PCB genesis连孔加除毛刺孔(槽孔与槽孔)实现方法

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 一.为什么 连孔加除毛刺孔

        原因是 PCB板材中含有玻璃纤维, 毛刺产生位置在于2个孔相交位置,由于此处钻刀受力不均导致纤维切削不断形成毛刺 ,为了解决这个问题:在钻完2个连孔后,在相交处再钻一个孔,并钻进去一点(常规进去1-2mil),这样就可以将纤维毛刺去除 (没找到SLOT槽与SLOT槽的实物图.就用SLOT槽与圆孔吧,产生毛刺效果也是一样的)

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  PCB同行业毛刺问题处理办法 钻孔孔内毛刺问题分析改善报告

二.如何判断除毛刺孔加多少个?    

     在PCB行业工程加除毛刺孔加多少个也没有太明确的定义,只要满足毛刺去除即可.

     这里我们把相交的SLOT槽分为2类,一类是十字形,另一类是T型,分别用实际的案例做以说明.

     1.十字型交叉SLOT槽:

           实例1:十字槽 加1个孔 需满足2点需求
           P1到P3 两点距离 与 P2与P4 两点距离相等
           P1与P2 两点距离 与 P2与P3两点距离相差<0.5mm   

          技术分享图片

           实例2:十字槽 加2个孔或4个孔, 需满足1点需求
          P1到P3 两点距离 与 P2与P4 两点距离相等

         技术分享图片

          实例3:十字槽 加3个孔或4个孔,不满足以下条件时
          P1到P3 两点距离 与 P2与P4 两点距离相等
          P1与P2 两点距离 与 P2与P3两点距离相差<0.5mm

          技术分享图片

            失效实例:十字槽钻1个孔失效案例

           技术分享图片

      2.T字型交叉SLOT槽:

           实例1: T字槽 加1个孔, 需满足以下条件时
         (W1 * 0.5 + W1 * 0.707) < W2

             技术分享图片

            实例2:T字槽 加2个孔, 不满足以下条件时
           (W1 * 0.5 + W1 * 0.707) < W2

              技术分享图片

 

三.连孔加除毛刺孔实现关键需求出参数

   除毛刺孔,这里列举几个关键参数,如下图所示(因为求解的参数太多,画图不好呈现,具体请看下方的代码)

    1.T字型槽加1个孔

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    2.T字型槽加2个孔

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   3.十字型槽加孔和T字型加孔类型,具体看下方代码

四.C#简易代码实现:

1.加除毛刺孔代码

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           #region 加除毛刺孔  mcdrl  
            gLayer glayer = g.getFEATURES($"{"drl"}", g.STEP, g.JOB, "mm", true);
            gL line1 = glayer.Llist[0];
            gL line2 = glayer.Llist[1];
            List<gP> gpList = calc2.l2l_IntersectHole(line1, line2, 0.05);
            addCOM.pad(gpList);
            #endregion
View Code

2.计算函数

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    /// <summary>
        /// 线段与线段(2个SLOT槽相交) 加除毛刺孔
        /// </summary>
        /// <param name="l1"></param>
        /// <param name="l2"></param>
        /// <param name="CutInner">切入值</param>
        /// <returns></returns>
        public List<gP> l2l_IntersectHole(gL l1, gL l2, double CutInner = 0.05)
        {
            add addCOM = new add();
            List<gP> gpList = new List<gP>();
            gL l1_L, l1_R, l2_L, l2_R;
            int jd1Type = 0, jd2Type = 0, jd3Type = 0, jd4Type = 0;
            gPoint jdP1, jdP2, jdP3, jdP4;
            double ang1, ang2, ang3, ang4;
            gPoint HoleP1, HoleP2, HoleP3, HoleP4;
            if (multi(l1.ps, l1.pe, l2.ps) < 0 && multi(l1.ps, l1.pe, l2.pe) > 0)
            {
                gL tempL = l1;
                l1 = l2;
                l2 = tempL;
            }
            double l1Rval = l1.width * 0.0005;
            double l2Rval = l2.width * 0.0005;
            double Rval = l1Rval > l2Rval ? l2Rval : l1Rval;
            double Hole_Radius = Rval;
            double HoleSize = Hole_Radius * 2;
            l_offset(l1, l1Rval, out l1_L, out l1_R);
            l_offset(l2, l2Rval, out l2_L, out l2_R);
            jdP1 = l2l_Intersect(l1_L, l2_R, ref jd1Type);
            jdP2 = l2l_Intersect(l1_L, l2_L, ref jd2Type);
            jdP3 = l2l_Intersect(l1_R, l2_L, ref jd3Type);
            jdP4 = l2l_Intersect(l1_R, l2_R, ref jd4Type);
            jd1Type = jd1Type < 0 ? 0 : jd1Type;
            jd2Type = jd2Type < 0 ? 0 : jd2Type;
            jd3Type = jd3Type < 0 ? 0 : jd3Type;
            jd4Type = jd4Type < 0 ? 0 : jd4Type;
            if ((jd1Type + jd2Type + jd3Type + jd4Type) == 4) //产生4个交点
            {
                if (Math.Abs(p2p_di(jdP1, jdP3) - p2p_di(jdP2, jdP4)) < 0.01) //4个交点且交错交点相等时  加1个孔
                {
                    if (Math.Abs(p2p_di(jdP1, jdP2) - p2p_di(jdP2, jdP3)) < 0.51) //4个交点且2条槽宽相差小于0.5mm  加1个孔
                    {
                        gPoint PointCenter = p2p_centerP(jdP1, jdP3);
                        Hole_Radius = p2p_di(PointCenter, jdP1) + CutInner;
                        HoleSize = ((int)(Math.Ceiling((Hole_Radius * 2 * 1000) / 50)) * 50) * 0.001; ;
                        gpList.Add(new gP(PointCenter, HoleSize * 1000));
                        return gpList;
                    }
                }
            }
            if ((jd1Type + jd2Type + jd3Type + jd4Type) == 2) //产生2个交点
            {
                //P2    P3
                //P1    P4
                gPoint LineCenter = new gPoint();
                double AngDirdction = 0;
                double ValDirdction = 0;
                double ValR = 0;
                double Lwidth = 0;
                if (jd1Type + jd2Type == 2)
                {
                    LineCenter = p2p_centerP(jdP1, jdP2);
                    AngDirdction = p_ang(LineCenter, l1_R);
                    ValDirdction = p2p_di(jdP1, jdP2) * 0.5;
                    ValR = ValDirdction * 1.4142136;
                    Lwidth = l1Rval * 2;
                }
                if (jd2Type + jd3Type == 2)
                {
                    LineCenter = p2p_centerP(jdP2, jdP3);
                    AngDirdction = p_ang(LineCenter, l2_R);
                    ValDirdction = p2p_di(jdP2, jdP3) * 0.5;
                    ValR = ValDirdction * 1.4142136;
                    Lwidth = l2Rval * 2;
                }
                if (jd3Type + jd4Type == 2)
                {
                    LineCenter = p2p_centerP(jdP3, jdP4);
                    AngDirdction = p_ang(LineCenter, l1_L);
                    ValDirdction = p2p_di(jdP3, jdP4) * 0.5;
                    ValR = ValDirdction * 1.4142136;
                    Lwidth = l1Rval * 2;
                }
                if (jd4Type + jd1Type == 2)
                {
                    LineCenter = p2p_centerP(jdP4, jdP1);
                    AngDirdction = p_ang(LineCenter, l2_L);
                    ValDirdction = p2p_di(jdP4, jdP1) * 0.5;
                    ValR = ValDirdction * 1.4142136;
                    Lwidth = l2Rval * 2;
                }
                Hole_Radius = ValR + CutInner;
                HoleSize = ((int)(Math.Ceiling((Hole_Radius * 2 * 1000) / 50)) * 50) * 0.001;
                Hole_Radius = HoleSize * 0.5;
                double diffVal = Hole_Radius - (ValR + CutInner);
                if (diffVal > 0)
                {
                    ValDirdction = Math.Sqrt(Math.Pow((ValR + diffVal), 2) - Math.Pow((ValDirdction), 2));
                }
                if ((ValDirdction + Hole_Radius - 0.1) < Lwidth) //2个交点且正交时  加1个孔
                {

                    gPoint PointCenter = p_val_ang(LineCenter, ValDirdction, AngDirdction);
                    gpList.Add(new gP(PointCenter, HoleSize * 1000));
                    return gpList;
                }
            }

            //当不满足条件的,全按一个交点加一个孔的方式处理
            HoleSize = ((int)(Math.Ceiling((Rval * 2 * 1000) / 50)) * 50) * 0.001;
            Hole_Radius = HoleSize * 0.5;
            ang1 = a_AngleCenter_dirdction(jdP2, jdP1, jdP4);
            ang2 = a_AngleCenter_dirdction(jdP3, jdP2, jdP1);
            ang3 = p_ang_invert(ang1);
            ang4 = p_ang_invert(ang2);
            HoleP1 = p_val_ang(jdP1, Hole_Radius - CutInner, ang1);
            HoleP2 = p_val_ang(jdP2, Hole_Radius - CutInner, ang2);
            HoleP3 = p_val_ang(jdP3, Hole_Radius - CutInner, ang3);
            HoleP4 = p_val_ang(jdP4, Hole_Radius - CutInner, ang4);
            if (jd1Type == 1)
                gpList.Add(new gP(HoleP1, HoleSize * 1000));
            if (jd2Type == 1)
                gpList.Add(new gP(HoleP2, HoleSize * 1000));
            if (jd3Type == 1)
                gpList.Add(new gP(HoleP3, HoleSize * 1000));
            if (jd4Type == 1)
                gpList.Add(new gP(HoleP4, HoleSize * 1000));
            return gpList;
        }
     /// <summary>
        /// 线Line偏移  out 左与右偏移线Line
        /// </summary>
        /// <param name="l"></param>
        /// <param name="offset_val">偏移数值</param>
        /// <param name="left_l">out 左偏移线L</param>
        /// <param name="rithg_l">out 右偏移线L</param>
        public void l_offset(gL l, double offset_val, out gL left_l, out gL rithg_l)
        {
            left_l = l;
            rithg_l = l;
            double angle_ = p_ang(l.ps, l.pe);
            left_l.ps = p_val_ang(l.ps, offset_val, angle_ + 90);
            left_l.pe = p_val_ang(l.pe, offset_val, angle_ + 90);
            rithg_l.ps = p_val_ang(l.ps, offset_val, angle_ - 90);
            rithg_l.pe = p_val_ang(l.pe, offset_val, angle_ - 90);
        }
        /// <summary>
        /// 求方位角
        /// </summary>
        /// <param name="ps"></param>
        /// <param name="pe"></param>
        /// <returns></returns>
        public double p_ang(gPoint ps, gPoint pe)
        {
            double a_ang = Math.Atan((pe.y - ps.y) / (pe.x - ps.x)) / Math.PI * 180;
            //象限角  转方位角   计算所属象限   并求得方位角
            if (pe.x >= ps.x && pe.y >= ps.y)  //↗    第一象限
            {
                return a_ang;
            }
            else if (!(pe.x >= ps.x) && pe.y >= ps.y)  // ↖   第二象限
            {
                return a_ang + 180;
            }
            else if (!(pe.x >= ps.x) && !(pe.y >= ps.y))  //↙   第三象限
            {
                return a_ang + 180;
            }
            else if (pe.x >= ps.x && !(pe.y >= ps.y))  // ↘   第四象限
            {
                return a_ang + 360;
            }
            else
            {
                return a_ang;
            }
        }//求方位角
        /// <summary>
        /// 求增量坐标
        /// </summary>
        /// <param name="ps">起点</param>
        /// <param name="val">增量值</param>
        /// <param name="ang_direction">角度</param>
        /// <returns></returns>
        public gPoint p_val_ang(gPoint ps, double val, double ang_direction)
        {
            gPoint pe;
            pe.x = ps.x + val * Math.Cos(ang_direction * Math.PI / 180);
            pe.y = ps.y + val * Math.Sin(ang_direction * Math.PI / 180);
            return pe;
        }
        /// <summary>
        /// 求线段与线段相交点    (线段与线段相差微小距离误差无法可控  之前测试有发现后来没发现了,有待验证)
        /// </summary>
        /// <param name="L1"></param>
        /// <param name="L2"></param>
        /// <param name="isIntersectType">0平行无交点  1本身相交  -1本身不相交(但延长相交)</param>
        /// <returns></returns>
        public gPoint l2l_Intersect(gL L1, gL L2, ref int isIntersectType)
        {
            return l2l_Intersect(L1.ps, L1.pe, L2.ps, L2.pe, ref isIntersectType);
        }
        /// <summary>
        /// 求线段与线段相交点        (线段与线段相差微小距离误差无法可控  之前测试有发现后来没发现了,有待验证)
        /// </summary>
        /// <param name="l1ps"></param>
        /// <param name="l1pe"></param>
        /// <param name="l2ps"></param>
        /// <param name="l2pe"></param>
        /// <param name="isIntersectType">0平行无交点  1本身相交  -1本身不相交(但延长相交)</param>
        /// <returns></returns>
        public gPoint l2l_Intersect(gPoint l1ps, gPoint l1pe, gPoint l2ps, gPoint l2pe, ref int isIntersectType)
        {
            gL L1 = new gL(l1ps, l1pe, 0);
            gL L2 = new gL(l2ps, l2pe, 0);
            gPoint tempP = new gPoint();
            double ABC, ABD, CDA, CDB, T;
            //面积符号相同则两点在线段同侧,不相交 (对点在线段上的情况,本例当作不相交处理)
            ABC = (L1.ps.x - L2.ps.x) * (L1.pe.y - L2.ps.y) - (L1.ps.y - L2.ps.y) * (L1.pe.x - L2.ps.x);
            ABD = (L1.ps.x - L2.pe.x) * (L1.pe.y - L2.pe.y) - (L1.ps.y - L2.pe.y) * (L1.pe.x - L2.pe.x);
            CDA = (L2.ps.x - L1.ps.x) * (L2.pe.y - L1.ps.y) - (L2.ps.y - L1.ps.y) * (L2.pe.x - L1.ps.x);  // 三角形cda 面积的2倍 // 注意: 这里有一个小优化.不需要再用公式计算面积,而是通过已知的三个面积加减得出.
            CDB = CDA + ABC - ABD;  // 三角形cdb 面积的2倍
            if (Math.Abs(ABC - ABD) <= 0.000001)
            {
                isIntersectType = 0; //平行
                return tempP;
            }
            else
            {
                if ((CDA * CDB <= 0.000001) && (ABC * ABD <= 0.000001))  //本身相交
                {
                    isIntersectType = 1;
                }
                else
                {
                    isIntersectType = -1;  //延长相交
                }
            }

            //计算交点
            T = CDA / (ABD - ABC);
            tempP.x = L1.ps.x + T * (L1.pe.x - L1.ps.x);
            tempP.y = L1.ps.y + T * (L1.pe.y - L1.ps.y);
            return tempP;
        }
        /// <summary>
        /// 返回两点之间欧氏距离
        /// </summary>
        /// <param name="p1"></param>
        /// <param name="p2"></param>
        /// <returns></returns>
        public double p2p_di(gPoint p1, gPoint p2)
        {
            return Math.Sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y));
        }
        /// <summary>
        /// 求点到点  中心点P
        /// </summary>
        /// <param name="l"></param>
        /// <returns></returns>
        public gPoint p2p_centerP(gPoint p1, gPoint p2)
        {
            gPoint tempP;
            tempP.x = (p1.x + p2.x) * 0.5;
            tempP.y = (p1.y + p2.y) * 0.5;
            return tempP;
        }
        /// <summary>
        /// 求增量坐标
        /// </summary>
        /// <param name="ps">起点</param>
        /// <param name="val">增量值</param>
        /// <param name="ang_direction">角度</param>
        /// <returns></returns>
        public gPoint p_val_ang(gPoint ps, double val, double ang_direction)
        {
            gPoint pe;
            pe.x = ps.x + val * Math.Cos(ang_direction * Math.PI / 180);
            pe.y = ps.y + val * Math.Sin(ang_direction * Math.PI / 180);
            return pe;
        }
        /// <summary>
        /// 求弧Arc  弧中心方位角
        /// </summary>
        /// <param name="ps"></param>
        /// <param name="pc"></param>
        /// <param name="pe"></param>
        /// <param name="ccw"></param>
        /// <returns></returns>
        public double a_AngleCenter_dirdction(gPoint ps, gPoint pc, gPoint pe, bool ccw = false)
        {
            double angle_s, angle_e, angle_sum, center_dirdction;
            if (ccw)
            {
                angle_s = p_ang(pc, pe);
                angle_e = p_ang(pc, ps);
            }
            else
            {
                angle_s = p_ang(pc, ps);
                angle_e = p_ang(pc, pe);
            }
            if (angle_s == 360) { angle_s = 0; }
            if (angle_e >= angle_s)
            {
                angle_sum = 360 - (angle_e - angle_s);
                center_dirdction = (angle_s + angle_e) * 0.5 + 180;
            }
            else
            {
                angle_sum = angle_s - angle_e;
                center_dirdction = (angle_s + angle_e) * 0.5;
            }
            if (center_dirdction > 360) { center_dirdction = center_dirdction - 360; }
            return center_dirdction;
        }
        /// <summary>
        /// 求反方位角
        /// </summary>
        /// <param name="ang_direction"></param>
        /// <returns></returns>
        public double p_ang_invert(double ang_direction)//求反方位角
        {
            if (ang_direction >= 180)
                return ang_direction - 180;
            else
                return ang_direction + 180;
        }
View Code

3.Point,PAD;Line;Arc数据结构

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    /// <summary>
    /// Line 数据类型
    /// </summary>
    public struct gL
    {
        public gL(double ps_x, double ps_y, double pe_x, double pe_y, double width_)
        {
            this.ps = new gPoint(ps_x, ps_y);
            this.pe = new gPoint(pe_x, pe_y);
            this.negative = false;
            this.symbols = "r";
            this.attribut = string.Empty;
            this.width = width_;
        }
        public gL(gPoint ps_, gPoint pe_, double width_)
        {
            this.ps = ps_;
            this.pe = pe_;
            this.negative = false;
            this.symbols = "r";
            this.attribut = string.Empty;
            this.width = width_;
        }
        public gL(gPoint ps_, gPoint pe_, string symbols_, double width_)
        {
            this.ps = ps_;
            this.pe = pe_;
            this.negative = false;
            this.symbols = symbols_;
            this.attribut = string.Empty;
            this.width = width_;
        }
        public gPoint ps;
        public gPoint pe;
        public bool negative;//polarity-- positive  negative
        public string symbols;
        public string attribut;
        public double width;
        public static gL operator +(gL l1, gPoint move_p)
        {
            l1.ps += move_p;
            l1.pe += move_p;
            return l1;
        }
        public static gL operator +(gL l1, gP move_p)
        {
            l1.ps += move_p.p;
            l1.pe += move_p.p;
            return l1;
        }
        public static gL operator -(gL l1, gPoint move_p)
        {
            l1.ps -= move_p;
            l1.pe -= move_p;
            return l1;
        }
        public static gL operator -(gL l1, gP move_p)
        {
            l1.ps -= move_p.p;
            l1.pe -= move_p.p;
            return l1;
        }
    }
    /// <summary>
    /// ARC 数据类型
    /// </summary>
    public struct gA
    {
        public gA(double ps_x, double ps_y, double pc_x, double pc_y, double pe_x, double pe_y, double width_, bool ccw_)
        {
            this.ps = new gPoint(ps_x, ps_y);
            this.pc = new gPoint(pc_x, pc_y);
            this.pe = new gPoint(pe_x, pe_y);
            this.negative = false;
            this.ccw = ccw_;
            this.symbols = "r";
            this.attribut = string.Empty;
            this.width = width_;
        }
        public gA(gPoint ps_, gPoint pc_, gPoint pe_, double width_, bool ccw_ = false)
        {
            this.ps = ps_;
            this.pc = pc_;
            this.pe = pe_;
            this.negative = false;
            this.ccw = ccw_;
            this.symbols = "r";
            this.attribut = string.Empty;
            this.width = width_;
        }
        public gPoint ps;
        public gPoint pe;
        public gPoint pc;
        public bool negative;//polarity-- positive  negative
        public bool ccw; //direction-- cw ccw
        public string symbols;
        public string attribut;
        public double width;
        public static gA operator +(gA arc1, gPoint move_p)
        {
            arc1.ps += move_p;
            arc1.pe += move_p;
            arc1.pc += move_p;
            return arc1;
        }
        public static gA operator +(gA arc1, gP move_p)
        {
            arc1.ps += move_p.p;
            arc1.pe += move_p.p;
            arc1.pc += move_p.p;
            return arc1;
        }
        public static gA operator -(gA arc1, gPoint move_p)
        {
            arc1.ps -= move_p;
            arc1.pe -= move_p;
            arc1.pc -= move_p;
            return arc1;
        }
        public static gA operator -(gA arc1, gP move_p)
        {
            arc1.ps -= move_p.p;
            arc1.pe -= move_p.p;
            arc1.pc -= move_p.p;
            return arc1;
        }
    }
    /// <summary>
    /// PAD  数据类型
    /// </summary>
    public struct gP
    {
        public gP(double x_val, double y_val, double width_)
        {
            this.p = new gPoint(x_val, y_val);
            this.negative = false;
            this.angle = 0;
            this.mirror = false;
            this.symbols = "r";
            this.attribut = string.Empty;
            this.width = width_;
        }
        public gPoint p;
        public bool negative;//polarity-- positive  negative
        public double angle;
        public bool mirror;
        public string symbols;
        public string attribut;
        public double width;
        public static gP operator +(gP p1, gP p2)
        {
            p1.p += p2.p;
            return p1;
        }
        public static gP operator -(gP p1, gP p2)
        {
            p1.p -= p2.p;
            return p1;
        }
    }
    /// <summary>
    /// 点  数据类型 (XY)
    /// </summary>
    public struct gPoint
    {
        public gPoint(gPoint p_)
        {
            this.x = p_.x;
            this.y = p_.y;
        }
        public gPoint(double x_val, double y_val)
        {
            this.x = x_val;
            this.y = y_val;
        }
        public double x;
        public double y;
        public static gPoint operator +(gPoint p1, gPoint p2)
        {
            p1.x += p2.x;
            p1.y += p2.y;
            return p1;
        }
        public static gPoint operator -(gPoint p1, gPoint p2)
        {
            p1.x -= p2.x;
            p1.y -= p2.y;
            return p1;
        }
    }
View Code

五.在Genesis或Incam中如何判断是否为连孔

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

技术分享图片

技术分享图片

六.实现效果

技术分享图片

 

 








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