This is a board file format change to account for the new properties.
Also, we now only store the critical information about the dimension's
geometry in the board, rather than storing every drawn line.
The DIMENSION object is now an abstract base, and ALIGNED_DIMENSION
is the implementation that exists today (we will add more dimension
types in the future)
1) For a while now we've been using a calculated seg count from a given
maxError, and a correction factor to push the radius out so that all
the error is outside the arc/circle. However, the second calculation
(which pre-dates the first) is pretty much just the inverse of the first
(and yields nothing more than maxError back). This is particularly
sub-optimal given the cost of trig functions.
2) There are a lot of old optimizations to reduce segcounts in certain
situations, someting that our error-based calculation compensates for
anyway. (Smaller radii need fewer segments to meet the maxError
condition.) But perhaps more importantly we now surface maxError in the
UI and we don't really want to call it "Max deviation except when it's
not".
3) We were also clamping the segCount twice: once in the calculation
routine and once in most of it's callers. Furthermore, the caller
clamping was inconsistent (both in being done and in the clamping
value). We now clamp only in the calculation routine.
4) There's no reason to use the correction factors in the 3Dviewer;
it's just a visualization and whether the polygonization error is
inside or outside the shape isn't really material.
5) The arc-correction-disabling stuff (used for solder mask layer) was
somewhat fragile in that it depended on the caller to turn it back on
afterwards. It's now only exposed as a RAII object which automatically
cleans up when it goes out of scope.
6) There were also bugs in a couple of the polygonization routines where
we'd accumulate round-off error in adding up the segments and end up with
an overly long last segment (which of course would voilate the error
max). This was the cause of the linked bug and also some issues with vias
that we had fudged in the past with extra clearance.
Fixes https://gitlab.com/kicad/code/kicad/issues/5567
... instead of modifying the argument.
This will make the method usable in python API and will not incur
permormance penalty because named return value optimization (NRVO)
is a thing since C++11.
But even if copy is not elided vector is moved instead of copied.
https://en.cppreference.com/w/cpp/language/copy_elision
The use of printf, wxLogDebug, and std::err/std::out causes excessive
debugging output which makes finding specific debugging messages more
difficult than it needs to be.
There is still some debugging output in test code that really needs to
be moved into a unit test.
Add debugging output section to the coding policy regarding debugging
output.
Remove some hacks related to postprocessing (not need now because the
previous postprocessing improvements, light parametrization could be
used for tune or future parameters could be implemented)
This introduces layer handling to a lot of the geometry routines.
Many of them don't do much with it now, but it does help multi-layer
zones and will help when padstacks are implemented.
Swap syncs can limit the redraw rate as the screen waits for previously
issued syncs. Setting this to -1 allows for adaptive swapping
(resorting to unsynced if it falls behind) if it is supported by the
card but will fall back to unsynced (0) if the adaptive is not
supported.
Fixes https://gitlab.com/kicad/code/kicad/issues/4226
Various architecture upgrades to support this.
Creating a BOARD now requires a valid PROJECT, which caused
some (mostly transparent) changes to the Python API internals.
ADDED: Project local settings file
CHANGED: Board design settings are no longer stored in PCB file
CHANGED: Net classes are no longer stored in PCB file
CHANGED: Importing board settings now reads boards, not just projects
Fixes https://gitlab.com/kicad/code/kicad/-/issues/2578
Fixes https://gitlab.com/kicad/code/kicad/-/issues/4070
There were a lot of plotters, exporters, etc. that were rolling their
own implementations.
This also introduces a lazily-built set of SHAPE objects for doing
collision detection and some forms of rendering (and later DRC).
Dragging filled zones in OpenGL was extremely slow due to the
invalidated triangulation cache. Moving the zone should also move the
triangles and keep the cache valid.