VIEW: rebuild the R-trees from scratch if more than 30% of items require a geometry update.
(see comments in the code for detailed explanation)
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@ -1405,9 +1405,54 @@ void VIEW::RecacheAllItems()
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void VIEW::UpdateItems()
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void VIEW::UpdateItems()
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{
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{
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if( m_gal->IsVisible() )
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if( !m_gal->IsVisible() )
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{
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return;
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GAL_UPDATE_CONTEXT ctx( m_gal );
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GAL_UPDATE_CONTEXT ctx( m_gal );
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int cntTotal = 0, cntToUpdate = 0;
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for( VIEW_ITEM* item : *m_allItems )
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{
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cntTotal++;
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if( item->viewPrivData() && item->viewPrivData()->m_requiredUpdate & ( GEOMETRY | LAYERS ) )
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{
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cntToUpdate++;
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}
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}
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double ratio = (double) cntToUpdate / (double) cntTotal;
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// Optimization to improve view update time. If a lot of items (say, 30%) have their
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// bboxes/geometry changed it's way faster (around 10 times) to rebuild the R-Trees
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// from scratch rather than update the bbox of each changed item. Pcbnew does multiple
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// full geometry updates during file load, this can save a solid 30 seconds on load time
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// for larger designs...
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if( ratio > 0.3 )
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{
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auto allItems = *m_allItems;
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int layers[VIEW_MAX_LAYERS], layers_count;
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// kill all Rtrees
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for( VIEW_LAYER& layer : m_layers )
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layer.items->RemoveAll();
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// and re-insert items from scratch
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for( VIEW_ITEM* item : allItems )
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{
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item->ViewGetLayers( layers, layers_count );
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item->viewPrivData()->saveLayers( layers, layers_count );
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for( int i = 0; i < layers_count; ++i )
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{
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VIEW_LAYER& l = m_layers[layers[i]];
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l.items->Insert( item );
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MarkTargetDirty( l.target );
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}
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item->viewPrivData()->m_requiredUpdate &= ~( LAYERS | GEOMETRY );
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}
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}
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for( VIEW_ITEM* item : *m_allItems )
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for( VIEW_ITEM* item : *m_allItems )
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{
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{
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@ -1418,7 +1463,6 @@ void VIEW::UpdateItems()
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}
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}
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}
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}
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}
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}
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}
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void VIEW::UpdateAllItems( int aUpdateFlags )
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void VIEW::UpdateAllItems( int aUpdateFlags )
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