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
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.如何判断除毛刺孔是加1个还是2个呢?
在PCB行业工程加除毛刺孔是加1个孔还是2个孔,没有太明确的定义,只要满足毛刺去除即可.
我们先看下面这个示例(采用此加1个除毛刺孔,会呈现此效果,2边削切宽度不一样)为了防止此切削宽度不一致现象,所以需采用增加2个除毛刺孔。
这边测试后得出一个判断条件(但不一定适合所有工厂),加1个除毛刺孔条件需满足: (1.槽半径小于三分之二大圆半径时,增加1个毛刺孔 2.槽宽>=0.8mm,增加1个毛刺孔),否则需加2个毛刺孔
三.连孔加除毛刺孔实现原理
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.加1 个孔
2.加2个孔
四.C#简易代码实现:
1.加除毛刺孔代码
#region 加除毛刺孔 mcdrl
gLayer glayer = g.getFEATURES($"{"drl"}", g.STEP, g.JOB, "mm", true);
gP hole = glayer.Plist[];
gL line = glayer.Llist[];
gA arc = calc2.p_2A(hole);
List<gP> gpList = calc2.l2a_IntersectHole(line, arc,1.3,0.076);
addCOM.pad(gpList);
#endregion
2.计算函数
/// <summary>
/// 求线段与弧2个交点
/// </summary>
/// <param name="L1"></param>
/// <param name="L2"></param>
/// <param name="HoleScale">当加1个孔时 是开口宽度1.3倍</param>
/// <param name="CutInner">切入板内0.05mm</param>
/// <returns></returns>
public List<gP> l2a_IntersectHole(gL l, gA a, double HoleScale = 1.3, double CutInner = 0.05)
{
List<gP> gpList = new List<gP>();
double Lwidth = l.width * 0.001;
gL lineL, lineR;
l_offset(l, Lwidth * 0.5, out lineL, out lineR);
gPoint gpL = new gPoint();
gPoint gpR = new gPoint();
int isIntersectL = , isIntersectR = ;
double A_Radius = p2p_di(a.pc, a.ps);
gL l1 = l2a_Intersect(lineL, a, ref gpL, ref isIntersectL);
gL l2 = l2a_Intersect(lineR, a, ref gpR, ref isIntersectR);
gL gpL1 = new gL(l1.ps, l2.ps, );
double gpL1di = l_Length(gpL1);
gL gpL2 = new gL(l1.pe, l2.pe, );
double gpL2di = l_Length(gpL2);
if (isIntersectL + isIntersectR < )
gpL1di = ;
//钻1个孔条件
if (gpL1di < A_Radius * 0.667 && gpL1di >= 0.8) //当小于Slot槽宽要小于0.667倍大圆半径,且Slot槽需大于0.8
{
if (p2p_di(lineL.ps, a.pc) >= A_Radius && p2p_di(lineR.ps, a.pc) >= A_Radius)
{
double Hole_Radius = ((int)(Math.Ceiling(((gpL1di + CutInner) * HoleScale * ) / )) * ) * 0.0005;
gP gpL1P = l2a_CentereExtend(gpL1, a, Hole_Radius - CutInner);
gpList.Add(new gP(gpL1P.p, (Hole_Radius) * ));
}
if (p2p_di(lineL.pe, a.pc) >= A_Radius && p2p_di(lineR.pe, a.pc) >= A_Radius)
{
double Hole_Radius = ((int)(Math.Ceiling(((gpL2di + CutInner) * HoleScale * ) / )) * ) * 0.0005;
gP gpL2P = l2a_CentereExtend(gpL2, a, Hole_Radius - CutInner);
gpList.Add(new gP(gpL2P.p, (Hole_Radius) * ));
}
}
else //钻2个孔
{
double Radius = (isIntersectL + isIntersectR < ) ? Lwidth * 0.5 : gpL1di * 0.5;
double multiLval = multi(lineL.ps, lineL.pe, a.pc);
double multiRval = multi(lineR.ps, lineR.pe, a.pc);
bool isSameSide = (multiLval >= && multiRval >= ) || (multiLval <= && multiRval <= );
int line1L_Position = , line1R_Position = ; ;
if (isSameSide)
{
if (Math.Abs(multiLval) > Math.Abs(multiRval))
line1R_Position = ;
else
line1L_Position = ;
}
if (isIntersectL == )
{
gL_di line1L = l2a__Round(lineL, a, 0.05, 0.5, , line1L_Position);
if (line1L.isIntersect)
{
gPoint pointLP1 = p_val_ang(line1L.pc, Radius - CutInner, line1L.ang_direction);
gpList.Add(new gP(pointLP1, Radius * ));
}
gL_di line1R = l2a__Round(lineL, a, 0.05, 0.5, , line1L_Position);
if (line1R.isIntersect)
{
gPoint pointLP2 = p_val_ang(line1R.pc, Radius - CutInner, line1R.ang_direction);
gpList.Add(new gP(pointLP2, Radius * ));
}
}
if (isIntersectR == )
{
gL_di line2L = l2a__Round(lineR, a, 0.05, 0.5, , line1R_Position);
if (line2L.isIntersect)
{
gPoint pointRP3 = p_val_ang(line2L.pc, Radius - CutInner, line2L.ang_direction);
gpList.Add(new gP(pointRP3, Radius * ));
}
gL_di line2R = l2a__Round(lineR, a, 0.05, 0.5, , line1R_Position);
if (line2R.isIntersect)
{
gPoint pointRP4 = p_val_ang(line2R.pc, Radius - CutInner, line2R.ang_direction);
gpList.Add(new gP(pointRP4, Radius * ));
}
}
}
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_ + );
left_l.pe = p_val_ang(l.pe, offset_val, angle_ + );
rithg_l.ps = p_val_ang(l.ps, offset_val, angle_ - );
rithg_l.pe = p_val_ang(l.pe, offset_val, angle_ - );
}
/// <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>
/// 求线段与弧2个交点
/// </summary>
/// <param name="l"></param>
/// <param name="a"></param>
/// <param name="gp">垂足</param>
/// <param name="isIntersectType">1本身相交 0本身不相交 (相对于圆而言)</param>
/// <returns></returns>
public gL l2a_Intersect(gL l, gA a, ref gPoint gp, ref int isIntersectType)
{
gp = p2l_toP(a.pc, l);
double pc2gpDi = p2p_di(gp, a.pc);
double Radius = p2p_di(a.pc, a.ps);
isIntersectType = Radius >= pc2gpDi ? : ;
double val = Math.Sqrt(Math.Pow(Radius, ) - Math.Pow(pc2gpDi, ));
double ang = p_ang(gp, l.ps);
bool isIsNaN = false;
if (double.IsNaN(ang))
{
isIsNaN = true;
ang = p_ang(gp, l.pe);
}
gPoint leftP = p_val_ang(gp, val, ang);
gPoint rightP = p_val_ang(gp, val, ang - );
if (isIsNaN)
return new gL(rightP, leftP, );
else
return new gL(leftP, rightP, );
}
/// <summary>
/// 求线Line长度
/// </summary>
/// <param name="l"></param>
/// <param name="is_calc_width"></param>
/// <returns></returns>
public double l_Length(gL l, bool is_calc_width = false)
{
if (is_calc_width)
return Math.Sqrt((l.ps.x - l.pe.x) * (l.ps.x - l.pe.x) + (l.ps.y - l.pe.y) * (l.ps.y - l.pe.y)) + l.width / ;
else
return Math.Sqrt((l.ps.x - l.pe.x) * (l.ps.x - l.pe.x) + (l.ps.y - l.pe.y) * (l.ps.y - l.pe.y));
}
/// <summary>
/// 求叉积 判断【点P与线L】位置关系【小于0】在右边 【大于0】在左边 【等于0】共线
/// </summary>
/// <param name="ps"></param>
/// <param name="pe"></param>
/// <param name="p"></param>
/// <returns>【小于0】在右边 【大于0】在左边 【等于0】共线</returns>
public double multi(gPoint ps, gPoint pe, gPoint p)
{
return ((ps.x - p.x) * (pe.y - p.y) - (pe.x - p.x) * (ps.y - p.y));
}
/// <summary>
/// 求线段与弧段倒圆角 //2个交点时处理 相交时检测最近点所有位置 孔大于开口处理 孔小于开口处理
/// </summary>
/// <param name="l"></param>
/// <param name="a"></param>
/// <param name="Radius">内角孔 半径 </param>
/// <param name="tolerance">连接位公差 暂先忽略</param>
/// <param name="l2aType">【0】 自动选取最近点 【1】左(垂足点到PC) 【2】右(垂足点到PC) </param>
/// <param name="l2aPosition">【0】 自动选取最长线段为夹角 【1】圆内,近芯 【2】圆外,近芯 【3】圆外,远芯 【4】圆内,远芯 </param>
/// <returns></returns>
public gL_di l2a__Round(gL l, gA a, double Radius, double tolerance = 0.5, int l2aTypeLR = , int l2aPosition = )
{
gL_di gldi = new gL_di();
d1 calc1 = new d1();
gPoint gp = p2l_toP(a.pc, l);
double ang = p_ang(gp, a.pc);
double aRdi = p2p_di(a.pc, a.ps);
double gp2pcDi = p2p_di(gp, a.pc);
gPoint gpMin = new gPoint(); //由于会产生2个交点,取最近一个交点
double val = ; //弦长 的一半
bool isDisjoint = false;
if (aRdi > gp2pcDi) //线在弧内
{
//求交点
val = Math.Sqrt(Math.Pow(p2p_di(a.pc, a.ps), ) - Math.Pow(p2p_di(gp, a.pc), ));
gPoint leftP = p_val_ang(gp, val, ang + );
gPoint rightP = p_val_ang(gp, val, ang - );
//sxi 2018-9-11 此判断通地最近距离判断最近交点 不太准确,后续修正
if (l2aTypeLR == )
gpMin = leftP;
else if (l2aTypeLR == )
gpMin = rightP;
else
{
if ((p2p_di(leftP, a.ps) + p2p_di(leftP, a.pe) > p2p_di(rightP, a.ps) + p2p_di(rightP, a.pe)))
{
gpMin = rightP;
l2aTypeLR = ;
}
else
{
gpMin = leftP;
l2aTypeLR = ;
}
}
}
else//线在弧外
{
isDisjoint = true;
gpMin = gp;
if (multi(gp, a.pc, l.ps) + multi(gp, a.pc, l.pe) > )
{
l2aTypeLR = ;
}
else
{
l2aTypeLR = ;
}
} gldi.pc = gpMin;
int Lindex = p2p_di_minP(gpMin, l.ps, l.pe);
int Aindex = p2p_di_minP(gpMin, a.ps, a.pe);
if (Lindex == )
{
gldi.p1 = l.ps;
gldi.p1_Ptype = Ptype.ps;
}
else if (Lindex == )
{
gldi.p1 = l.pe;
gldi.p1_Ptype = Ptype.pe;
}
if (Aindex == )
{
gldi.p2 = a.ps;
gldi.p2_Ptype = Ptype.ps;
}
else if (Aindex == )
{
gldi.p2 = a.pe;
gldi.p2_Ptype = Ptype.pe;
}
if (l2aPosition == )
l2aPosition = ; //求弧
if (!isDisjoint) //线在弧内
{
if (l2aPosition == ) // 左上↖
val = Math.Sqrt(Math.Pow(p2p_di(a.pc, a.ps) - Radius, ) - Math.Pow(p2p_di(gp, a.pc) - Radius, ));
else if (l2aPosition == ) //右上↗
val = Math.Sqrt(Math.Pow(p2p_di(a.pc, a.ps) + Radius, ) - Math.Pow(p2p_di(gp, a.pc) - Radius, ));
else if (l2aPosition == ) //右下↘
val = Math.Sqrt(Math.Pow(p2p_di(a.pc, a.ps) + Radius, ) - Math.Pow(p2p_di(gp, a.pc) + Radius, ));
else if (l2aPosition == ) //左下↙
val = Math.Sqrt(Math.Pow(p2p_di(a.pc, a.ps) - Radius, ) - Math.Pow(p2p_di(gp, a.pc) + Radius, ));
}
else
{
val = Math.Sqrt(Math.Pow(p2p_di(a.pc, a.ps) + Radius, ) - Math.Pow(p2p_di(gp, a.pc) - Radius, ));
l2aPosition = ;
} double angTB = ang;
gL gl;
if ((l2aPosition == ) || (l2aPosition == )) //线外
{
angTB = p_ang_invert(ang);
gl = p_val_angL(gp, Radius, angTB, val * );
gPoint gpTemp = gl.ps;
gl.ps = gl.pe;
gl.pe = gpTemp;
}
else
{
gl = p_val_angL(gp, Radius, angTB, val * );
} gPoint gpPc = (l2aTypeLR == ) ? gl.pe : gl.ps;
double angL = p_ang(a.pc, gpPc);
if ((l2aPosition == ) || (l2aPosition == ) || isDisjoint) //圆外
{
angL = p_ang_invert(angL);
}
gA ga = new gA();
ga.pc = gpPc;
if (l2aTypeLR == ) //右
{
gPoint maxP = multi(gp, a.pc, l.ps) < multi(gp, a.pc, l.pe) ? l.ps : l.pe;
double lineRdi = p2p_di(a.pc, maxP);
gldi.isIntersect = lineRdi > aRdi; //不包含线在圆外检测判断 if (((l2aPosition == ) || (l2aPosition == )) && !isDisjoint)
{
ga.ps = p_val_ang(gpPc, Radius, angL);//弧切点
ga.pe = p_val_ang(gp, val, ang - );//线切点
}
else
{
ga.ps = p_val_ang(gp, val, ang - );//线切点
ga.pe = p_val_ang(gpPc, Radius, angL);//弧切点
}
}
else if (l2aTypeLR == )//左
{
gPoint maxP = multi(gp, a.pc, l.ps) > multi(gp, a.pc, l.pe) ? l.ps : l.pe;
double lineRdi = p2p_di(a.pc, maxP);
gldi.isIntersect = lineRdi > aRdi;//不包含线在圆外检测判断
if (((l2aPosition == ) || (l2aPosition == )) && !isDisjoint)
{
ga.ps = p_val_ang(gp, val, ang + ); //线切点
ga.pe = p_val_ang(gpPc, Radius, angL);//弧切点
}
else
{
ga.ps = p_val_ang(gpPc, Radius, angL);//弧切点
ga.pe = p_val_ang(gp, val, ang + ); //线切点
}
}
gldi.a = ga;
gldi.State = ; ; //线段 目前仅支持:线在弧内,弧段与线间距不检测
return gldi;
}
/// <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 / );
pe.y = ps.y + val * Math.Sin(ang_direction * Math.PI / );
return pe;
}
/// <summary>
/// 弦长不变,更新新圆半径,并求出新圆中心点
/// </summary>
/// <param name="l">弦长</param>
/// <param name="a">圆弧</param>
/// <param name="Cval">新圆半径</param>
/// <returns></returns>
public gP l2a_CentereExtend(gL l, gA a, double Cval)
{
double gpdi = l_Length(l);
gPoint gpcenter = l_centerP(l);
double gpang = p_ang(gpcenter, a.pc);
double A_Radius = p2p_di(a.pc, a.ps);
double Bval = (gpdi * 0.5);
double Aval = Math.Sqrt(Cval * Cval - Bval * Bval);
gPoint gpPoint = p_val_ang(gpcenter, Aval, gpang);
return new gP(gpPoint, Cval * );
}
3.Point,PAD;Line;Arc数据结构
/// <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 = ;
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;
}
}
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
六.实现效果