kicad/pcbnew/router/pns_line_placer.cpp

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/*
* KiRouter - a push-and-(sometimes-)shove PCB router
*
* Copyright (C) 2013-2017 CERN
* Copyright (C) 2016-2020 KiCad Developers, see AUTHORS.txt for contributors.
* Author: Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
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*
* 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 3 of the License, or (at your
* option) any later version.
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*
* 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.
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*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <core/optional.h>
#include "pns_node.h"
#include "pns_line_placer.h"
#include "pns_walkaround.h"
#include "pns_shove.h"
#include "pns_utils.h"
#include "pns_router.h"
#include "pns_topology.h"
#include "pns_debug_decorator.h"
#include <class_board_item.h>
namespace PNS {
LINE_PLACER::LINE_PLACER( ROUTER* aRouter ) :
PLACEMENT_ALGO( aRouter )
{
m_initial_direction = DIRECTION_45::N;
m_world = NULL;
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m_shove = NULL;
m_currentNode = NULL;
m_idle = true;
// Init temporary variables (do not leave uninitialized members)
m_lastNode = NULL;
m_placingVia = false;
m_currentNet = 0;
m_currentLayer = 0;
m_currentMode = RM_MarkObstacles;
m_startItem = NULL;
m_chainedPlacement = false;
m_orthoMode = false;
}
LINE_PLACER::~LINE_PLACER()
{
}
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void LINE_PLACER::setWorld( NODE* aWorld )
{
m_world = aWorld;
}
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const VIA LINE_PLACER::makeVia( const VECTOR2I& aP )
{
const LAYER_RANGE layers( m_sizes.GetLayerTop(), m_sizes.GetLayerBottom() );
return VIA( aP, layers, m_sizes.ViaDiameter(), m_sizes.ViaDrill(), -1, m_sizes.ViaType() );
}
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bool LINE_PLACER::ToggleVia( bool aEnabled )
{
m_placingVia = aEnabled;
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if( !aEnabled )
m_head.RemoveVia();
return true;
}
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void LINE_PLACER::setInitialDirection( const DIRECTION_45& aDirection )
{
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m_initial_direction = aDirection;
if( m_tail.SegmentCount() == 0 )
m_direction = aDirection;
}
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bool LINE_PLACER::handleSelfIntersections()
{
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SHAPE_LINE_CHAIN::INTERSECTIONS ips;
SHAPE_LINE_CHAIN& head = m_head.Line();
SHAPE_LINE_CHAIN& tail = m_tail.Line();
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// if there is no tail, there is nothing to intersect with
if( tail.PointCount() < 2 )
return false;
if( head.PointCount() < 2 )
return false;
// completely new head trace? chop off the tail
if( tail.CPoint(0) == head.CPoint(0) )
{
m_p_start = tail.CPoint( 0 );
m_direction = m_initial_direction;
tail.Clear();
return true;
}
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tail.Intersect( head, ips );
// no intesection points - nothing to reduce
if( ips.empty() )
return false;
int n = INT_MAX;
VECTOR2I ipoint;
// if there is more than one intersection, find the one that is
// closest to the beginning of the tail.
for( SHAPE_LINE_CHAIN::INTERSECTION i : ips )
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{
if( i.our.Index() < n )
{
n = i.our.Index();
ipoint = i.p;
}
}
// ignore the point where head and tail meet
if( ipoint == head.CPoint( 0 ) || ipoint == tail.CPoint( -1 ) )
return false;
// Intersection point is on the first or the second segment: just start routing
// from the beginning
if( n < 2 )
{
m_p_start = tail.Point( 0 );
m_direction = m_initial_direction;
tail.Clear();
head.Clear();
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return true;
}
else
{
// Clip till the last tail segment before intersection.
// Set the direction to the one of this segment.
const SEG last = tail.CSegment( n - 1 );
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m_p_start = last.A;
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m_direction = DIRECTION_45( last );
tail.Remove( n, -1 );
return true;
}
return false;
}
bool LINE_PLACER::handlePullback()
{
SHAPE_LINE_CHAIN& head = m_head.Line();
SHAPE_LINE_CHAIN& tail = m_tail.Line();
if( head.PointCount() < 2 )
return false;
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int n = tail.PointCount();
if( n == 0 )
return false;
else if( n == 1 )
{
m_p_start = tail.CPoint( 0 );
tail.Clear();
return true;
}
DIRECTION_45 first_head( head.CSegment( 0 ) );
DIRECTION_45 last_tail( tail.CSegment( -1 ) );
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DIRECTION_45::AngleType angle = first_head.Angle( last_tail );
// case 1: we have a defined routing direction, and the currently computed
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// head goes in different one.
bool pullback_1 = false; // (m_direction != DIRECTION_45::UNDEFINED && m_direction != first_head);
// case 2: regardless of the current routing direction, if the tail/head
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// extremities form an acute or right angle, reduce the tail by one segment
// (and hope that further iterations) will result with a cleaner trace
bool pullback_2 = ( angle == DIRECTION_45::ANG_RIGHT || angle == DIRECTION_45::ANG_ACUTE );
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if( pullback_1 || pullback_2 )
{
const SEG last = tail.CSegment( -1 );
m_direction = DIRECTION_45( last );
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m_p_start = last.A;
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wxLogTrace( "PNS", "Placer: pullback triggered [%d] [%s %s]",
n, last_tail.Format().c_str(), first_head.Format().c_str() );
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// erase the last point in the tail, hoping that the next iteration will
// result with a head trace that starts with a segment following our
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// current direction.
if( n < 2 )
tail.Clear(); // don't leave a single-point tail
else
tail.Remove( -1, -1 );
if( !tail.SegmentCount() )
m_direction = m_initial_direction;
return true;
}
return false;
}
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bool LINE_PLACER::reduceTail( const VECTOR2I& aEnd )
{
SHAPE_LINE_CHAIN& head = m_head.Line();
SHAPE_LINE_CHAIN& tail = m_tail.Line();
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int n = tail.SegmentCount();
if( head.SegmentCount() < 1 )
return false;
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// Don't attempt this for too short tails
if( n < 2 )
return false;
// Start from the segment farthest from the end of the tail
// int start_index = std::max(n - 1 - ReductionDepth, 0);
DIRECTION_45 new_direction;
VECTOR2I new_start;
int reduce_index = -1;
for( int i = tail.SegmentCount() - 1; i >= 0; i-- )
{
const SEG s = tail.CSegment( i );
DIRECTION_45 dir( s );
// calculate a replacement route and check if it matches
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// the direction of the segment to be replaced
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SHAPE_LINE_CHAIN replacement = dir.BuildInitialTrace( s.A, aEnd );
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if( replacement.SegmentCount() < 1 )
continue;
LINE tmp( m_tail, replacement );
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if( m_currentNode->CheckColliding( &tmp, ITEM::ANY_T ) )
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break;
if( DIRECTION_45( replacement.CSegment( 0 ) ) == dir )
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{
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new_start = s.A;
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new_direction = dir;
reduce_index = i;
}
}
if( reduce_index >= 0 )
{
wxLogTrace( "PNS", "Placer: reducing tail: %d", reduce_index );
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SHAPE_LINE_CHAIN reducedLine = new_direction.BuildInitialTrace( new_start, aEnd );
m_p_start = new_start;
m_direction = new_direction;
tail.Remove( reduce_index + 1, -1 );
head.Clear();
return true;
}
if( !tail.SegmentCount() )
m_direction = m_initial_direction;
return false;
}
bool LINE_PLACER::checkObtusity( const SEG& aA, const SEG& aB ) const
{
const DIRECTION_45 dir_a( aA );
const DIRECTION_45 dir_b( aB );
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return dir_a.IsObtuse( dir_b ) || dir_a == dir_b;
}
bool LINE_PLACER::mergeHead()
{
SHAPE_LINE_CHAIN& head = m_head.Line();
SHAPE_LINE_CHAIN& tail = m_tail.Line();
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const int ForbiddenAngles = DIRECTION_45::ANG_ACUTE |
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DIRECTION_45::ANG_HALF_FULL |
DIRECTION_45::ANG_UNDEFINED;
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head.Simplify();
tail.Simplify();
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int n_head = head.SegmentCount();
int n_tail = tail.SegmentCount();
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if( n_head < 3 )
{
wxLogTrace( "PNS", "Merge failed: not enough head segs." );
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return false;
}
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if( n_tail && head.CPoint( 0 ) != tail.CPoint( -1 ) )
{
wxLogTrace( "PNS", "Merge failed: head and tail discontinuous." );
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return false;
}
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if( m_head.CountCorners( ForbiddenAngles ) != 0 )
return false;
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DIRECTION_45 dir_tail, dir_head;
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dir_head = DIRECTION_45( head.CSegment( 0 ) );
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if( n_tail )
{
dir_tail = DIRECTION_45( tail.CSegment( -1 ) );
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if( dir_head.Angle( dir_tail ) & ForbiddenAngles )
return false;
}
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if( !n_tail )
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tail.Append( head.CSegment( 0 ).A );
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for( int i = 0; i < n_head - 2; i++ )
{
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tail.Append( head.CSegment( i ).B );
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}
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tail.Simplify();
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SEG last = tail.CSegment( -1 );
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m_p_start = last.B;
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m_direction = DIRECTION_45( last ).Right();
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head.Remove( 0, n_head - 2 );
wxLogTrace( "PNS", "Placer: merge %d, new direction: %s", n_head, m_direction.Format().c_str() );
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head.Simplify();
tail.Simplify();
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return true;
}
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bool LINE_PLACER::rhWalkOnly( const VECTOR2I& aP, LINE& aNewHead )
{
LINE initTrack( m_head );
LINE walkFull;
int effort = 0;
bool rv = true, viaOk;
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viaOk = buildInitialLine( aP, initTrack );
WALKAROUND walkaround( m_currentNode, Router() );
walkaround.SetSolidsOnly( false );
walkaround.SetDebugDecorator( Dbg() );
walkaround.SetIterationLimit( Settings().WalkaroundIterationLimit() );
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WALKAROUND::WALKAROUND_STATUS wf = walkaround.Route( initTrack, walkFull, false );
switch( Settings().OptimizerEffort() )
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{
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case OE_LOW:
effort = 0;
break;
case OE_MEDIUM:
case OE_FULL:
effort = OPTIMIZER::MERGE_SEGMENTS;
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break;
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}
if( Settings().SmartPads() )
effort |= OPTIMIZER::SMART_PADS;
if( wf == WALKAROUND::STUCK )
{
walkFull = walkFull.ClipToNearestObstacle( m_currentNode );
rv = true;
}
else if( m_placingVia && viaOk )
{
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walkFull.AppendVia( makeVia( walkFull.CPoint( -1 ) ) );
}
OPTIMIZER::Optimize( &walkFull, effort, m_currentNode );
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if( m_currentNode->CheckColliding( &walkFull ) )
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{
aNewHead = m_head;
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return false;
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}
m_head = walkFull;
aNewHead = walkFull;
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return rv;
}
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bool LINE_PLACER::rhMarkObstacles( const VECTOR2I& aP, LINE& aNewHead )
{
LINE newHead( m_head ), bestHead( m_head );
bool hasBest = false;
buildInitialLine( aP, newHead );
NODE::OBSTACLES obstacles;
m_currentNode->QueryColliding( &newHead, obstacles );
// If we are allowing DRC violations, we don't push back to the hull
if( !Settings().CanViolateDRC() )
{
for( auto& obs : obstacles )
{
int cl = m_currentNode->GetClearance( obs.m_item, &newHead );
auto hull = obs.m_item->Hull( cl, newHead.Width() );
auto nearest = hull.NearestPoint( aP );
Dbg()->AddLine( hull, 2, 10000 );
if( ( nearest - aP ).EuclideanNorm() < newHead.Width() + cl )
{
buildInitialLine( nearest, newHead );
// We want the shortest line here to ensure we don't break a clearance
// rule on larger, overlapping items (e.g. vias)
if( newHead.CLine().Length() < bestHead.CLine().Length() )
{
bestHead = newHead;
hasBest = true;
}
}
}
}
if( hasBest )
m_head = bestHead;
else
m_head = newHead;
aNewHead = m_head;
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return static_cast<bool>( m_currentNode->CheckColliding( &m_head ) );
}
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const LINE LINE_PLACER::reduceToNearestObstacle( const LINE& aOriginalLine )
{
const auto& l0 = aOriginalLine.CLine();
if ( !l0.PointCount() )
return aOriginalLine;
int l = l0.Length();
int step = l / 2;
VECTOR2I target;
LINE l_test( aOriginalLine );
while( step > 0 )
{
target = l0.PointAlong( l );
SHAPE_LINE_CHAIN l_cur( l0 );
int index = l_cur.Split( target );
l_test.SetShape( l_cur.Slice( 0, index ) );
if ( m_currentNode->CheckColliding( &l_test ) )
l -= step;
else
l += step;
step /= 2;
}
l = l_test.CLine().Length();
while( m_currentNode->CheckColliding( &l_test ) && l > 0 )
{
l--;
target = l0.PointAlong( l );
SHAPE_LINE_CHAIN l_cur( l0 );
int index = l_cur.Split( target );
l_test.SetShape( l_cur.Slice( 0, index ) );
}
return l_test;
}
bool LINE_PLACER::rhStopAtNearestObstacle( const VECTOR2I& aP, LINE& aNewHead )
{
LINE l0;
l0 = m_head;
buildInitialLine( aP, l0 );
LINE l_cur = reduceToNearestObstacle( l0 );
const auto l_shape = l_cur.CLine();
if( l_shape.SegmentCount() == 0 )
{
return false;
}
if( l_shape.SegmentCount() == 1 )
{
auto s = l_shape.CSegment( 0 );
VECTOR2I dL( DIRECTION_45( s ).Left().ToVector() );
VECTOR2I dR( DIRECTION_45( s ).Right().ToVector() );
SEG leadL( s.B, s.B + dL );
SEG leadR( s.B, s.B + dR );
SEG segL( s.B, leadL.LineProject( aP ) );
SEG segR( s.B, leadR.LineProject( aP ) );
LINE finishL( l0, SHAPE_LINE_CHAIN( segL.A, segL.B ) );
LINE finishR( l0, SHAPE_LINE_CHAIN( segR.A, segR.B ) );
LINE reducedL = reduceToNearestObstacle( finishL );
LINE reducedR = reduceToNearestObstacle( finishR );
int lL = reducedL.CLine().Length();
int lR = reducedR.CLine().Length();
if( lL > lR )
l_cur.Line().Append( reducedL.CLine() );
else
l_cur.Line().Append( reducedR.CLine() );
l_cur.Line().Simplify();
}
m_head = l_cur;
aNewHead = m_head;
return true;
}
bool LINE_PLACER::rhShoveOnly( const VECTOR2I& aP, LINE& aNewHead )
{
LINE initTrack( m_head );
LINE walkSolids, l2;
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bool viaOk = buildInitialLine( aP, initTrack );
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m_currentNode = m_shove->CurrentNode();
OPTIMIZER optimizer( m_currentNode );
WALKAROUND walkaround( m_currentNode, Router() );
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walkaround.SetSolidsOnly( true );
walkaround.SetIterationLimit( 10 );
walkaround.SetDebugDecorator( Dbg() );
WALKAROUND::WALKAROUND_STATUS stat_solids = walkaround.Route( initTrack, walkSolids );
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optimizer.SetEffortLevel( OPTIMIZER::MERGE_SEGMENTS );
optimizer.SetCollisionMask( ITEM::SOLID_T );
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optimizer.Optimize( &walkSolids );
if( stat_solids == WALKAROUND::DONE )
l2 = walkSolids;
else
l2 = initTrack.ClipToNearestObstacle( m_shove->CurrentNode() );
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LINE l( m_tail );
l.Line().Append( l2.CLine() );
l.Line().Simplify();
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if( l.PointCount() == 0 || l2.PointCount() == 0 )
{
aNewHead = m_head;
return false;
}
if( m_placingVia && viaOk )
{
VIA v1( makeVia( l.CPoint( -1 ) ) );
VIA v2( makeVia( l2.CPoint( -1 ) ) );
l.AppendVia( v1 );
l2.AppendVia( v2 );
}
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l.Line().Simplify();
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// in certain, uncommon cases there may be loops in the head+tail, In such case, we don't shove to avoid
// screwing up the database.
if( l.HasLoops() )
{
aNewHead = m_head;
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return false;
}
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SHOVE::SHOVE_STATUS status = m_shove->ShoveLines( l );
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m_currentNode = m_shove->CurrentNode();
if( status == SHOVE::SH_OK || status == SHOVE::SH_HEAD_MODIFIED )
{
if( status == SHOVE::SH_HEAD_MODIFIED )
{
l2 = m_shove->NewHead();
}
optimizer.SetWorld( m_currentNode );
optimizer.SetEffortLevel( OPTIMIZER::MERGE_OBTUSE | OPTIMIZER::SMART_PADS );
optimizer.SetCollisionMask( ITEM::ANY_T );
optimizer.Optimize( &l2 );
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aNewHead = l2;
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return true;
}
else
{
walkaround.SetWorld( m_currentNode );
walkaround.SetSolidsOnly( false );
walkaround.SetIterationLimit( 10 );
walkaround.SetApproachCursor( true, aP );
walkaround.Route( initTrack, l2 );
aNewHead = l2.ClipToNearestObstacle( m_shove->CurrentNode() );
return false;
}
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return false;
}
bool LINE_PLACER::routeHead( const VECTOR2I& aP, LINE& aNewHead )
{
switch( m_currentMode )
{
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case RM_MarkObstacles:
return rhMarkObstacles( aP, aNewHead );
case RM_Walkaround:
return rhWalkOnly( aP, aNewHead );
case RM_Shove:
return rhShoveOnly( aP, aNewHead );
default:
break;
}
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return false;
}
bool LINE_PLACER::optimizeTailHeadTransition()
{
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LINE linetmp = Trace();
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if( OPTIMIZER::Optimize( &linetmp, OPTIMIZER::FANOUT_CLEANUP, m_currentNode ) )
{
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if( linetmp.SegmentCount() < 1 )
return false;
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m_head = linetmp;
m_p_start = linetmp.CLine().CPoint( 0 );
m_direction = DIRECTION_45( linetmp.CSegment( 0 ) );
m_tail.Line().Clear();
return true;
}
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SHAPE_LINE_CHAIN& head = m_head.Line();
SHAPE_LINE_CHAIN& tail = m_tail.Line();
int tailLookbackSegments = 3;
//if(m_currentMode() == RM_Walkaround)
// tailLookbackSegments = 10000;
int threshold = std::min( tail.PointCount(), tailLookbackSegments + 1 );
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if( tail.SegmentCount() < 3 )
return false;
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// assemble TailLookbackSegments tail segments with the current head
SHAPE_LINE_CHAIN opt_line = tail.Slice( -threshold, -1 );
int end = std::min(2, head.PointCount() - 1 );
opt_line.Append( head.Slice( 0, end ) );
LINE new_head( m_tail, opt_line );
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// and see if it could be made simpler by merging obtuse/collnear segments.
// If so, replace the (threshold) last tail points and the head with
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// the optimized line
if( OPTIMIZER::Optimize( &new_head, OPTIMIZER::MERGE_OBTUSE, m_currentNode ) )
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{
LINE tmp( m_tail, opt_line );
wxLogTrace( "PNS", "Placer: optimize tail-head [%d]", threshold );
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head.Clear();
tail.Replace( -threshold, -1, new_head.CLine() );
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tail.Simplify();
m_p_start = new_head.CLine().CPoint( -1 );
m_direction = DIRECTION_45( new_head.CSegment( -1 ) );
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return true;
}
return false;
}
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void LINE_PLACER::routeStep( const VECTOR2I& aP )
{
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bool fail = false;
bool go_back = false;
int i, n_iter = 1;
LINE new_head;
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wxLogTrace( "PNS", "INIT-DIR: %s head: %d, tail: %d segs",
m_initial_direction.Format().c_str(), m_head.SegmentCount(), m_tail.SegmentCount() );
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for( i = 0; i < n_iter; i++ )
{
if( !go_back && Settings().FollowMouse() )
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reduceTail( aP );
go_back = false;
if( !routeHead( aP, new_head ) )
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fail = true;
if( !new_head.Is45Degree() )
fail = true;
if( !Settings().FollowMouse() )
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return;
m_head = new_head;
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if( handleSelfIntersections() )
{
n_iter++;
go_back = true;
}
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if( !go_back && handlePullback() )
{
n_iter++;
go_back = true;
}
}
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if( !fail )
{
if( optimizeTailHeadTransition() )
return;
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mergeHead();
}
}
bool LINE_PLACER::route( const VECTOR2I& aP )
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{
routeStep( aP );
if (!m_head.PointCount() )
return false;
return m_head.CPoint(-1) == aP;
}
const LINE LINE_PLACER::Trace() const
{
LINE tmp( m_head );
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tmp.SetShape( m_tail.CLine() );
tmp.Line().Append( m_head.CLine() );
tmp.Line().Simplify();
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return tmp;
}
const ITEM_SET LINE_PLACER::Traces()
{
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m_currentTrace = Trace();
return ITEM_SET( &m_currentTrace );
}
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void LINE_PLACER::FlipPosture()
{
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m_initial_direction = m_initial_direction.Right();
m_direction = m_direction.Right();
}
NODE* LINE_PLACER::CurrentNode( bool aLoopsRemoved ) const
{
if( aLoopsRemoved && m_lastNode )
return m_lastNode;
return m_currentNode;
}
bool LINE_PLACER::SplitAdjacentSegments( NODE* aNode, ITEM* aSeg, const VECTOR2I& aP )
{
if( !aSeg )
return false;
if( !aSeg->OfKind( ITEM::SEGMENT_T ) )
return false;
JOINT* jt = aNode->FindJoint( aP, aSeg );
if( jt && jt->LinkCount() >= 1 )
return false;
SEGMENT* s_old = static_cast<SEGMENT*>( aSeg );
std::unique_ptr< SEGMENT > s_new[2] = {
Clone( *s_old ),
Clone( *s_old )
};
s_new[0]->SetEnds( s_old->Seg().A, aP );
s_new[1]->SetEnds( aP, s_old->Seg().B );
aNode->Remove( s_old );
aNode->Add( std::move( s_new[0] ), true );
aNode->Add( std::move( s_new[1] ), true );
return true;
}
bool LINE_PLACER::SetLayer( int aLayer )
{
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if( m_idle )
{
m_currentLayer = aLayer;
return true;
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}
else if( m_chainedPlacement )
{
return false;
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}
else if( !m_startItem || ( m_startItem->OfKind( ITEM::VIA_T ) && m_startItem->Layers().Overlaps( aLayer ) ) )
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{
m_currentLayer = aLayer;
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initPlacement();
Move( m_currentEnd, NULL );
return true;
}
return false;
}
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bool LINE_PLACER::Start( const VECTOR2I& aP, ITEM* aStartItem )
{
m_currentStart = VECTOR2I( aP );
m_currentEnd = VECTOR2I( aP );
m_currentNet = std::max( 0, aStartItem ? aStartItem->Net() : 0 );
m_startItem = aStartItem;
m_placingVia = false;
m_chainedPlacement = false;
setInitialDirection( Settings().InitialDirection() );
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initPlacement();
return true;
}
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void LINE_PLACER::initPlacement()
{
m_idle = false;
m_head.Line().Clear();
m_tail.Line().Clear();
m_head.SetNet( m_currentNet );
m_tail.SetNet( m_currentNet );
m_head.SetLayer( m_currentLayer );
m_tail.SetLayer( m_currentLayer );
m_head.SetWidth( m_sizes.TrackWidth() );
m_tail.SetWidth( m_sizes.TrackWidth() );
m_head.RemoveVia();
m_tail.RemoveVia();
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m_p_start = m_currentStart;
m_direction = m_initial_direction;
NODE* world = Router()->GetWorld();
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world->KillChildren();
NODE* rootNode = world->Branch();
SplitAdjacentSegments( rootNode, m_startItem, m_currentStart );
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setWorld( rootNode );
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wxLogTrace( "PNS", "world %p, intitial-direction %s layer %d",
m_world, m_direction.Format().c_str(), m_currentLayer );
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m_lastNode = NULL;
m_currentNode = m_world;
m_currentMode = Settings().Mode();
m_shove.reset();
if( m_currentMode == RM_Shove || m_currentMode == RM_Smart )
{
m_shove.reset( new SHOVE( m_world->Branch(), Router() ) );
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}
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}
bool LINE_PLACER::Move( const VECTOR2I& aP, ITEM* aEndItem )
{
LINE current;
VECTOR2I p = aP;
int eiDepth = -1;
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if( aEndItem && aEndItem->Owner() )
eiDepth = static_cast<NODE*>( aEndItem->Owner() )->Depth();
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if( m_lastNode )
{
delete m_lastNode;
m_lastNode = NULL;
}
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bool reachesEnd = route( p );
current = Trace();
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if( !current.PointCount() )
m_currentEnd = m_p_start;
else
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m_currentEnd = current.CLine().CPoint( -1 );
NODE* latestNode = m_currentNode;
m_lastNode = latestNode->Branch();
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if( reachesEnd && eiDepth >= 0 && aEndItem && latestNode->Depth() > eiDepth && current.SegmentCount() )
{
SplitAdjacentSegments( m_lastNode, aEndItem, current.CPoint( -1 ) );
if( Settings().RemoveLoops() )
removeLoops( m_lastNode, current );
}
updateLeadingRatLine();
return true;
}
bool LINE_PLACER::FixRoute( const VECTOR2I& aP, ITEM* aEndItem, bool aForceFinish )
{
bool realEnd = false;
int lastV;
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LINE pl = Trace();
if( m_currentMode == RM_MarkObstacles )
{
// Mark Obstacles is sort of a half-manual, half-automated mode in which the
// user has more responsibility and authority.
if( aEndItem )
{
// The user has indicated a connection should be made. If either the
// trace or endItem is netless, then allow the connection by adopting the net of the other.
if( m_currentNet <= 0 )
{
m_currentNet = aEndItem->Net();
pl.SetNet( m_currentNet );
}
else if (aEndItem->Net() <= 0 )
aEndItem->SetNet( m_currentNet );
}
// Collisions still prevent fixing unless "Allow DRC violations" is checked
if( !Settings().CanViolateDRC() && m_world->CheckColliding( &pl ) )
return false;
}
const SHAPE_LINE_CHAIN& l = pl.CLine();
if( !l.SegmentCount() )
{
if( pl.EndsWithVia() )
{
m_lastNode->Add( Clone( pl.Via() ) );
Router()->CommitRouting( m_lastNode );
m_lastNode = NULL;
m_currentNode = NULL;
m_idle = true;
}
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return true;
}
VECTOR2I p_pre_last = l.CPoint( -1 );
const VECTOR2I p_last = l.CPoint( -1 );
DIRECTION_45 d_last( l.CSegment( -1 ) );
if( l.PointCount() > 2 )
p_pre_last = l.CPoint( -2 );
if( aEndItem && m_currentNet >= 0 && m_currentNet == aEndItem->Net() )
realEnd = true;
if( aForceFinish )
realEnd = true;
if( realEnd || m_placingVia )
lastV = l.SegmentCount();
else
lastV = std::max( 1, l.SegmentCount() - 1 );
SEGMENT* lastSeg = nullptr;
for( int i = 0; i < lastV; i++ )
{
const SEG& s = pl.CSegment( i );
lastSeg = new SEGMENT( s, m_currentNet );
std::unique_ptr< SEGMENT > seg( lastSeg );
seg->SetWidth( pl.Width() );
seg->SetLayer( m_currentLayer );
if( ! m_lastNode->Add( std::move( seg ) ) )
{
lastSeg = nullptr;
}
}
if( pl.EndsWithVia() )
m_lastNode->Add( Clone( pl.Via() ) );
if( realEnd && lastSeg )
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simplifyNewLine( m_lastNode, lastSeg );
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Router()->CommitRouting( m_lastNode );
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m_lastNode = NULL;
m_currentNode = NULL;
if( !realEnd )
{
setInitialDirection( d_last );
m_currentStart = m_placingVia ? p_last : p_pre_last;
m_startItem = NULL;
m_placingVia = false;
m_chainedPlacement = !pl.EndsWithVia();
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initPlacement();
}
else
{
m_idle = true;
}
return realEnd;
}
void LINE_PLACER::removeLoops( NODE* aNode, LINE& aLatest )
{
if( !aLatest.SegmentCount() )
return;
if( aLatest.CLine().CPoint( 0 ) == aLatest.CLine().CPoint( -1 ) )
return;
std::set<SEGMENT *> toErase;
aNode->Add( aLatest, true );
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for( int s = 0; s < aLatest.LinkCount(); s++ )
{
SEGMENT* seg = aLatest.GetLink(s);
LINE ourLine = aNode->AssembleLine( seg );
JOINT a, b;
std::vector<LINE> lines;
aNode->FindLineEnds( ourLine, a, b );
if( a == b )
{
aNode->FindLineEnds( aLatest, a, b );
}
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aNode->FindLinesBetweenJoints( a, b, lines );
int removedCount = 0;
int total = 0;
for( LINE& line : lines )
{
total++;
if( !( line.ContainsSegment( seg ) ) && line.SegmentCount() )
{
for( SEGMENT *ss : line.LinkedSegments() )
toErase.insert( ss );
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removedCount++;
}
}
wxLogTrace( "PNS", "total segs removed: %d/%d", removedCount, total );
}
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for( SEGMENT *s : toErase )
aNode->Remove( s );
aNode->Remove( aLatest );
}
void LINE_PLACER::simplifyNewLine( NODE* aNode, SEGMENT* aLatest )
{
LINE l = aNode->AssembleLine( aLatest );
SHAPE_LINE_CHAIN simplified( l.CLine() );
simplified.Simplify();
if( simplified.PointCount() != l.PointCount() )
{
aNode->Remove( l );
l.SetShape( simplified );
aNode->Add( l );
}
}
void LINE_PLACER::UpdateSizes( const SIZES_SETTINGS& aSizes )
{
m_sizes = aSizes;
if( !m_idle )
{
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initPlacement();
}
}
void LINE_PLACER::updateLeadingRatLine()
{
LINE current = Trace();
SHAPE_LINE_CHAIN ratLine;
TOPOLOGY topo( m_lastNode );
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if( topo.LeadingRatLine( &current, ratLine ) )
Dbg()->AddLine( ratLine, 5, 10000 );
}
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void LINE_PLACER::SetOrthoMode( bool aOrthoMode )
{
m_orthoMode = aOrthoMode;
}
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bool LINE_PLACER::buildInitialLine( const VECTOR2I& aP, LINE& aHead, bool aInvertPosture )
{
SHAPE_LINE_CHAIN l;
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if( m_p_start == aP )
{
l.Clear();
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}
else
{
if( Settings().GetFreeAngleMode() && Settings().Mode() == RM_MarkObstacles )
{
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l = SHAPE_LINE_CHAIN( m_p_start, aP );
}
else
{
if ( aInvertPosture )
l = m_direction.Right().BuildInitialTrace( m_p_start, aP );
else
l = m_direction.BuildInitialTrace( m_p_start, aP );
}
if( l.SegmentCount() > 1 && m_orthoMode )
{
VECTOR2I newLast = l.CSegment( 0 ).LineProject( l.CPoint( -1 ) );
l.Remove( -1, -1 );
l.Point( 1 ) = newLast;
}
}
aHead.SetShape( l );
if( !m_placingVia )
return true;
VIA v( makeVia( aP ) );
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v.SetNet( aHead.Net() );
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if( m_currentMode == RM_MarkObstacles )
{
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aHead.AppendVia( v );
return true;
}
VECTOR2I force;
VECTOR2I lead = aP - m_p_start;
bool solidsOnly = ( m_currentMode != RM_Walkaround );
if( v.PushoutForce( m_currentNode, lead, force, solidsOnly, 40 ) )
{
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SHAPE_LINE_CHAIN line = m_direction.BuildInitialTrace( m_p_start, aP + force );
aHead = LINE( aHead, line );
v.SetPos( v.Pos() + force );
return true;
}
return false; // via placement unsuccessful
}
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void LINE_PLACER::GetModifiedNets( std::vector<int>& aNets ) const
{
aNets.push_back( m_currentNet );
}
LOGGER* LINE_PLACER::Logger()
{
if( m_shove )
return m_shove->Logger();
return NULL;
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}
}