kicad/pcbnew/router/pns_item.h

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/*
* KiRouter - a push-and-(sometimes-)shove PCB router
*
* Copyright (C) 2013-2017 CERN
* Copyright (C) 2016-2023 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/>.
*/
#ifndef __PNS_ITEM_H
#define __PNS_ITEM_H
#include <memory>
#include <unordered_set>
#include <math/vector2d.h>
#include <geometry/shape.h>
#include <geometry/shape_line_chain.h>
#include "pns_layerset.h"
class BOARD_ITEM;
namespace PNS {
class NODE;
enum LineMarker {
MK_HEAD = ( 1 << 0 ),
MK_VIOLATION = ( 1 << 3 ),
MK_LOCKED = ( 1 << 4 ),
MK_DP_COUPLED = ( 1 << 5 )
};
class ITEM;
class HOLE;
struct COLLISION_SEARCH_CONTEXT;
class ITEM_OWNER {};
class OWNABLE_ITEM
{
public:
OWNABLE_ITEM() :
m_owner( nullptr )
{}
/**
* Return the owner of this item, or NULL if there's none.
*/
const ITEM_OWNER* Owner() const { return m_owner; }
/**
* Set the node that owns this item. An item can belong to a single NODE or be unowned.
*/
void SetOwner( const ITEM_OWNER* aOwner ) { m_owner = aOwner; }
/**
* @return true if the item is owned by the node aNode.
*/
bool BelongsTo( const ITEM_OWNER* aNode ) const
{
return m_owner == aNode;
}
protected:
const ITEM_OWNER *m_owner;
};
/**
* Base class for PNS router board items.
*
* Implements the shared properties of all PCB items net, spanned layers, geometric shape and
* reference to owning model.
*/
class ITEM : public OWNABLE_ITEM, public ITEM_OWNER
{
public:
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static const int UnusedNet = INT_MAX;
///< Supported item types
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enum PnsKind
{
SOLID_T = 1,
LINE_T = 2,
JOINT_T = 4,
SEGMENT_T = 8,
ARC_T = 16,
VIA_T = 32,
DIFF_PAIR_T = 64,
HOLE_T = 128,
ANY_T = 0xffff
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};
ITEM( PnsKind aKind )
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{
m_net = UnusedNet;
m_movable = true;
m_kind = aKind;
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m_parent = nullptr;
m_owner = nullptr;
m_marker = 0;
m_rank = -1;
m_routable = true;
m_isVirtual = false;
m_isFreePad = false;
m_isCompoundShapePrimitive = false;
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}
ITEM( const ITEM& aOther )
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{
m_layers = aOther.m_layers;
m_net = aOther.m_net;
m_movable = aOther.m_movable;
m_kind = aOther.m_kind;
m_parent = aOther.m_parent;
m_owner = aOther.m_owner; // fixme: wtf this was null?
m_marker = aOther.m_marker;
m_rank = aOther.m_rank;
m_routable = aOther.m_routable;
m_isVirtual = aOther.m_isVirtual;
m_isFreePad = aOther.m_isFreePad;
m_isCompoundShapePrimitive = aOther.m_isCompoundShapePrimitive;
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}
virtual ~ITEM();
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/**
* Return a deep copy of the item.
*/
virtual ITEM* Clone() const = 0;
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/*
* Returns a convex polygon "hull" of a the item, that is used as the walk-around path.
*
* @param aClearance defines how far from the body of the item the hull should be,
* @param aWalkaroundThickness is the width of the line that walks around this hull.
*/
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virtual const SHAPE_LINE_CHAIN Hull( int aClearance = 0, int aWalkaroundThickness = 0,
int aLayer = -1 ) const
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{
return SHAPE_LINE_CHAIN();
}
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/**
* Return the type (kind) of the item.
*/
PnsKind Kind() const
{
return m_kind;
}
/**
* @return true if the item's type matches the mask \a aKindMask.
*/
bool OfKind( int aKindMask ) const
{
return ( aKindMask & m_kind ) != 0;
}
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/**
* @return the kind of the item, as string
*/
std::string KindStr() const;
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void SetParent( BOARD_ITEM* aParent ) { m_parent = aParent; }
BOARD_ITEM* Parent() const { return m_parent; }
/**
* @return the BOARD_ITEM, even if it's not the direct parent.
*/
virtual BOARD_ITEM* BoardItem() const { return m_parent; }
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void SetNet( int aNet ) { m_net = aNet; }
int Net() const { return m_net; }
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const LAYER_RANGE& Layers() const { return m_layers; }
void SetLayers( const LAYER_RANGE& aLayers ) { m_layers = aLayers; }
void SetLayer( int aLayer ) { m_layers = LAYER_RANGE( aLayer, aLayer ); }
virtual int Layer() const { return Layers().Start(); }
/**
* Return true if the set of layers spanned by aOther overlaps our layers.
*/
bool LayersOverlap( const ITEM* aOther ) const
{
return Layers().Overlaps( aOther->Layers() );
}
/**
* Check for a collision (clearance violation) with between us and item \a aOther.
*
* Collision checking takes all PCB stuff into account (layers, nets, DRC rules).
* Optionally returns a minimum translation vector for force propagation algorithm.
*
* @param aOther is the item to check collision against.
* @return true, if a collision was found.
*/
bool Collide( const ITEM* aHead, const NODE* aNode,
COLLISION_SEARCH_CONTEXT* aCtx = nullptr ) const;
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/**
* Return the geometrical shape of the item. Used for collision detection and spatial indexing.
*/
virtual const SHAPE* Shape() const
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{
return nullptr;
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}
virtual void Mark( int aMarker ) const { m_marker = aMarker; }
virtual void Unmark( int aMarker = -1 ) const { m_marker &= ~aMarker; }
virtual int Marker() const { return m_marker; }
virtual void SetRank( int aRank ) { m_rank = aRank; }
virtual int Rank() const { return m_rank; }
virtual VECTOR2I Anchor( int n ) const
{
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return VECTOR2I();
}
virtual int AnchorCount() const
{
return 0;
}
bool IsLocked() const
{
return Marker() & MK_LOCKED;
}
void SetRoutable( bool aRoutable ) { m_routable = aRoutable; }
bool IsRoutable() const { return m_routable; }
void SetIsFreePad( bool aIsFreePad = true ) { m_isFreePad = aIsFreePad; }
bool IsFreePad() const { return m_isFreePad; }
bool IsVirtual() const
{
return m_isVirtual;
}
void SetIsCompoundShapePrimitive() { m_isCompoundShapePrimitive = true; }
bool IsCompoundShapePrimitive() const { return m_isCompoundShapePrimitive; }
virtual bool HasHole() const { return false; }
virtual HOLE *Hole() const { return nullptr; }
virtual void SetHole( HOLE* aHole ) {};
virtual const std::string Format() const;
private:
bool collideSimple( const ITEM* aHead, const NODE* aNode,
COLLISION_SEARCH_CONTEXT* aCtx ) const;
protected:
PnsKind m_kind;
BOARD_ITEM* m_parent;
LAYER_RANGE m_layers;
bool m_movable;
int m_net;
mutable int m_marker;
int m_rank;
bool m_routable;
bool m_isVirtual;
bool m_isFreePad;
bool m_isCompoundShapePrimitive;
};
template<typename T, typename S>
std::unique_ptr<T> ItemCast( std::unique_ptr<S> aPtr )
{
static_assert( std::is_base_of<ITEM, S>::value, "Need to be handed a ITEM!" );
static_assert( std::is_base_of<ITEM, T>::value, "Need to cast to an ITEM!" );
return std::unique_ptr<T>( static_cast<T*>( aPtr.release() ) );
}
template<typename T>
std::unique_ptr< typename std::remove_const<T>::type > Clone( const T& aItem )
{
static_assert( std::is_base_of<ITEM, T>::value, "Need to be handed an ITEM!" );
return std::unique_ptr<typename std::remove_const<T>::type>( aItem.Clone() );
}
}
#endif // __PNS_ITEM_H