|
}
|
|
|
|
runStartX = x
|
|
curIsInner = isInnerWall
|
|
curIsSnap = isSnapGroove
|
|
}
|
|
} else {
|
|
if runStartX != -1 {
|
|
bx := float64(runStartX) * pixelToMM
|
|
by := float64(y) * pixelToMM
|
|
bw := float64(x-runStartX) * pixelToMM
|
|
bh := pixelToMM
|
|
|
|
isSpringRelief := false
|
|
if !curIsInner && bx >= float64(minBX)*pixelToMM-clearance-wt-1.0 && bx <= float64(maxBX)*pixelToMM+clearance+wt+1.0 {
|
|
pryWMM := 8.0
|
|
by_center := float64(int(boardCenterY/float64(boardCount))) * pixelToMM
|
|
|
|
leftClipX := float64(minBX)*pixelToMM - clearance - wt
|
|
rightClipX := float64(maxBX)*pixelToMM + clearance + wt
|
|
|
|
if by >= by_center-pryWMM/2.0-0.5 && by <= by_center+pryWMM/2.0+0.5 {
|
|
if math.Abs(bx-leftClipX) <= 1.5 || math.Abs(bx-rightClipX) <= 1.5 {
|
|
isSpringRelief = true
|
|
}
|
|
}
|
|
}
|
|
|
|
if curIsInner {
|
|
addBoxAtZ(&encTris, bx, by, trayFloor+snapHeight, bw, bh, totalH-(trayFloor+snapHeight))
|
|
} else {
|
|
if isSpringRelief {
|
|
// For relief wall cut, omit the bottom solid wall material from the tray floor
|
|
addBoxAtZ(&encTris, bx, by, trayFloor+snapHeight+1.0, bw, bh, totalH-(trayFloor+snapHeight+1.0))
|
|
} else if curIsSnap {
|
|
addBoxAtZ(&encTris, bx, by, trayFloor, bw, bh, snapHeight-0.7)
|
|
addBoxAtZ(&encTris, bx, by, trayFloor+snapHeight-0.1, bw, bh, totalH-(trayFloor+snapHeight-0.1))
|
|
} else {
|
|
addBoxAtZ(&encTris, bx, by, trayFloor, bw, bh, totalH-trayFloor)
|
|
}
|
|
}
|
|
runStartX = -1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now subtract side cutout regions from the walls
|
|
// For each cutout, we remove wall material in the Z range [cutout.Y, cutout.Y+cutout.H]
|
|
// by NOT generating boxes in that region. Since we already generated full-height walls,
|
|
// we rebuild wall columns where cutouts exist with gaps.
|
|
if len(sideCutouts) > 0 {
|
|
var cutoutEncTris [][3]Point
|
|
for y := 0; y < imgH; y++ {
|
|
runStart := -1
|
|
for x := 0; x <= imgW; x++ {
|
|
isCutWall := false
|
|
if x < imgW {
|
|
idx := y*imgW + x
|
|
isCutWall = wallCutoutMask[idx]
|
|
}
|
|
|
|
if isCutWall {
|
|
if runStart == -1 {
|
|
runStart = x
|
|
}
|
|
} else {
|
|
if runStart != -1 {
|
|
// This run of wall pixels has cutouts — find which cutout
|
|
midX := (runStart + x) / 2
|
|
midIdx := y*imgW + midX
|
|
_ = midIdx
|
|
|
|
// Find the dominant side and cutout for this run
|
|
bx := float64(midX)*pixelToMM + cfg.OutlineBounds.MinX
|
|
by := cfg.OutlineBounds.MaxY - float64(y)*pixelToMM
|
|
|
|
sideNum := -1
|
|
minDist := math.MaxFloat64
|
|
var bestPosAlongSide float64
|
|
for _, bs := range boardSides {
|
|
dx := bs.EndX - bs.StartX
|
|
dy := bs.EndY - bs.StartY
|
|
lenSq := dx*dx + dy*dy
|
|
if lenSq == 0 {
|
|
continue
|
|
}
|
|
t := ((bx-bs.StartX)*dx + (by-bs.StartY)*dy) / lenSq
|
|
tClamp := math.Max(0, math.Min(1, t))
|
|
projX := bs.StartX + tClamp*dx
|
|
projY := bs.StartY + tClamp*dy
|
|
dist := math.Sqrt((bx-projX)*(bx-projX) + (by-projY)*(by-projY))
|
|
if dist < minDist {
|
|
minDist = dist
|
|
sideNum = bs.Num
|
|
bestPosAlongSide = t * bs.Length
|
|
}
|
|
}
|
|
|
|
bx2 := float64(runStart) * pixelToMM
|
|
by2 := float64(y) * pixelToMM
|
|
bw := float64(x-runStart) * pixelToMM
|
|
bh := pixelToMM
|
|
|
|
// Find the matching cutout for this side
|
|
for _, c := range sideCutouts {
|
|
if c.Side != sideNum {
|
|
continue
|
|
}
|
|
|
|
minZ, maxZ := cutoutZBounds(c, bestPosAlongSide)
|
|
minZ += trayFloor + pcbT
|
|
maxZ += trayFloor + pcbT
|
|
|
|
// Wall below cutout: from 0 to minZ
|
|
if minZ > 0.05 {
|
|
addBoxAtZ(&cutoutEncTris, bx2, by2, 0, bw, bh, minZ)
|
|
}
|
|
// Wall above cutout: from maxZ to totalH
|
|
if maxZ < totalH-0.05 {
|
|
addBoxAtZ(&cutoutEncTris, bx2, by2, maxZ, bw, bh, totalH-maxZ)
|
|
}
|
|
break
|
|
}
|
|
runStart = -1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Replace full-height walls with cutout walls
|
|
// First remove the original full-height boxes for cutout pixels
|
|
// (They were already added above, so we need to rebuild)
|
|
// Simpler approach: rebuild encTris without cutout regions, then add partial walls
|
|
var newEncTris [][3]Point
|
|
// Re-generate walls, skipping cutout pixels
|
|
for y := 0; y < imgH; y++ {
|
|
runStart := -1
|
|
for x := 0; x <= imgW; x++ {
|
|
isWallPixel := false
|
|
if x < imgW {
|
|
idx := y*imgW + x
|
|
isWallPixel = wallMask[idx] > clearanceDistPx && wallMask[idx] <= encWallOuterPx && !boardMask[idx] && !wallCutoutMask[idx]
|
|
}
|
|
|
|
if isWallPixel {
|
|
if runStart == -1 {
|
|
runStart = x
|
|
}
|
|
} else {
|
|
if runStart != -1 {
|
|
bx := float64(runStart) * pixelToMM
|
|
by2 := float64(y) * pixelToMM
|
|
bw := float64(x-runStart) * pixelToMM
|
|
bh := pixelToMM
|
|
AddBox(&newEncTris, bx, by2, bw, bh, totalH)
|
|
runStart = -1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Add the partial (cut) wall sections
|
|
newEncTris = append(newEncTris, cutoutEncTris...)
|
|
encTris = newEncTris
|
|
}
|
|
|
|
// Note: We handled pry slots by cropping the wallMask before running the generation.
|
|
|
|
// Lid: cover the entire enclosure footprint at the top
|
|
// Lid pixels = any pixel in wallMask OR clearanceMask OR boardMask
|
|
// Subtract courtyard regions (component footprints) from the lid
|
|
fmt.Println("Generating lid...")
|
|
|
|
// Build courtyard cutout mask using flood-fill
|
|
courtyardMask := buildCutoutMask(courtyardImg, imgW, imgH, true) // flood-fill closed outlines
|
|
if courtyardImg != nil {
|
|
cutoutCount := 0
|
|
for _, v := range courtyardMask {
|
|
if v {
|
|
cutoutCount++
|
|
}
|
|
}
|
|
fmt.Printf("Courtyard cutout (flood-filled): %d pixels\n", cutoutCount)
|
|
}
|
|
|
|
// Build soldermask cutout mask (direct pixel match, no flood-fill)
|
|
soldermaskMask := buildCutoutMask(soldermaskImg, imgW, imgH, false)
|
|
if soldermaskImg != nil {
|
|
cutoutCount := 0
|
|
for _, v := range soldermaskMask {
|
|
if v {
|
|
cutoutCount++
|
|
}
|
|
}
|
|
fmt.Printf("Soldermask cutout: %d pixels\n", cutoutCount)
|
|
}
|
|
|
|
// Combined cutout: union of courtyard (filled) and soldermask
|
|
combinedCutout := make([]bool, size)
|
|
for i := 0; i < size; i++ {
|
|
combinedCutout[i] = courtyardMask[i] || soldermaskMask[i]
|
|
}
|
|
|
|
for y := 0; y < imgH; y++ {
|
|
runStart := -1
|
|
for x := 0; x <= imgW; x++ {
|
|
isLidPixel := false
|
|
if x < imgW {
|
|
idx := y*imgW + x
|
|
inFootprint := (wallMask[idx] >= 0 && wallMask[idx] <= encWallOuterPx) || boardMask[idx]
|
|
// Cut lid where combined cutout exists inside the board area
|
|
isCutout := combinedCutout[idx] && boardMask[idx]
|
|
isLidPixel = inFootprint && !isCutout
|
|
}
|
|
|
|
if isLidPixel {
|
|
if runStart == -1 {
|
|
runStart = x
|
|
}
|
|
} else {
|
|
if runStart != -1 {
|
|
bx := float64(runStart) * pixelToMM
|
|
by := float64(y) * pixelToMM
|
|
bw := float64(x-runStart) * pixelToMM
|
|
bh := pixelToMM
|
|
addBoxAtZ(&encTris, bx, by, totalH-lidThick, bw, bh, lidThick)
|
|
runStart = -1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// (Peg calculations moved above)
|
|
|
|
// ==========================================
|
|
// TRAY (bottom — conforms to board shape)
|
|
// ==========================================
|
|
fmt.Println("Generating edge-cut conforming tray...")
|
|
|
|
for y := 0; y < imgH; y++ {
|
|
runStartX := -1
|
|
curIsWall := false
|
|
for x := 0; x <= imgW; x++ {
|
|
isTrayFloor := false
|
|
isTrayWall := false
|
|
if x < imgW {
|
|
idx := y*imgW + x
|
|
if !pegMask[idx] {
|
|
dist := wallMask[idx]
|
|
// Tray Floor covers everything up to encWallOuterPx
|
|
if (dist >= 0 && dist <= encWallOuterPx) || boardMask[idx] {
|
|
isTrayFloor = true
|
|
}
|
|
// Tray Wall goes from clearance to trayWallOuterPx
|
|
if dist > clearanceDistPx && dist <= trayWallOuterPx && !boardMask[idx] {
|
|
isTrayWall = true
|
|
}
|
|
}
|
|
}
|
|
|
|
if isTrayFloor {
|
|
if runStartX == -1 {
|
|
runStartX = x
|
|
curIsWall = isTrayWall
|
|
} else if isTrayWall != curIsWall {
|
|
bx := float64(runStartX) * pixelToMM
|
|
by := float64(y) * pixelToMM
|
|
bw := float64(x-runStartX) * pixelToMM
|
|
bh := pixelToMM
|
|
|
|
addBoxAtZ(&trayTris, bx, by, 0, bw, bh, trayFloor)
|
|
|
|
wallBase := trayFloor
|
|
wallH := snapHeight
|
|
|
|
// Evaluate cutout limits if this pixel run falls into a cutout mask
|
|
isCutout := false
|
|
for testX := runStartX; testX < x; testX++ {
|
|
if wallCutoutMask[y*imgW+testX] {
|
|
isCutout = true
|
|
break
|
|
}
|
|
}
|
|
|
|
if isCutout && len(sideCutouts) > 0 {
|
|
midX := (runStartX + x) / 2
|
|
bxMid := float64(midX)*pixelToMM + cfg.OutlineBounds.MinX
|
|
byMid := cfg.OutlineBounds.MaxY - float64(y)*pixelToMM
|
|
|
|
sideNum := -1
|
|
minDist := math.MaxFloat64
|
|
var bestPosAlongSide float64
|
|
for _, bs := range boardSides {
|
|
dx := bs.EndX - bs.StartX
|
|
dy := bs.EndY - bs.StartY
|
|
lenSq := dx*dx + dy*dy
|
|
if lenSq == 0 {
|
|
continue
|
|
}
|
|
t := ((bxMid-bs.StartX)*dx + (byMid-bs.StartY)*dy) / lenSq
|
|
tClamp := math.Max(0, math.Min(1, t))
|
|
projX := bs.StartX + tClamp*dx
|
|
projY := bs.StartY + tClamp*dy
|
|
dist := math.Sqrt((bxMid-projX)*(bxMid-projX) + (byMid-projY)*(byMid-projY))
|
|
if dist < minDist {
|
|
minDist = dist
|
|
sideNum = bs.Num
|
|
bestPosAlongSide = t * bs.Length
|
|
}
|
|
}
|
|
|
|
for _, c := range sideCutouts {
|
|
if c.Side == sideNum {
|
|
minZ, _ := cutoutZBounds(c, bestPosAlongSide)
|
|
minZ += trayFloor + pcbT
|
|
|
|
// Tray wall goes up to trayFloor + snapHeight. If minZ is lower, truncate it.
|
|
if minZ < trayFloor+wallH {
|
|
wallH = minZ - trayFloor
|
|
if wallH < 0 {
|
|
wallH = 0
|
|
}
|
|
}
|
|
break
|
|
}
|
|
}
|
|
}
|
|
|
|
if curIsWall && wallH > 0.05 {
|
|
addBoxAtZ(&trayTris, bx, by, wallBase, bw, bh, wallH)
|
|
}
|
|
|
|
runStartX = x
|
|
curIsWall = isTrayWall
|
|
}
|
|
} else {
|
|
if runStartX != -1 {
|
|
bx := float64(runStartX) * pixelToMM
|
|
by := float64(y) * pixelToMM
|
|
bw := float64(x-runStartX) * pixelToMM
|
|
bh := pixelToMM
|
|
|
|
addBoxAtZ(&trayTris, bx, by, 0, bw, bh, trayFloor)
|
|
|
|
wallBase := trayFloor
|
|
wallH := snapHeight
|
|
|
|
// Evaluate cutout limits if this pixel run falls into a cutout mask
|
|
isCutout := false
|
|
for testX := runStartX; testX < x; testX++ {
|
|
if wallCutoutMask[y*imgW+testX] {
|
|
isCutout = true
|
|
break
|
|
}
|
|
}
|
|
|
|
if isCutout && len(sideCutouts) > 0 {
|
|
midX := (runStartX + x) / 2
|
|
bxMid := float64(midX)*pixelToMM + cfg.OutlineBounds.MinX
|
|
byMid := cfg.OutlineBounds.MaxY - float64(y)*pixelToMM
|
|
|
|
sideNum := -1
|
|
minDist := math.MaxFloat64
|
|
var bestPosAlongSide float64
|
|
for _, bs := range boardSides {
|
|
dx := bs.EndX - bs.StartX
|
|
dy := bs.EndY - bs.StartY
|
|
lenSq := dx*dx + dy*dy
|
|
if lenSq == 0 {
|
|
continue
|
|
}
|
|
t := ((bxMid-bs.StartX)*dx + (byMid-bs.StartY)*dy) / lenSq
|
|
tClamp := math.Max(0, math.Min(1, t))
|
|
projX := bs.StartX + tClamp*dx
|
|
projY := bs.StartY + tClamp*dy
|
|
dist := math.Sqrt((bxMid-projX)*(bxMid-projX) + (byMid-projY)*(byMid-projY))
|
|
if dist < minDist {
|
|
minDist = dist
|
|
sideNum = bs.Num
|
|
bestPosAlongSide = t * bs.Length
|
|
}
|
|
}
|
|
|
|
for _, c := range sideCutouts {
|
|
if c.Side == sideNum {
|
|
minZ, _ := cutoutZBounds(c, bestPosAlongSide)
|
|
minZ += trayFloor + pcbT
|
|
|
|
if minZ < trayFloor+wallH {
|
|
wallH = minZ - trayFloor
|
|
if wallH < 0 {
|
|
wallH = 0
|
|
}
|
|
}
|
|
break
|
|
}
|
|
}
|
|
}
|
|
|
|
if curIsWall && wallH > 0.05 {
|
|
addBoxAtZ(&trayTris, bx, by, wallBase, bw, bh, wallH)
|
|
}
|
|
runStartX = -1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add Pry Clips to the Tray to sit under the Enclosure Pry Slots
|
|
if boardCount > 0 {
|
|
pryWMM := 8.0
|
|
pryDMM := 1.0
|
|
clipH := 0.8
|
|
|
|
leftX := float64(minBX)*pixelToMM - clearance - wt
|
|
rightX := float64(maxBX)*pixelToMM + clearance + wt
|
|
by_center := float64(int(boardCenterY/float64(boardCount))) * pixelToMM
|
|
|
|
// Z coordinates: trayFloor + snapHeight - clipH ensures the clip finishes flush with the top of the tray wall
|
|
addBoxAtZ(&trayTris, leftX-pryDMM, by_center-pryWMM/2.0, trayFloor+snapHeight-clipH, pryDMM, pryWMM, clipH)
|
|
addBoxAtZ(&trayTris, rightX, by_center-pryWMM/2.0, trayFloor+snapHeight-clipH, pryDMM, pryWMM, clipH)
|
|
}
|
|
|
|
_ = math.Pi // keep math import for Phase 2 cylindrical pegs
|
|
|
|
// Shift meshes to origin so the exported STL is centered
|
|
offsetX := float64(imgW) * pixelToMM / 2.0
|
|
offsetY := float64(imgH) * pixelToMM / 2.0
|
|
|
|
for i := range encTris {
|
|
for j := 0; j < 3; j++ {
|
|
encTris[i][j].X -= offsetX
|
|
encTris[i][j].Y -= offsetY
|
|
}
|
|
}
|
|
for i := range trayTris {
|
|
for j := 0; j < 3; j++ {
|
|
trayTris[i][j].X -= offsetX
|
|
trayTris[i][j].Y -= offsetY
|
|
}
|
|
}
|
|
|
|
return &EnclosureResult{
|
|
EnclosureTriangles: encTris,
|
|
TrayTriangles: trayTris,
|
|
}
|
|
}
|
|
|
|
// addBoxAtZ creates a box at a specific Z offset
|
|
func addBoxAtZ(triangles *[][3]Point, x, y, z, w, h, zHeight float64) {
|
|
x0, y0 := x, y
|
|
x1, y1 := x+w, y+h
|
|
z0, z1 := z, z+zHeight
|
|
|
|
p000 := Point{x0, y0, z0}
|
|
p100 := Point{x1, y0, z0}
|
|
p110 := Point{x1, y1, z0}
|
|
p010 := Point{x0, y1, z0}
|
|
p001 := Point{x0, y0, z1}
|
|
p101 := Point{x1, y0, z1}
|
|
p111 := Point{x1, y1, z1}
|
|
p011 := Point{x0, y1, z1}
|
|
|
|
addQuad := func(a, b, c, d Point) {
|
|
*triangles = append(*triangles, [3]Point{a, b, c})
|
|
*triangles = append(*triangles, [3]Point{c, d, a})
|
|
}
|
|
|
|
addQuad(p000, p010, p110, p100) // Bottom
|
|
addQuad(p101, p111, p011, p001) // Top
|
|
addQuad(p000, p100, p101, p001) // Front
|
|
addQuad(p100, p110, p111, p101) // Right
|
|
addQuad(p110, p010, p011, p111) // Back
|
|
addQuad(p010, p000, p001, p011) // Left
|
|
}
|
|
|
|
// buildCutoutMask creates a boolean mask from an image.
|
|
// If floodFill is true, it flood-fills from the edges to find closed regions.
|
|
func buildCutoutMask(img image.Image, w, h int, floodFill bool) []bool {
|
|
size := w * h
|
|
mask := make([]bool, size)
|
|
|
|
if img == nil {
|
|
return mask
|
|
}
|
|
|
|
// First: build raw pixel mask from the image
|
|
bounds := img.Bounds()
|
|
rawPixels := make([]bool, size)
|
|
for y := 0; y < h && y < bounds.Max.Y; y++ {
|
|
for x := 0; x < w && x < bounds.Max.X; x++ {
|
|
r, g, b, _ := img.At(x+bounds.Min.X, y+bounds.Min.Y).RGBA()
|
|
gray := color.GrayModel.Convert(color.NRGBA{uint8(r >> 8), uint8(g >> 8), uint8(b >> 8), 255}).(color.Gray)
|
|
if gray.Y > 128 {
|
|
rawPixels[y*w+x] = true
|
|
}
|
|
}
|
|
}
|
|
|
|
if !floodFill {
|
|
// Direct mode: raw pixels are the mask
|
|
return rawPixels
|
|
}
|
|
|
|
// Flood-fill mode: fill from edges to find exterior, invert to get interiors
|
|
// Exterior = everything reachable from edges without crossing a white pixel
|
|
exterior := floodFillExterior(rawPixels, w, h)
|
|
|
|
// Interior = NOT exterior AND NOT raw pixel (the outline itself)
|
|
// Actually, interior = NOT exterior (includes both outline pixels and filled regions)
|
|
for i := 0; i < size; i++ {
|
|
mask[i] = !exterior[i]
|
|
}
|
|
|
|
return mask
|
|
}
|
|
|
|
// floodFillExterior marks all pixels reachable from the image edges
|
|
// without crossing a white (true) pixel as exterior
|
|
func floodFillExterior(pixels []bool, w, h int) []bool {
|
|
size := w * h
|
|
exterior := make([]bool, size)
|
|
|
|
// BFS queue starting from all edge pixels that are not white
|
|
queue := make([]int, 0, w*2+h*2)
|
|
|
|
for x := 0; x < w; x++ {
|
|
// Top edge
|
|
if !pixels[x] {
|
|
exterior[x] = true
|
|
queue = append(queue, x)
|
|
}
|
|
// Bottom edge
|
|
idx := (h-1)*w + x
|
|
if !pixels[idx] {
|
|
exterior[idx] = true
|
|
queue = append(queue, idx)
|
|
}
|
|
}
|
|
for y := 0; y < h; y++ {
|
|
// Left edge
|
|
idx := y * w
|
|
if !pixels[idx] {
|
|
exterior[idx] = true
|
|
queue = append(queue, idx)
|
|
}
|
|
// Right edge
|
|
idx = y*w + (w - 1)
|
|
if !pixels[idx] {
|
|
exterior[idx] = true
|
|
queue = append(queue, idx)
|
|
}
|
|
}
|
|
|
|
// BFS
|
|
for len(queue) > 0 {
|
|
cur := queue[0]
|
|
queue = queue[1:]
|
|
|
|
x := cur % w
|
|
y := cur / w
|
|
|
|
for _, d := range [][2]int{{-1, 0}, {1, 0}, {0, -1}, {0, 1}} {
|
|
nx, ny := x+d[0], y+d[1]
|
|
if nx >= 0 && nx < w && ny >= 0 && ny < h {
|
|
ni := ny*w + nx
|
|
if !exterior[ni] && !pixels[ni] {
|
|
exterior[ni] = true
|
|
queue = append(queue, ni)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return exterior
|
|
}
|
|
|
|
// cutoutZBounds calculates the accurate Z bounds taking into account corner radii
|
|
func cutoutZBounds(c SideCutout, posAlongSide float64) (float64, float64) {
|
|
minZ := c.Y
|
|
maxZ := c.Y + c.Height
|
|
|
|
if c.CornerRadius > 0 {
|
|
r := c.CornerRadius
|
|
localX := posAlongSide - c.X
|
|
|
|
if localX < r {
|
|
dx := r - localX
|
|
dy := r - math.Sqrt(math.Max(0, r*r-dx*dx))
|
|
minZ += dy
|
|
maxZ -= dy
|
|
} else if localX > c.Width-r {
|
|
dx := localX - (c.Width - r)
|
|
dy := r - math.Sqrt(math.Max(0, r*r-dx*dx))
|
|
minZ += dy
|
|
maxZ -= dy
|
|
}
|
|
}
|
|
return minZ, maxZ
|
|
}
|