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
This commit is contained in:
Jon Evans 2020-08-30 19:53:56 -04:00
parent 14a9c8dc42
commit 7a5c99ee0f
2 changed files with 62 additions and 41 deletions

View File

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

View File

@ -78,11 +78,14 @@ public:
~POSTURE_SOLVER();
void Clear();
void AddTrailPoint( const VECTOR2I& aP );
void SetTollerance( int toll ) { m_tollerance = toll; }
void SetTolerance( int toll ) { m_tolerance = toll; }
void SetDefaultDirections( DIRECTION_45 aInitDirection, DIRECTION_45 aLastSegDir )
{
m_initDirection = aInitDirection;
m_direction = aInitDirection;
m_lastSegDirection = aLastSegDir;
}
@ -92,10 +95,11 @@ public:
private:
const double areaRatioThreshold = 1.5;
const double areaRatioEpsilon = 0.2;
SHAPE_LINE_CHAIN m_trail;
int m_tollerance;
DIRECTION_45 m_initDirection;
int m_tolerance;
DIRECTION_45 m_direction;
DIRECTION_45 m_lastSegDirection;
bool m_forced;
};