Optimize testCourtyardClearances when moving footprints (33%->0.69%)
Check bounding boxes without hidden text first before trying to check courtyards.
See https://gitlab.com/kicad/code/kicad/-/issues/18148
(cherry picked from commit 4bf8ed32cd
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@ -33,23 +33,29 @@
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void DRC_INTERACTIVE_COURTYARD_CLEARANCE::testCourtyardClearances()
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{
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std::vector<BOX2I> fpBBBoxes( m_FpInMove.size() );
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std::vector<BOX2I> frontBBBoxes( m_FpInMove.size() );
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std::vector<BOX2I> backBBBoxes( m_FpInMove.size() );
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BOX2I movingBBox;
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// GetCourtyard updates courtyard caches if needed
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for( size_t i = 0; i < m_FpInMove.size(); i++ )
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{
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FOOTPRINT* fpB = m_FpInMove[i];
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fpBBBoxes[i] = fpB->GetBoundingBox();
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frontBBBoxes[i] = fpB->GetCourtyard( F_CrtYd ).BBoxFromCaches();
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backBBBoxes[i] = fpB->GetCourtyard( B_CrtYd ).BBoxFromCaches();
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BOX2I bbox = fpB->GetBoundingBox( true, false );
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movingBBox.Merge( bbox );
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fpBBBoxes[i] = bbox;
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}
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movingBBox.Inflate( m_largestCourtyardClearance );
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for( FOOTPRINT* fpA: m_board->Footprints() )
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{
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if( fpA->IsSelected() )
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continue;
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BOX2I fpABBox = fpA->GetBoundingBox( true, false );
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if( !movingBBox.Intersects( fpABBox ) )
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continue;
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const SHAPE_POLY_SET& frontA = fpA->GetCourtyard( F_CrtYd );
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const SHAPE_POLY_SET& backA = fpA->GetCourtyard( B_CrtYd );
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@ -63,19 +69,19 @@ void DRC_INTERACTIVE_COURTYARD_CLEARANCE::testCourtyardClearances()
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frontABBox.Inflate( m_largestCourtyardClearance );
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backABBox.Inflate( m_largestCourtyardClearance );
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BOX2I fpABBox = fpA->GetBoundingBox();
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for( size_t inMoveId = 0; inMoveId < m_FpInMove.size(); inMoveId++ )
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{
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FOOTPRINT* fpB = m_FpInMove[inMoveId];
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const SHAPE_POLY_SET& frontB = fpB->GetCachedCourtyard( F_CrtYd );
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const SHAPE_POLY_SET& backB = fpB->GetCachedCourtyard( B_CrtYd );
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const BOX2I fpBBBox = fpBBBoxes[inMoveId];
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const BOX2I frontBBBox = frontBBBoxes[inMoveId];
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const BOX2I backBBBox = backBBBoxes[inMoveId];
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int clearance;
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int actual;
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VECTOR2I pos;
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const SHAPE_POLY_SET& frontB = fpB->GetCourtyard( F_CrtYd );
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const SHAPE_POLY_SET& backB = fpB->GetCourtyard( B_CrtYd );
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const BOX2I fpBBBox = fpBBBoxes[inMoveId];
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const BOX2I frontBBBox = frontB.BBoxFromCaches();
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const BOX2I backBBBox = backB.BBoxFromCaches();
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int clearance;
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int actual;
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VECTOR2I pos;
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if( frontA.OutlineCount() > 0 && frontB.OutlineCount() > 0
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&& frontABBox.Intersects( frontBBBox ) )
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@ -983,9 +983,7 @@ const BOX2I FOOTPRINT::GetBoundingBox() const
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const BOX2I FOOTPRINT::GetBoundingBox( bool aIncludeText, bool aIncludeInvisibleText ) const
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{
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std::vector<PCB_TEXT*> texts;
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const BOARD* board = GetBoard();
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bool isFPEdit = board && board->IsFootprintHolder();
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if( board )
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{
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@ -1006,6 +1004,9 @@ const BOX2I FOOTPRINT::GetBoundingBox( bool aIncludeText, bool aIncludeInvisible
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}
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}
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std::vector<PCB_TEXT*> texts;
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bool isFPEdit = board && board->IsFootprintHolder();
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BOX2I bbox( m_pos );
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bbox.Inflate( pcbIUScale.mmToIU( 0.25 ) ); // Give a min size to the bbox
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