Tweak the mouse-based posture solver
Add an epsilon to reduce flutter Add a lock after a certain distance Forget the old trail when unlocking Fixes https://gitlab.com/kicad/code/kicad/-/issues/5381
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@ -980,7 +980,7 @@ bool LINE_PLACER::Start( const VECTOR2I& aP, ITEM* aStartItem )
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m_postureSolver.Clear();
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m_postureSolver.AddTrailPoint( aP );
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m_postureSolver.SetTollerance( m_head.Width() );
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m_postureSolver.SetTolerance( m_head.Width() );
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m_postureSolver.SetDefaultDirections( m_initial_direction, DIRECTION_45::UNDEFINED );
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NODE *n;
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@ -1211,7 +1211,7 @@ bool LINE_PLACER::FixRoute( const VECTOR2I& aP, ITEM* aEndItem, bool aForceFinis
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m_postureSolver.Clear();
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m_postureSolver.SetTollerance( m_head.Width() );
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m_postureSolver.SetTolerance( m_head.Width() );
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m_postureSolver.AddTrailPoint( m_currentStart );
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m_postureSolver.SetDefaultDirections( m_initial_direction, d_last );
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@ -1512,32 +1512,39 @@ int FIXED_TAIL::StageCount() const
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return m_stages.size();
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}
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POSTURE_SOLVER::POSTURE_SOLVER()
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{
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m_forced = false;
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m_tollerance = 0;
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m_tolerance = 0;
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}
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POSTURE_SOLVER::~POSTURE_SOLVER() {}
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void POSTURE_SOLVER::Clear()
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{
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m_forced = false;
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m_trail.Clear();
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}
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void POSTURE_SOLVER::AddTrailPoint( const VECTOR2I& aP )
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{
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if( m_trail.SegmentCount() == 0 )
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{
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m_trail.Append(aP);
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} else {
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SEG s_new ( m_trail.CPoint(-1), aP );
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m_trail.Append( aP );
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}
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else
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{
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SEG s_new( m_trail.CPoint( -1 ), aP );
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for( int i = 0; i < m_trail.SegmentCount() - 1; i++ )
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{
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const auto& s_trail = m_trail.CSegment(i);
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if( s_trail.Distance( s_new ) <= m_tollerance )
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const auto& s_trail = m_trail.CSegment( i );
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if( s_trail.Distance( s_new ) <= m_tolerance )
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{
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m_trail = m_trail.Slice( 0, i );
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break;
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@ -1551,62 +1558,72 @@ void POSTURE_SOLVER::AddTrailPoint( const VECTOR2I& aP )
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auto dbg = ROUTER::GetInstance()->GetInterface()->GetDebugDecorator();
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dbg->AddLine(m_trail, 5, 100000 );
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dbg->AddLine( m_trail, 5, 100000 );
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}
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DIRECTION_45 POSTURE_SOLVER::GetPosture( const VECTOR2I& aP )
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{
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if( m_trail.PointCount() < 2)
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return m_initDirection;
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// Adjusts how far away from p0 we get before whatever posture we solved is locked in
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const int lockDistanceFactor = 40;
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// Adjusts how close to p0 we unlock the posture again if one was locked already
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const int unlockDistanceFactor = 4;
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if( m_trail.PointCount() < 2 )
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return m_direction;
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auto dbg = ROUTER::GetInstance()->GetInterface()->GetDebugDecorator();
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auto p0 = m_trail.CPoint(0);
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auto bb = m_trail.BBox();
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double refArea = bb.GetArea();
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auto p0 = m_trail.CPoint( 0 );
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double refLength = SEG( p0, aP ).Length();
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SHAPE_LINE_CHAIN straight( DIRECTION_45().BuildInitialTrace( p0, aP, false ) );
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straight.SetClosed(true);
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straight.Append(m_trail.Reverse());
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dbg->AddLine(straight, 2, 100000 );
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straight.SetClosed( true );
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straight.Append( m_trail.Reverse() );
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dbg->AddLine( straight, m_forced ? 3 : 2, 100000 );
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double areaS = straight.Area();
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SHAPE_LINE_CHAIN diag ( DIRECTION_45().BuildInitialTrace( p0, aP, true ) );
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diag.Append(m_trail.Reverse());
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diag.SetClosed(true);
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dbg->AddLine(diag, 1, 100000 );
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SHAPE_LINE_CHAIN diag( DIRECTION_45().BuildInitialTrace( p0, aP, true ) );
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diag.Append( m_trail.Reverse() );
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diag.SetClosed( true );
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dbg->AddLine( diag, 1, 100000 );
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double areaDiag = diag.Area();
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double ratio = abs(areaS) / (fabs(areaDiag) + 1.0);
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double ratio = abs( areaS ) / ( fabs( areaDiag ) + 1.0 );
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// heuristic to detect that the user dragged back the cursor to the beginning of the trace
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// in this case, we cancel any forced posture
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if( sqrt(refArea) < 4 * m_tollerance )
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// in this case, we cancel any forced posture and restart the trail
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if( m_forced && refLength < unlockDistanceFactor * m_tolerance )
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{
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m_forced = false;
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VECTOR2I start = p0;
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m_trail.Clear();
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m_trail.Append( start );
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}
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if( m_forced )
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return m_initDirection;
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else if( ratio > areaRatioThreshold)
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return DIRECTION_45::NE;
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else if ( ratio < 1.0 / areaRatioThreshold )
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return DIRECTION_45::N;
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else if ( m_lastSegDirection != DIRECTION_45::UNDEFINED )
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return m_lastSegDirection;
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else
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return m_initDirection;
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// If we get far away from the initial point, lock in the current solution to prevent flutter
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if( !m_forced && refLength > lockDistanceFactor * m_tolerance )
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m_forced = true;
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if( m_forced )
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return m_direction;
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else if( ratio > areaRatioThreshold + areaRatioEpsilon )
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m_direction = DIRECTION_45::NE;
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else if( ratio < ( 1.0 / areaRatioThreshold ) - areaRatioEpsilon )
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m_direction = DIRECTION_45::N;
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else if( m_lastSegDirection != DIRECTION_45::UNDEFINED )
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m_direction = m_lastSegDirection;
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return m_direction;
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}
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void POSTURE_SOLVER::FlipPosture()
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{
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m_initDirection = m_initDirection.Right();
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m_direction = m_direction.Right();
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m_forced = true;
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}
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@ -78,11 +78,14 @@ public:
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~POSTURE_SOLVER();
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void Clear();
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void AddTrailPoint( const VECTOR2I& aP );
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void SetTollerance( int toll ) { m_tollerance = toll; }
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void SetTolerance( int toll ) { m_tolerance = toll; }
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void SetDefaultDirections( DIRECTION_45 aInitDirection, DIRECTION_45 aLastSegDir )
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{
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m_initDirection = aInitDirection;
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m_direction = aInitDirection;
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m_lastSegDirection = aLastSegDir;
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}
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@ -92,10 +95,11 @@ public:
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private:
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const double areaRatioThreshold = 1.5;
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const double areaRatioEpsilon = 0.2;
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SHAPE_LINE_CHAIN m_trail;
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int m_tollerance;
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DIRECTION_45 m_initDirection;
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int m_tolerance;
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DIRECTION_45 m_direction;
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DIRECTION_45 m_lastSegDirection;
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bool m_forced;
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};
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