router: smarter way to check the shove direction without using silly heuristics
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@ -109,18 +109,19 @@ LINE SHOVE::assembleLine( const LINKED_ITEM* aSeg, int* aIndex )
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// visually "outwards" of the line/via applying pressure on it. Unfortunately there's no
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// mathematical concept of orientation of an open curve, so we use some primitive heuristics:
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// if the shoved line wraps around the start of the "pusher", it's likely shoved in wrong direction.
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bool SHOVE::checkBumpDirection( const LINE& aCurrent, const LINE& aShoved ) const
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// Update: there's no concept of an orientation of an open curve, but nonetheless Tom's dumb as.... (censored)
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// Two open curves put together make a closed polygon... Tom should learn high school geometry!
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bool SHOVE::checkBumpDirection( const LINE& aCurrent, const LINE& aObstacle, const LINE& aShoved ) const
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{
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const SEG& ss = aCurrent.CSegment( 0 );
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SHAPE_LINE_CHAIN::POINT_INSIDE_TRACKER checker( aCurrent.CPoint(0) );
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checker.AddPolyline( aObstacle.CLine() );
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checker.AddPolyline( aShoved.CLine().Reverse() );
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bool inside = checker.IsInside();
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int dist = getClearance( &aCurrent, &aShoved );
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dist += aCurrent.Width() / 2;
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dist += aShoved.Width() / 2;
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const VECTOR2I ps = ss.A - ( ss.B - ss.A ).Resize( dist );
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return !aShoved.CLine().PointOnEdge( ps );
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return !inside;
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}
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@ -218,7 +219,7 @@ SHOVE::SHOVE_STATUS SHOVE::processHullSet( LINE& aCurrent, LINE& aObstacle,
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continue;
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}
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if( !checkBumpDirection( aCurrent, l ) )
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if( !checkBumpDirection( aCurrent, aObstacle, l ) )
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{
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wxLogTrace( "PNS", "attempt %d fail direction-check", attempt );
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aShoved.SetShape( l.CLine() );
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@ -115,7 +115,7 @@ private:
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bool pushSpringback( NODE* aNode, const OPT_BOX2I& aAffectedArea, VIA* aDraggedVia );
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SHOVE_STATUS walkaroundLoneVia( LINE& aCurrent, LINE& aObstacle, LINE& aShoved );
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bool checkBumpDirection( const LINE& aCurrent, const LINE& aShoved ) const;
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bool checkBumpDirection( const LINE& aCurrent, const LINE& aObstacle, const LINE& aShoved ) const;
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SHOVE_STATUS onCollidingArc( LINE& aCurrent, ARC* aObstacleArc );
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SHOVE_STATUS onCollidingLine( LINE& aCurrent, LINE& aObstacle );
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