router: smarter way to check the shove direction without using silly heuristics

This commit is contained in:
Tomasz Wlostowski 2020-04-15 01:11:42 +02:00
parent 88d0092e43
commit 4a3cd77416
2 changed files with 13 additions and 12 deletions

View File

@ -109,18 +109,19 @@ LINE SHOVE::assembleLine( const LINKED_ITEM* aSeg, int* aIndex )
// visually "outwards" of the line/via applying pressure on it. Unfortunately there's no
// mathematical concept of orientation of an open curve, so we use some primitive heuristics:
// if the shoved line wraps around the start of the "pusher", it's likely shoved in wrong direction.
bool SHOVE::checkBumpDirection( const LINE& aCurrent, const LINE& aShoved ) const
// Update: there's no concept of an orientation of an open curve, but nonetheless Tom's dumb as.... (censored)
// Two open curves put together make a closed polygon... Tom should learn high school geometry!
bool SHOVE::checkBumpDirection( const LINE& aCurrent, const LINE& aObstacle, const LINE& aShoved ) const
{
const SEG& ss = aCurrent.CSegment( 0 );
SHAPE_LINE_CHAIN::POINT_INSIDE_TRACKER checker( aCurrent.CPoint(0) );
checker.AddPolyline( aObstacle.CLine() );
checker.AddPolyline( aShoved.CLine().Reverse() );
bool inside = checker.IsInside();
int dist = getClearance( &aCurrent, &aShoved );
dist += aCurrent.Width() / 2;
dist += aShoved.Width() / 2;
const VECTOR2I ps = ss.A - ( ss.B - ss.A ).Resize( dist );
return !aShoved.CLine().PointOnEdge( ps );
return !inside;
}
@ -218,7 +219,7 @@ SHOVE::SHOVE_STATUS SHOVE::processHullSet( LINE& aCurrent, LINE& aObstacle,
continue;
}
if( !checkBumpDirection( aCurrent, l ) )
if( !checkBumpDirection( aCurrent, aObstacle, l ) )
{
wxLogTrace( "PNS", "attempt %d fail direction-check", attempt );
aShoved.SetShape( l.CLine() );

View File

@ -115,7 +115,7 @@ private:
bool pushSpringback( NODE* aNode, const OPT_BOX2I& aAffectedArea, VIA* aDraggedVia );
SHOVE_STATUS walkaroundLoneVia( LINE& aCurrent, LINE& aObstacle, LINE& aShoved );
bool checkBumpDirection( const LINE& aCurrent, const LINE& aShoved ) const;
bool checkBumpDirection( const LINE& aCurrent, const LINE& aObstacle, const LINE& aShoved ) const;
SHOVE_STATUS onCollidingArc( LINE& aCurrent, ARC* aObstacleArc );
SHOVE_STATUS onCollidingLine( LINE& aCurrent, LINE& aObstacle );