router: bring back the snap-to-hull behaviour in Mark Obstacles mode

This commit is contained in:
Tomasz Wlostowski 2022-07-03 23:59:20 +02:00
parent d41e47609c
commit 3111b7679d
1 changed files with 18 additions and 0 deletions

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@ -702,6 +702,24 @@ bool LINE_PLACER::rhMarkObstacles( const VECTOR2I& aP, LINE& aNewHead )
buildInitialLine( aP, m_head ); buildInitialLine( aP, m_head );
m_head.SetBlockingObstacle( nullptr ); m_head.SetBlockingObstacle( nullptr );
auto obs = m_currentNode->NearestObstacle( &m_head );
// If the head is in colliding state, snap to the hull of the first obstacle.
// This way, one can route tracks as tightly as possible without enabling
// the shove/walk mode that certain users find too intrusive.
if( obs )
{
int cl = m_currentNode->GetClearance( obs->m_item, &m_head, false );
auto hull = obs->m_item->Hull( cl, m_head.Width() );
auto nearest = hull.NearestPoint( aP );
if( ( nearest - aP ).EuclideanNorm() < m_head.Width() / 2 )
{
buildInitialLine( nearest, m_head );
}
}
// Note: Something like the below could be used to implement a "stop at first obstacle" mode, // Note: Something like the below could be used to implement a "stop at first obstacle" mode,
// but we don't have one right now and there isn't a lot of demand for one. If we do end up // but we don't have one right now and there isn't a lot of demand for one. If we do end up
// doing that, put it in a new routing mode as "highlight collisions" mode should not have // doing that, put it in a new routing mode as "highlight collisions" mode should not have