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Date: Mon, 11 Jan 2016 11:53:43 +0000
Message-ID: <CAJXU7q_oS9pym87fHjNgJeKH+XOMBOJP9hXjC7Lg88ZiXN483g@mail.gmail.com>
Subject: Re: [geda-user] Primitive electrical types --> layers
From: "Peter Clifton (petercjclifton AT googlemail DOT com) [via geda-user AT delorie DOT com]" <geda-user AT delorie DOT com>
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On 11 Jan 2016 11:44, "Chris Smith (space DOT dandy AT icloud DOT com) [via
geda-user AT delorie DOT com]" <geda-user AT delorie DOT com> wrote:

> Out of curiosity, why bother with any other types of drawing primitive
than polygons made up of bezier curves?  Surely at the scale we=E2=80=99re =
talking
about (nanometers) even traces are just polygons with predominantly
parallel edges.  Wouldn=E2=80=99t it simplify the library functions if we j=
ust had
to handle interactions between polygons, and make things like trace endings
(rounded, square, teardrop) easier?

In theory that is a nice idea, and one which often comes to mind when we
consider DRC and other operations which act upon the geometery.

In reality, the polygon processing isn't as robust as we'd need, can be
quite slow and underlying it, people will expect to draw tracks from either
line segments or poly curves (depending on the package).

At the design stage, CSG 2D geometery (adding / subtracting primitive
shapes) is still the norm.

Perhaps at some point we will move to a more generic geometery model for
aspects of the processing. Things like gcode export etc... Would be better
served by exact outline models of the boolean sum of our CSG primitives.

Peter

>
> Chris
> =E2=80=94
> Chris Smith <space DOT dandy AT icloud DOT com>
>
>
>

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<p dir=3D"ltr"><br>
On 11 Jan 2016 11:44, &quot;Chris Smith (<a href=3D"mailto:space DOT dandy AT iclo=
ud.com">space DOT dandy AT icloud DOT com</a>) [via <a href=3D"mailto:geda-user AT delori=
e.com">geda-user AT delorie DOT com</a>]&quot; &lt;<a href=3D"mailto:geda-user AT del=
orie.com">geda-user AT delorie DOT com</a>&gt; wrote:</p>
<p dir=3D"ltr">&gt; Out of curiosity, why bother with any other types of dr=
awing primitive than polygons made up of bezier curves?=C2=A0 Surely at the=
 scale we=E2=80=99re talking about (nanometers) even traces are just polygo=
ns with predominantly parallel edges.=C2=A0 Wouldn=E2=80=99t it simplify th=
e library functions if we just had to handle interactions between polygons,=
 and make things like trace endings (rounded, square, teardrop) easier?</p>
<p dir=3D"ltr">In theory that is a nice idea, and one which often comes to =
mind when we consider DRC and other operations which act upon the geometery=
.</p>
<p dir=3D"ltr">In reality, the polygon processing isn&#39;t as robust as we=
&#39;d need, can be quite slow and underlying it, people will expect to dra=
w tracks from either line segments or poly curves (depending on the package=
).</p>
<p dir=3D"ltr">At the design stage, CSG 2D geometery (adding / subtracting =
primitive shapes) is still the norm.</p>
<p dir=3D"ltr">Perhaps at some point we will move to a more generic geomete=
ry model for aspects of the processing. Things like gcode export etc... Wou=
ld be better served by exact outline models of the boolean sum of our CSG p=
rimitives.</p>
<p dir=3D"ltr">Peter</p>
<p dir=3D"ltr">&gt;<br>
&gt; Chris<br>
&gt; =E2=80=94<br>
&gt; Chris Smith &lt;<a href=3D"mailto:space DOT dandy AT icloud DOT com">space.dandy@=
icloud.com</a>&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
</p>

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