kicad/pcbnew/autorouter/spread_footprints.cpp

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2019 Jean-Pierre Charras, jean-pierre.charras@ujf-grenoble.fr
* Copyright (C) 2013 SoftPLC Corporation, Dick Hollenbeck <dick@softplc.com>
* Copyright (C) 2013 Wayne Stambaugh <stambaughw@verizon.net>
*
* Copyright (C) 1992-2019 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file spread_footprints.cpp
* @brief functions to spread footprints on free areas outside a board.
* this is useful after reading a netlist, when new footprints are loaded
* and stacked at 0,0 coordinate.
* Often, spread them on a free area near the board being edited make more easy
* their selection.
*/
#include <algorithm>
#include <convert_to_biu.h>
#include <confirm.h>
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#include <pcb_edit_frame.h>
#include <board.h>
#include <footprint.h>
#include <rect_placement/rect_placement.h>
struct TSubRect : public CRectPlacement::TRect
{
int n; // Original index of this subrect, before sorting
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TSubRect() : TRect(),
n( 0 )
{
}
TSubRect( int _w, int _h, int _n ) :
TRect( 0, 0, _w, _h ), n( _n ) { }
};
typedef std::vector<TSubRect> CSubRectArray;
// Use 0.01 mm units to calculate placement, to avoid long calculation time
const int scale = (int)(0.01 * IU_PER_MM);
const int PADDING = (int)(1 * IU_PER_MM);
// Populates a list of rectangles, from a list of footprints
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void fillRectList( CSubRectArray& vecSubRects, std::vector <FOOTPRINT*>& aFootprintList )
{
vecSubRects.clear();
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for( unsigned ii = 0; ii < aFootprintList.size(); ii++ )
{
EDA_RECT fpBox = aFootprintList[ii]->GetBoundingBox( false, false );
TSubRect fpRect( ( fpBox.GetWidth() + PADDING ) / scale,
( fpBox.GetHeight() + PADDING ) / scale, ii );
vecSubRects.push_back( fpRect );
}
}
// Populates a list of rectangles, from a list of EDA_RECT
void fillRectList( CSubRectArray& vecSubRects, std::vector <EDA_RECT>& aRectList )
{
vecSubRects.clear();
for( unsigned ii = 0; ii < aRectList.size(); ii++ )
{
EDA_RECT& rect = aRectList[ii];
TSubRect fpRect( rect.GetWidth()/scale, rect.GetHeight()/scale, ii );
vecSubRects.push_back( fpRect );
}
}
// Spread a list of rectangles inside a placement area
void spreadRectangles( CRectPlacement& aPlacementArea,
CSubRectArray& vecSubRects,
int areaSizeX, int areaSizeY )
{
areaSizeX/= scale;
areaSizeY/= scale;
// Sort the subRects based on dimensions, larger dimension goes first.
std::sort( vecSubRects.begin(), vecSubRects.end(), CRectPlacement::TRect::Greater );
// gives the initial size to the area
aPlacementArea.Init( areaSizeX, areaSizeY );
// Add all subrects
CSubRectArray::iterator it;
for( it = vecSubRects.begin(); it != vecSubRects.end(); )
{
CRectPlacement::TRect r( 0, 0, it->w, it->h );
bool bPlaced = aPlacementArea.AddAtEmptySpotAutoGrow( &r, areaSizeX, areaSizeY );
if( !bPlaced ) // No room to place the rectangle: enlarge area and retry
{
bool retry = false;
if( areaSizeX < INT_MAX/2 )
{
retry = true;
areaSizeX = areaSizeX * 1.2;
}
if( areaSizeX < INT_MAX/2 )
{
retry = true;
areaSizeY = areaSizeY * 1.2;
}
if( retry )
{
aPlacementArea.Init( areaSizeX, areaSizeY );
it = vecSubRects.begin();
continue;
}
}
// When correctly placed in a placement area, the coords are returned in r.x and r.y
// Store them.
it->x = r.x;
it->y = r.y;
it++;
}
}
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void moveFootprintsInArea( CRectPlacement& aPlacementArea, std::vector <FOOTPRINT*>& aFootprintList,
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EDA_RECT& aFreeArea, bool aFindAreaOnly )
{
CSubRectArray vecSubRects;
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fillRectList( vecSubRects, aFootprintList );
spreadRectangles( aPlacementArea, vecSubRects, aFreeArea.GetWidth(), aFreeArea.GetHeight() );
if( aFindAreaOnly )
return;
for( unsigned it = 0; it < vecSubRects.size(); ++it )
{
VECTOR2I pos( vecSubRects[it].x, vecSubRects[it].y );
pos.x *= scale;
pos.y *= scale;
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FOOTPRINT* footprint = aFootprintList[vecSubRects[it].n];
EDA_RECT fpBBox = footprint->GetBoundingBox( false, false );
VECTOR2I mod_pos =
pos + ( footprint->GetPosition() - fpBBox.GetOrigin() )
+ aFreeArea.GetOrigin();
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footprint->Move( mod_pos - footprint->GetPosition() );
}
}
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static bool sortFootprintsbySheetPath( FOOTPRINT* ref, FOOTPRINT* compare );
/**
* Footprints (after loaded by reading a netlist for instance) are moved
* to be in a small free area (outside the current board) without overlapping.
* @param aBoard is the board to edit.
* @param aFootprints: a list of footprints to be spread out.
* @param aSpreadAreaPosition the position of the upper left corner of the
* area allowed to spread footprints
*/
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void SpreadFootprints( std::vector<FOOTPRINT*>* aFootprints, VECTOR2I aSpreadAreaPosition )
{
// Build candidate list
// calculate also the area needed by these footprints
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std::vector <FOOTPRINT*> footprintList;
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for( FOOTPRINT* footprint : *aFootprints )
{
if( footprint->IsLocked() )
continue;
footprintList.push_back( footprint );
}
if( footprintList.empty() )
return;
// sort footprints by sheet path. we group them later by sheet
sort( footprintList.begin(), footprintList.end(), sortFootprintsbySheetPath );
// Extract and place footprints by sheet
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std::vector <FOOTPRINT*> footprintListBySheet;
std::vector <EDA_RECT> placementSheetAreas;
double subsurface;
double placementsurface = 0.0;
// The placement uses 2 passes:
// the first pass creates the rectangular areas to place footprints
// each sheet in schematic creates one rectangular area.
// the second pass moves footprints inside these areas
for( int pass = 0; pass < 2; pass++ )
{
int subareaIdx = 0;
footprintListBySheet.clear();
subsurface = 0.0;
int fp_max_width = 0;
int fp_max_height = 0;
for( unsigned ii = 0; ii < footprintList.size(); ii++ )
{
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FOOTPRINT* footprint = footprintList[ii];
bool islastItem = false;
if( ii == footprintList.size() - 1 ||
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( footprintList[ii]->GetPath().AsString().BeforeLast( '/' ) !=
footprintList[ii+1]->GetPath().AsString().BeforeLast( '/' ) ) )
islastItem = true;
footprintListBySheet.push_back( footprint );
subsurface += footprint->GetArea( PADDING );
// Calculate min size of placement area:
EDA_RECT bbox = footprint->GetBoundingBox( false, false );
fp_max_width = std::max( fp_max_width, bbox.GetWidth() );
fp_max_height = std::max( fp_max_height, bbox.GetHeight() );
if( islastItem )
{
// end of the footprint sublist relative to the same sheet path
// calculate placement of the current sublist
EDA_RECT freeArea;
int Xsize_allowed = (int) ( sqrt( subsurface ) * 4.0 / 3.0 );
Xsize_allowed = std::max( fp_max_width, Xsize_allowed );
int Ysize_allowed = (int) ( subsurface / Xsize_allowed );
Ysize_allowed = std::max( fp_max_height, Ysize_allowed );
freeArea.SetWidth( Xsize_allowed );
freeArea.SetHeight( Ysize_allowed );
CRectPlacement placementArea;
if( pass == 1 )
{
VECTOR2I areapos =
placementSheetAreas[subareaIdx].GetOrigin()
+ aSpreadAreaPosition;
freeArea.SetOrigin( areapos );
}
bool findAreaOnly = pass == 0;
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moveFootprintsInArea( placementArea, footprintListBySheet, freeArea, findAreaOnly );
if( pass == 0 )
{
// Populate sheet placement areas list
EDA_RECT sub_area;
sub_area.SetWidth( placementArea.GetW()*scale );
sub_area.SetHeight( placementArea.GetH()*scale );
// Add a margin around the sheet placement area:
sub_area.Inflate( Millimeter2iu( 1.5 ) );
placementSheetAreas.push_back( sub_area );
placementsurface += (double) sub_area.GetWidth()*
sub_area.GetHeight();
}
// Prepare buffers for next sheet
subsurface = 0.0;
footprintListBySheet.clear();
subareaIdx++;
}
}
// End of pass:
// At the end of the first pass, we have to find position of each sheet
// placement area
if( pass == 0 )
{
int Xsize_allowed = (int) ( sqrt( placementsurface ) * 4.0 / 3.0 );
if( Xsize_allowed <= 0 || Xsize_allowed > INT_MAX/2 )
Xsize_allowed = INT_MAX/2;
int Ysize_allowed = (int) ( placementsurface / Xsize_allowed );
if( Ysize_allowed <= 0 || Ysize_allowed > INT_MAX/2 )
Ysize_allowed = INT_MAX/2;
CRectPlacement placementArea;
CSubRectArray vecSubRects;
fillRectList( vecSubRects, placementSheetAreas );
spreadRectangles( placementArea, vecSubRects, Xsize_allowed, Ysize_allowed );
for( unsigned it = 0; it < vecSubRects.size(); ++it )
{
TSubRect& srect = vecSubRects[it];
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VECTOR2I pos( srect.x * scale, srect.y * scale );
VECTOR2I size( srect.w * scale, srect.h * scale );
// Avoid too large coordinates: Overlapping components
// are better than out of screen components
if( (uint64_t)pos.x + (uint64_t)size.x > INT_MAX/2 )
pos.x = 0;
if( (uint64_t)pos.y + (uint64_t)size.y > INT_MAX/2 )
pos.y = 0;
placementSheetAreas[srect.n].SetOrigin( pos );
placementSheetAreas[srect.n].SetSize( size );
}
}
} // End pass
}
// Sort function, used to group footprints by sheet.
// Footprints are sorted by their sheet path.
// (the full sheet path restricted to the time stamp of the sheet itself,
// without the time stamp of the footprint ).
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static bool sortFootprintsbySheetPath( FOOTPRINT* ref, FOOTPRINT* compare )
{
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return ref->GetPath() < compare->GetPath();
}