Optimize testCourtyardClearances when moving a board.
CPU usage: 86% -> 33% See https://gitlab.com/kicad/code/kicad/-/issues/18148
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@ -32,6 +32,19 @@
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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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// 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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}
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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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@ -44,29 +57,31 @@ void DRC_INTERACTIVE_COURTYARD_CLEARANCE::testCourtyardClearances()
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// No courtyards defined and no hole testing against other footprint's courtyards
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continue;
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BOX2I frontBBox = frontA.BBoxFromCaches();
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BOX2I backBBox = backA.BBoxFromCaches();
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BOX2I frontABBox = frontA.BBoxFromCaches();
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BOX2I backABBox = backA.BBoxFromCaches();
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frontBBox.Inflate( m_largestCourtyardClearance );
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backBBox.Inflate( m_largestCourtyardClearance );
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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( FOOTPRINT* fpB : m_FpInMove )
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for( size_t inMoveId = 0; inMoveId < m_FpInMove.size(); inMoveId++ )
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{
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BOX2I fpBBBox = fpB->GetBoundingBox();
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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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DRC_CONSTRAINT constraint;
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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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if( frontA.OutlineCount() > 0 && frontB.OutlineCount() > 0
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&& frontBBox.Intersects( frontB.BBoxFromCaches() ) )
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&& frontABBox.Intersects( frontBBBox ) )
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{
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// Currently, do not use DRC engine for calculation time reasons
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// constraint = m_drcEngine->EvalRules( COURTYARD_CLEARANCE_CONSTRAINT, fpA, fpB, B_Cu );
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// DRC_CONSTRAINT constraint = m_drcEngine->EvalRules( COURTYARD_CLEARANCE_CONSTRAINT, fpA, fpB, B_Cu );
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// constraint.GetValue().Min();
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clearance = 0;
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@ -78,10 +93,10 @@ void DRC_INTERACTIVE_COURTYARD_CLEARANCE::testCourtyardClearances()
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}
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if( backA.OutlineCount() > 0 && backB.OutlineCount() > 0
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&& backBBox.Intersects( backB.BBoxFromCaches() ) )
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&& backABBox.Intersects( backBBBox ) )
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{
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// Currently, do not use DRC engine for calculation time reasons
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// constraint = m_drcEngine->EvalRules( COURTYARD_CLEARANCE_CONSTRAINT, fpA, fpB, B_Cu );
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// DRC_CONSTRAINT constraint = m_drcEngine->EvalRules( COURTYARD_CLEARANCE_CONSTRAINT, fpA, fpB, B_Cu );
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// constraint.GetValue().Min();
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clearance = 0;
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@ -100,8 +115,8 @@ void DRC_INTERACTIVE_COURTYARD_CLEARANCE::testCourtyardClearances()
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if( pad->HasHole() )
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{
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std::shared_ptr<SHAPE_SEGMENT> hole = pad->GetEffectiveHoleShape();
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const SHAPE_POLY_SET& front = footprint->GetCourtyard( F_CrtYd );
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const SHAPE_POLY_SET& back = footprint->GetCourtyard( B_CrtYd );
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const SHAPE_POLY_SET& front = footprint->GetCachedCourtyard( F_CrtYd );
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const SHAPE_POLY_SET& back = footprint->GetCachedCourtyard( B_CrtYd );
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if( front.OutlineCount() > 0 && front.Collide( hole.get(), 0 ) )
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return true;
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@ -114,8 +129,8 @@ void DRC_INTERACTIVE_COURTYARD_CLEARANCE::testCourtyardClearances()
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bool skipNextCmp = false;
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if( ( frontA.OutlineCount() > 0 && frontA.BBoxFromCaches().Intersects( fpBBBox ) )
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|| ( backA.OutlineCount() > 0 && backA.BBoxFromCaches().Intersects( fpBBBox ) ) )
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if( ( frontA.OutlineCount() > 0 && frontABBox.Intersects( fpBBBox ) )
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|| ( backA.OutlineCount() > 0 && backABBox.Intersects( fpBBBox ) ) )
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{
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for( const PAD* padB : fpB->Pads() )
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{
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@ -132,8 +147,8 @@ void DRC_INTERACTIVE_COURTYARD_CLEARANCE::testCourtyardClearances()
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if( skipNextCmp )
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continue; // fpA and fpB are already in list
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if( ( frontB.OutlineCount() > 0 && frontB.BBoxFromCaches().Intersects( fpABBox ) )
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|| ( backB.OutlineCount() > 0 && backB.BBoxFromCaches().Intersects( fpABBox ) ) )
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if( ( frontB.OutlineCount() > 0 && frontBBBox.Intersects( fpABBox ) )
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|| ( backB.OutlineCount() > 0 && backBBBox.Intersects( fpABBox ) ) )
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{
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for( const PAD* padA : fpA->Pads() )
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{
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@ -2838,6 +2838,12 @@ const SHAPE_POLY_SET& FOOTPRINT::GetCourtyard( PCB_LAYER_ID aLayer ) const
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const_cast<FOOTPRINT*>( this )->BuildCourtyardCaches();
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}
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return GetCachedCourtyard( aLayer );
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}
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const SHAPE_POLY_SET& FOOTPRINT::GetCachedCourtyard( PCB_LAYER_ID aLayer ) const
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{
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if( IsBackLayer( aLayer ) )
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return m_courtyard_cache_back;
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else
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@ -948,6 +948,13 @@ public:
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*/
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const SHAPE_POLY_SET& GetCourtyard( PCB_LAYER_ID aLayer ) const;
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/**
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* Return the cached courtyard area. No checks are performed.
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*
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* @return the cached courtyard polygon.
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*/
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const SHAPE_POLY_SET& GetCachedCourtyard( PCB_LAYER_ID aLayer ) const;
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/**
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* Build complex polygons of the courtyard areas from graphic items on the courtyard layers.
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*
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