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Mon, 11 Jan 2016 03:53:43 -0800 (PST) | |
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Date: | Mon, 11 Jan 2016 11:53:43 +0000 |
Message-ID: | <CAJXU7q_oS9pym87fHjNgJeKH+XOMBOJP9hXjC7Lg88ZiXN483g@mail.gmail.com> |
Subject: | Re: [geda-user] Primitive electrical types --> layers |
From: | "Peter Clifton (petercjclifton AT googlemail DOT com) [via geda-user AT delorie DOT com]" <geda-user AT delorie DOT com> |
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--089e0149d164ba86b505290d96c1 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: quoted-printable On 11 Jan 2016 11:44, "Chris Smith (space DOT dandy AT icloud DOT com) [via geda-user AT delorie DOT com]" <geda-user AT delorie DOT com> wrote: > Out of curiosity, why bother with any other types of drawing primitive than polygons made up of bezier curves? Surely at the scale we=E2=80=99re = talking about (nanometers) even traces are just polygons with predominantly parallel edges. Wouldn=E2=80=99t it simplify the library functions if we j= ust had to handle interactions between polygons, and make things like trace endings (rounded, square, teardrop) easier? In theory that is a nice idea, and one which often comes to mind when we consider DRC and other operations which act upon the geometery. In reality, the polygon processing isn't as robust as we'd need, can be quite slow and underlying it, people will expect to draw tracks from either line segments or poly curves (depending on the package). At the design stage, CSG 2D geometery (adding / subtracting primitive shapes) is still the norm. Perhaps at some point we will move to a more generic geometery model for aspects of the processing. Things like gcode export etc... Would be better served by exact outline models of the boolean sum of our CSG primitives. Peter > > Chris > =E2=80=94 > Chris Smith <space DOT dandy AT icloud DOT com> > > > --089e0149d164ba86b505290d96c1 Content-Type: text/html; charset=UTF-8 Content-Transfer-Encoding: quoted-printable <p dir=3D"ltr"><br> On 11 Jan 2016 11:44, "Chris Smith (<a href=3D"mailto:space DOT dandy AT iclo= ud.com">space DOT dandy AT icloud DOT com</a>) [via <a href=3D"mailto:geda-user AT delori= e.com">geda-user AT delorie DOT com</a>]" <<a href=3D"mailto:geda-user AT del= orie.com">geda-user AT delorie DOT com</a>> wrote:</p> <p dir=3D"ltr">> Out of curiosity, why bother with any other types of dr= awing primitive than polygons made up of bezier curves?=C2=A0 Surely at the= scale we=E2=80=99re talking about (nanometers) even traces are just polygo= ns with predominantly parallel edges.=C2=A0 Wouldn=E2=80=99t it simplify th= e library functions if we just had to handle interactions between polygons,= and make things like trace endings (rounded, square, teardrop) easier?</p> <p dir=3D"ltr">In theory that is a nice idea, and one which often comes to = mind when we consider DRC and other operations which act upon the geometery= .</p> <p dir=3D"ltr">In reality, the polygon processing isn't as robust as we= 'd need, can be quite slow and underlying it, people will expect to dra= w tracks from either line segments or poly curves (depending on the package= ).</p> <p dir=3D"ltr">At the design stage, CSG 2D geometery (adding / subtracting = primitive shapes) is still the norm.</p> <p dir=3D"ltr">Perhaps at some point we will move to a more generic geomete= ry model for aspects of the processing. Things like gcode export etc... Wou= ld be better served by exact outline models of the boolean sum of our CSG p= rimitives.</p> <p dir=3D"ltr">Peter</p> <p dir=3D"ltr">><br> > Chris<br> > =E2=80=94<br> > Chris Smith <<a href=3D"mailto:space DOT dandy AT icloud DOT com">space.dandy@= icloud.com</a>><br> ><br> ><br> ><br> </p> --089e0149d164ba86b505290d96c1--
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