The INT_MAX limit for most elements makes sense only for single-segment,
straight line elements. For elements that accumulate lengths, we should
utilize the long long int (64 bits) to allow for greater lengths.
Fixes: lp:1842367
* https://bugs.launchpad.net/kicad/+bug/1842367
1) Intermediate states might be self-intersecting, and we shouldn't
be policing our users on what order to do things in
2) The polygon might already be self-intersecting, at which point we're
preventing the user from fixing it.
Also includes better const management for SHAPE_POLY_SET API.
Fixes: lp:1833831
* https://bugs.launchpad.net/kicad/+bug/1833831
It was calculating the bounding box twice (and failing to honour
the accuracy parameter on the bounding box test).
Worse, constructing the bounding box is about the same speed as
the rigorous test, so it never improves things.
Sometimes we want to inflate a polygon without adding rounded edges.
This add the option using the jtMiter setting.
This is used in the Eagle parser to expand the Eagle zones for KiCad.
Eagle Zones are drawn on the polygon edge, so they extend out from the
outline. KiCad zones are drawn inside the polygon. We need to both
increase the zone size and decrease the minimum pen width to account for
this.
Fixes: lp:1817312
* https://bugs.launchpad.net/kicad/+bug/1817312
This removes the remaining hard-coded segments counts and replaces them
with the relative error calculation where the segments per arc is
determined by the maximum error we allow (smaller arcs = fewer segments)
This is mainly the solder paste layer that shows this issue.
This is due to the fact SHAPE_POLY_SET::Inflate does not work fine with polygons with linked holes.
SHAPE_POLY_SET::InflateWithLinkedHoles it added to fix this issue.
Fixes: lp:1828287
https://bugs.launchpad.net/kicad/+bug/1828287
Prevent a divide-by-zero bug in SHAPE_ARC::ConvertToPolyline.
When the radius is zero, just use the initial angle (it makes
no different anyway, the result is the centre point, which is
the start point.
When removing steiner points, there is the possibility that the test
point is also removed. In this case, it is no longer a member of the
linked list and will break the output.
The test for re-fracturing a broken polygon can also result in multiple
polygons, rather than only 0 or 1. Skipping the extra polygons will
result in a limited tesselation.
Fixes: lp:1812393
* https://bugs.launchpad.net/kicad/+bug/1812393
The fracture() call may result in zero polygons remaining, which will
cause failure in our tesselation routine, so we need to check whether
this is a valid POLYGON before re-tesselating.
Tesselation can fail for a number of reasons. When this happens, we set
the triangulationValid flag to false to prevent using the broken
triangulation. This will fall back to the slow OpenGL triangulation
when DrawPolygon is called.
Use TesselatePolygon() to draw polygons in Gerbview instead of GLU tesselation, much slower.
Add helper methods in GAL to know if the current GAL engine is Cairo, OpenGL or something else,
useful to optimize drawing code.
This adds a check for contiguous board outlines to the DRC. It also
uses the calculated outline to ensure that traces are not crossing the
outlines.
Fixes: lp:1648055
* https://bugs.launchpad.net/kicad/+bug/1648055
This commit finishes the removal of OpenMP from the KiCad codebase.
Removed in this commit are the OpenMP calls in 3d-viewer and
qa/polygon_triangulation as well as all references in CMakeLists.txt
std::thread is used instead for multithreaded computation
Commit 73c229714 was a bit of a sledgehammer for the associated problem
of degenerate points. This commit replaces that one by only performing
additional simplification of the zone polygons on those polygons that
fail our initial triangulation attempt.
Calls the simplify/fracture polygon code on any polygon prior to
tesselation. This avoids issues with degenerate polygons where the
degenerate points are not sequential.
Fixes: lp:1790534
* https://bugs.launchpad.net/kicad/+bug/1790534
Replaces Poly2Tri with updated code to process polygons faster and more
robustly. Notably, we can now handle overlapping holes in the polygons,
allowing us to cache the triangulation of complex boards