555 lines
13 KiB
Go
555 lines
13 KiB
Go
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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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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type Point struct {
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X, Y, Z float64
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}
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func WriteSTL(filename string, triangles [][3]Point) error {
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f, err := os.Create(filename)
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if err != nil {
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return err
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}
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defer f.Close()
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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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// 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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}
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return nil
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}
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func AddBox(triangles *[][3]Point, x, y, w, h, zHeight float64) {
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x0, y0 := x, y
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x1, y1 := x+w, y+h
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z0, z1 := 0.0, zHeight
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p000 := Point{x0, y0, z0}
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p100 := Point{x1, y0, z0}
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p110 := Point{x1, y1, z0}
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p010 := Point{x0, y1, z0}
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p001 := Point{x0, y0, z1}
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p101 := Point{x1, y0, z1}
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p111 := Point{x1, y1, z1}
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p011 := Point{x0, y1, z1}
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addQuad := func(a, b, c, d Point) {
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*triangles = append(*triangles, [3]Point{a, b, c})
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*triangles = append(*triangles, [3]Point{c, d, a})
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}
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addQuad(p000, p010, p110, p100) // Bottom
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addQuad(p101, p111, p011, p001) // Top
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addQuad(p000, p100, p101, p001) // Front
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addQuad(p100, p110, p111, p101) // Right
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addQuad(p110, p010, p011, p111) // Back
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addQuad(p010, p000, p001, p011) // Left
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}
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// --- Meshing Logic (Optimized) ---
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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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// 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 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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// 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
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stripLen := x - startX
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AddBox(
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&triangles,
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float64(startX)*PixelToMM,
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float64(y)*PixelToMM,
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float64(stripLen)*PixelToMM,
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PixelToMM,
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currentHeight,
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)
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startX = x
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currentHeight = h
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}
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} else {
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if startX != -1 {
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// End of strip, generate box
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stripLen := x - startX
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AddBox(
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&triangles,
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float64(startX)*PixelToMM,
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float64(y)*PixelToMM,
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float64(stripLen)*PixelToMM,
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PixelToMM,
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currentHeight,
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)
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startX = -1
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currentHeight = 0.0
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}
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}
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}
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if startX != -1 {
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stripLen := width - startX
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AddBox(
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&triangles,
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float64(startX)*PixelToMM,
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float64(y)*PixelToMM,
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float64(stripLen)*PixelToMM,
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PixelToMM,
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currentHeight,
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)
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}
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}
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return triangles
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}
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// --- Main ---
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func main() {
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flag.Float64Var(&StencilHeight, "height", 0.2, "Stencil height in mm")
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flag.Float64Var(&WallHeight, "wall-height", 2.0, "Wall height in mm")
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flag.Float64Var(&WallThickness, "wall-thickness", 1, "Wall thickness in mm")
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flag.Float64Var(&DPI, "dpi", 1000.0, "DPI for rendering (lower = smaller file, rougher curves)")
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flag.BoolVar(&KeepPNG, "keep-png", false, "Save intermediate PNG file")
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flag.Parse()
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// Update PixelToMM based on DPI flag
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PixelToMM = 25.4 / DPI
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args := flag.Args()
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if len(args) < 1 {
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fmt.Println("Usage: go run main.go [options] <path_to_gerber_file> [path_to_outline_gerber_file]")
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fmt.Println("Options:")
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flag.PrintDefaults()
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fmt.Println("Example: go run main.go -height=0.3 MyPCB.GTP MyPCB.GKO")
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os.Exit(1)
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}
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gerberPath := args[0]
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var outlinePath string
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if len(args) > 1 {
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outlinePath = args[1]
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}
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outputPath := strings.TrimSuffix(gerberPath, filepath.Ext(gerberPath)) + ".stl"
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// 1. Parse Gerber(s)
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fmt.Printf("Parsing %s...\n", gerberPath)
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gf, err := ParseGerber(gerberPath)
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if err != nil {
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log.Fatalf("Error parsing gerber: %v", err)
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}
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var outlineGf *GerberFile
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if outlinePath != "" {
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fmt.Printf("Parsing outline %s...\n", outlinePath)
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outlineGf, err = ParseGerber(outlinePath)
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if err != nil {
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log.Fatalf("Error parsing outline gerber: %v", err)
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}
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}
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// 2. Calculate Union Bounds
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bounds := gf.CalculateBounds()
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if outlineGf != nil {
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outlineBounds := outlineGf.CalculateBounds()
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if outlineBounds.MinX < bounds.MinX {
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bounds.MinX = outlineBounds.MinX
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}
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if outlineBounds.MinY < bounds.MinY {
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bounds.MinY = outlineBounds.MinY
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}
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if outlineBounds.MaxX > bounds.MaxX {
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bounds.MaxX = outlineBounds.MaxX
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}
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if outlineBounds.MaxY > bounds.MaxY {
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bounds.MaxY = outlineBounds.MaxY
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}
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}
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// Expand bounds to accommodate wall thickness and prevent clipping
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// We add WallThickness + extra margin to all sides
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margin := WallThickness + 5.0 // mm
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bounds.MinX -= margin
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bounds.MinY -= margin
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bounds.MaxX += margin
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bounds.MaxY += margin
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// 3. Render to Image(s)
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fmt.Println("Rendering to internal image...")
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img := gf.Render(DPI, &bounds)
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var outlineImg image.Image
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if outlineGf != nil {
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fmt.Println("Rendering outline to internal image...")
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outlineImg = outlineGf.Render(DPI, &bounds)
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}
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if KeepPNG {
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pngPath := strings.TrimSuffix(gerberPath, filepath.Ext(gerberPath)) + ".png"
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fmt.Printf("Saving intermediate PNG to %s...\n", pngPath)
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f, err := os.Create(pngPath)
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if err != nil {
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log.Printf("Warning: Could not create PNG file: %v", err)
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} else {
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if err := png.Encode(f, img); err != nil {
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log.Printf("Warning: Could not encode PNG: %v", err)
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}
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f.Close()
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}
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if outlineImg != nil {
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outlinePngPath := strings.TrimSuffix(gerberPath, filepath.Ext(gerberPath)) + "_outline.png"
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fmt.Printf("Saving intermediate Outline PNG to %s...\n", outlinePngPath)
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f, err := os.Create(outlinePngPath)
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if err != nil {
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log.Printf("Warning: Could not create Outline PNG file: %v", err)
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} else {
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if err := png.Encode(f, outlineImg); err != nil {
|
|
log.Printf("Warning: Could not encode Outline PNG: %v", err)
|
|
}
|
|
f.Close()
|
|
}
|
|
}
|
|
}
|
|
|
|
// 4. Generate Mesh
|
|
fmt.Println("Generating mesh (this may take 10-20 seconds for large boards)...")
|
|
triangles := GenerateMeshFromImages(img, outlineImg)
|
|
|
|
// 5. Save STL
|
|
fmt.Printf("Saving to %s (%d triangles)...\n", outputPath, len(triangles))
|
|
err = WriteSTL(outputPath, triangles)
|
|
if err != nil {
|
|
log.Fatalf("Error writing STL: %v", err)
|
|
}
|
|
|
|
fmt.Println("Success! Happy printing.")
|
|
}
|