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PCB Polygons

by: Dec 02,2013 1341 Views 0 Comments Posted in Engineering Technical

Sometimes it's useful to fill large areas with solid copper. The way to do this is with polygons. Polygons can be created in either the polygon mode or the rectangle mode. In the polygon mode, you'll have to define each corner of the polygon with a mouse click (Btn1). When the last point is clicked exactly on top of the starting point, the polygon is finished. Since this can be hard to do, the Shift-P key will enter the final point for you, closing the polygon. If the 45 degree angle restriction is turned on and you try to close the polygon when it is not possible, you'll get a warning instead. If you haven't finished entering a polygon, but want to undo one (or more) of the points that you've already defined, use the undo command (U key).

With the rectangle tool, defining the two diagonally opposite corners is sufficient, but of course the resulting polygon is a rectangle. Like lines, a polygon can by edited by deleting, inserting and moving the points that define it. Pins and vias always clear through polygons without touching them when first positioned. You must add a thermal with the thermal tool in order to connect pins and vias to polygons. Thermals can be added and removed by clicking Btn1 with the thermal tool over the pin or via. The thermal tool always places a thermal to polygons on the active layer, so if the tool doesn't seem to work, it's probably because the polygon you want to touch is not on the active layer. You can change the style of thermal used or make a solid connection by holding down Shift while clicking Btn1 with the thermal tool over the pin or via.

Pcb is capable of handling complex polygons, but using a number of simpler ones improves performance of the connection tracing code. You also must be careful not to create polygons that touch or overlap themselves. The fabricated board may not look the way you expect if you violate this principle. It is always ok to have two (or more) polygons touch or overlap each other, but not for points within the same polygon to do so.

The great advantage to this new polygon behavior is that simple or complex ground and/or power planes can be easily made with polygons and seen on the screen. If you don't want this auto-clearance behavior, or you load a layout created by an early version of Pcb, the old behavior (shorts to all piercing pins and vias) is available. A ‘ChangeSize’ operation (S key) toggles a polygon between the new and old polygon/pin behavior.

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