Optimize testCourtyardClearances when moving a board.

CPU usage: 86% -> 33%

See https://gitlab.com/kicad/code/kicad/-/issues/18148

(cherry picked from commit dc56364cf2)
This commit is contained in:
Alex Shvartzkop 2024-06-24 02:00:30 +03:00
parent d319cd4b89
commit 6afd865259
3 changed files with 47 additions and 19 deletions

View File

@ -32,6 +32,19 @@
void DRC_INTERACTIVE_COURTYARD_CLEARANCE::testCourtyardClearances()
{
std::vector<BOX2I> fpBBBoxes( m_FpInMove.size() );
std::vector<BOX2I> frontBBBoxes( m_FpInMove.size() );
std::vector<BOX2I> backBBBoxes( m_FpInMove.size() );
// GetCourtyard updates courtyard caches if needed
for( size_t i = 0; i < m_FpInMove.size(); i++ )
{
FOOTPRINT* fpB = m_FpInMove[i];
fpBBBoxes[i] = fpB->GetBoundingBox();
frontBBBoxes[i] = fpB->GetCourtyard( F_CrtYd ).BBoxFromCaches();
backBBBoxes[i] = fpB->GetCourtyard( B_CrtYd ).BBoxFromCaches();
}
for( FOOTPRINT* fpA: m_board->Footprints() )
{
if( fpA->IsSelected() )
@ -44,29 +57,31 @@ void DRC_INTERACTIVE_COURTYARD_CLEARANCE::testCourtyardClearances()
// No courtyards defined and no hole testing against other footprint's courtyards
continue;
BOX2I frontBBox = frontA.BBoxFromCaches();
BOX2I backBBox = backA.BBoxFromCaches();
BOX2I frontABBox = frontA.BBoxFromCaches();
BOX2I backABBox = backA.BBoxFromCaches();
frontBBox.Inflate( m_largestCourtyardClearance );
backBBox.Inflate( m_largestCourtyardClearance );
frontABBox.Inflate( m_largestCourtyardClearance );
backABBox.Inflate( m_largestCourtyardClearance );
BOX2I fpABBox = fpA->GetBoundingBox();
for( FOOTPRINT* fpB : m_FpInMove )
for( size_t inMoveId = 0; inMoveId < m_FpInMove.size(); inMoveId++ )
{
BOX2I fpBBBox = fpB->GetBoundingBox();
const SHAPE_POLY_SET& frontB = fpB->GetCourtyard( F_CrtYd );
const SHAPE_POLY_SET& backB = fpB->GetCourtyard( B_CrtYd );
DRC_CONSTRAINT constraint;
FOOTPRINT* fpB = m_FpInMove[inMoveId];
const SHAPE_POLY_SET& frontB = fpB->GetCachedCourtyard( F_CrtYd );
const SHAPE_POLY_SET& backB = fpB->GetCachedCourtyard( B_CrtYd );
const BOX2I fpBBBox = fpBBBoxes[inMoveId];
const BOX2I frontBBBox = frontBBBoxes[inMoveId];
const BOX2I backBBBox = backBBBoxes[inMoveId];
int clearance;
int actual;
VECTOR2I pos;
if( frontA.OutlineCount() > 0 && frontB.OutlineCount() > 0
&& frontBBox.Intersects( frontB.BBoxFromCaches() ) )
&& frontABBox.Intersects( frontBBBox ) )
{
// Currently, do not use DRC engine for calculation time reasons
// constraint = m_drcEngine->EvalRules( COURTYARD_CLEARANCE_CONSTRAINT, fpA, fpB, B_Cu );
// DRC_CONSTRAINT constraint = m_drcEngine->EvalRules( COURTYARD_CLEARANCE_CONSTRAINT, fpA, fpB, B_Cu );
// constraint.GetValue().Min();
clearance = 0;
@ -78,10 +93,10 @@ void DRC_INTERACTIVE_COURTYARD_CLEARANCE::testCourtyardClearances()
}
if( backA.OutlineCount() > 0 && backB.OutlineCount() > 0
&& backBBox.Intersects( backB.BBoxFromCaches() ) )
&& backABBox.Intersects( backBBBox ) )
{
// Currently, do not use DRC engine for calculation time reasons
// constraint = m_drcEngine->EvalRules( COURTYARD_CLEARANCE_CONSTRAINT, fpA, fpB, B_Cu );
// DRC_CONSTRAINT constraint = m_drcEngine->EvalRules( COURTYARD_CLEARANCE_CONSTRAINT, fpA, fpB, B_Cu );
// constraint.GetValue().Min();
clearance = 0;
@ -100,8 +115,8 @@ void DRC_INTERACTIVE_COURTYARD_CLEARANCE::testCourtyardClearances()
if( pad->HasHole() )
{
std::shared_ptr<SHAPE_SEGMENT> hole = pad->GetEffectiveHoleShape();
const SHAPE_POLY_SET& front = footprint->GetCourtyard( F_CrtYd );
const SHAPE_POLY_SET& back = footprint->GetCourtyard( B_CrtYd );
const SHAPE_POLY_SET& front = footprint->GetCachedCourtyard( F_CrtYd );
const SHAPE_POLY_SET& back = footprint->GetCachedCourtyard( B_CrtYd );
if( front.OutlineCount() > 0 && front.Collide( hole.get(), 0 ) )
return true;
@ -114,8 +129,8 @@ void DRC_INTERACTIVE_COURTYARD_CLEARANCE::testCourtyardClearances()
bool skipNextCmp = false;
if( ( frontA.OutlineCount() > 0 && frontA.BBoxFromCaches().Intersects( fpBBBox ) )
|| ( backA.OutlineCount() > 0 && backA.BBoxFromCaches().Intersects( fpBBBox ) ) )
if( ( frontA.OutlineCount() > 0 && frontABBox.Intersects( fpBBBox ) )
|| ( backA.OutlineCount() > 0 && backABBox.Intersects( fpBBBox ) ) )
{
for( const PAD* padB : fpB->Pads() )
{
@ -132,8 +147,8 @@ void DRC_INTERACTIVE_COURTYARD_CLEARANCE::testCourtyardClearances()
if( skipNextCmp )
continue; // fpA and fpB are already in list
if( ( frontB.OutlineCount() > 0 && frontB.BBoxFromCaches().Intersects( fpABBox ) )
|| ( backB.OutlineCount() > 0 && backB.BBoxFromCaches().Intersects( fpABBox ) ) )
if( ( frontB.OutlineCount() > 0 && frontBBBox.Intersects( fpABBox ) )
|| ( backB.OutlineCount() > 0 && backBBBox.Intersects( fpABBox ) ) )
{
for( const PAD* padA : fpA->Pads() )
{

View File

@ -2576,6 +2576,12 @@ const SHAPE_POLY_SET& FOOTPRINT::GetCourtyard( PCB_LAYER_ID aLayer ) const
if( GetBoard() && GetBoard()->GetTimeStamp() > m_courtyard_cache_timestamp )
const_cast<FOOTPRINT*>( this )->BuildCourtyardCaches();
return GetCachedCourtyard( aLayer );
}
const SHAPE_POLY_SET& FOOTPRINT::GetCachedCourtyard( PCB_LAYER_ID aLayer ) const
{
if( IsBackLayer( aLayer ) )
return m_courtyard_cache_back;
else

View File

@ -925,6 +925,13 @@ public:
*/
const SHAPE_POLY_SET& GetCourtyard( PCB_LAYER_ID aLayer ) const;
/**
* Return the cached courtyard area. No checks are performed.
*
* @return the cached courtyard polygon.
*/
const SHAPE_POLY_SET& GetCachedCourtyard( PCB_LAYER_ID aLayer ) const;
/**
* Build complex polygons of the courtyard areas from graphic items on the courtyard layers.
*