P&S router bugfixes
- fixed walkaround bug causing unwanted overlap/clearance violation when the first segment of trace being laid intersects the obstacle's hull at the same point twice (ie. goes in, turns around and goes out). - fixed placer bug not splitting the start segment after toggling via placement or changing trace width
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@ -150,10 +150,7 @@ int SHAPE_LINE_CHAIN::Split( const VECTOR2I& aP )
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int ii = -1;
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int min_dist = 2;
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ii = Find( aP );
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if( ii >= 0 )
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return ii;
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int found_index = Find( aP );
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for( int s = 0; s < SegmentCount(); s++ )
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{
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@ -165,10 +162,16 @@ int SHAPE_LINE_CHAIN::Split( const VECTOR2I& aP )
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if( dist < min_dist && seg.A != aP && seg.B != aP )
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{
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min_dist = dist;
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if(found_index < 0)
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ii = s;
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else if(s < found_index)
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ii = s;
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}
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}
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if( ii < 0 )
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ii = found_index;
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if( ii >= 0 )
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{
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m_points.insert( m_points.begin() + ii + 1, aP );
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@ -190,6 +190,9 @@ bool PNS_LINE::Walkaround( SHAPE_LINE_CHAIN aObstacle, SHAPE_LINE_CHAIN& aPre,
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line.Intersect( aObstacle, ips );
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aWalk.Clear();
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aPost.Clear();
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int nearest_dist = INT_MAX;
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int farthest_dist = 0;
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@ -735,7 +735,8 @@ bool PNS_LINE_PLACER::SetLayer( int aLayer )
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return false;
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} else if (!m_startItem || (m_startItem->OfKind(PNS_ITEM::VIA) && m_startItem->Layers().Overlaps( aLayer ))) {
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m_currentLayer = aLayer;
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initPlacement ( );
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m_splitSeg = false;
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initPlacement ( m_splitSeg );
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Move ( m_currentEnd, NULL );
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return true;
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}
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@ -766,10 +767,11 @@ void PNS_LINE_PLACER::Start( const VECTOR2I& aP, PNS_ITEM* aStartItem )
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m_startItem = aStartItem;
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m_placingVia = false;
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m_chainedPlacement = false;
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m_splitSeg = splitSeg;
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setInitialDirection( Settings().InitialDirection() );
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initPlacement( splitSeg );
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initPlacement( m_splitSeg );
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}
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void PNS_LINE_PLACER::initPlacement( bool aSplitSeg )
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@ -918,7 +920,8 @@ bool PNS_LINE_PLACER::FixRoute( const VECTOR2I& aP, PNS_ITEM* aEndItem )
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m_startItem = NULL;
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m_placingVia = false;
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m_chainedPlacement = !pl.EndsWithVia();
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initPlacement();
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m_splitSeg = false;
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initPlacement( );
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} else {
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m_idle = true;
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}
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@ -1000,7 +1003,7 @@ void PNS_LINE_PLACER::UpdateSizes( const PNS_SIZES_SETTINGS& aSizes )
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m_sizes = aSizes;
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if( !m_idle )
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{
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initPlacement ( );
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initPlacement ( m_splitSeg );
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Move ( m_currentEnd, NULL );
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}
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}
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@ -402,6 +402,7 @@ private:
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bool m_idle;
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bool m_chainedPlacement;
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bool m_splitSeg;
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};
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#endif // __PNS_LINE_PLACER_H
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@ -57,7 +57,7 @@ PNS_WALKAROUND::WALKAROUND_STATUS PNS_WALKAROUND::singleStep( PNS_LINE& aPath,
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VECTOR2I last = aPath.CPoint( -1 );
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if( ( current_obs->m_hull ).PointInside( last ) )
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if( ( current_obs->m_hull ).PointInside( last ) || ( current_obs->m_hull ).PointOnEdge( last ) )
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{
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m_recursiveBlockageCount++;
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@ -99,6 +99,9 @@ PNS_WALKAROUND::WALKAROUND_STATUS PNS_WALKAROUND::singleStep( PNS_LINE& aPath,
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pnew.Append( path_walk[1] );
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pnew.Append( path_post[1] );
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if(!path_post[1].PointCount() || !path_walk[1].PointCount())
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current_obs = nearestObstacle( PNS_LINE( aPath, path_pre[1] ) );
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else
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current_obs = nearestObstacle( PNS_LINE( aPath, path_post[1] ) );
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prev_recursive = false;
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}
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@ -108,6 +111,9 @@ PNS_WALKAROUND::WALKAROUND_STATUS PNS_WALKAROUND::singleStep( PNS_LINE& aPath,
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pnew.Append( path_walk[0] );
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pnew.Append( path_post[0] );
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if(!path_post[0].PointCount() || !path_walk[0].PointCount())
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current_obs = nearestObstacle( PNS_LINE( aPath, path_pre[0] ) );
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else
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current_obs = nearestObstacle( PNS_LINE( aPath, path_walk[0] ) );
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if( !current_obs )
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