router: allow for insertion of a via without leading trace (e.g. in the middle of already existing trace)
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@ -707,10 +707,7 @@ void PNS_LINE::Reverse()
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void PNS_LINE::AppendVia( const PNS_VIA& aVia )
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{
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if( m_line.PointCount() == 0 )
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return;
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if( aVia.Pos() == m_line.CPoint( 0 ) )
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if( m_line.PointCount() > 1 && aVia.Pos() == m_line.CPoint( 0 ) )
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{
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Reverse();
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}
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@ -357,42 +357,16 @@ bool PNS_LINE_PLACER::mergeHead()
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}
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bool PNS_LINE_PLACER::handleViaPlacement( PNS_LINE& aHead )
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{
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if( !m_placingVia )
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return true;
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PNS_VIA v ( makeVia ( aHead.CPoint( -1 ) ) );
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v.SetNet ( aHead.Net() );
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VECTOR2I force;
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VECTOR2I lead = aHead.CPoint( -1 ) - aHead.CPoint( 0 );
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bool solidsOnly = ( m_currentMode != RM_Walkaround );
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if( v.PushoutForce( m_currentNode, lead, force, solidsOnly, 40 ) )
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{
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SHAPE_LINE_CHAIN line = m_direction.BuildInitialTrace(
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aHead.CPoint( 0 ),
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aHead.CPoint( -1 ) + force );
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aHead = PNS_LINE( aHead, line );
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v.SetPos( v.Pos() + force );
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return true;
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}
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return false;
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}
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bool PNS_LINE_PLACER::rhWalkOnly( const VECTOR2I& aP, PNS_LINE& aNewHead )
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{
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SHAPE_LINE_CHAIN line = buildInitialLine( aP );
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PNS_LINE initTrack( m_head, line ), walkFull;
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PNS_LINE initTrack( m_head );
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PNS_LINE walkFull;
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int effort = 0;
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bool viaOk = handleViaPlacement( initTrack );
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bool rv = true;
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bool rv = true, viaOk;
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viaOk = buildInitialLine ( aP, initTrack );
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PNS_WALKAROUND walkaround( m_currentNode, Router() );
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@ -428,10 +402,8 @@ bool PNS_LINE_PLACER::rhWalkOnly( const VECTOR2I& aP, PNS_LINE& aNewHead )
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PNS_OPTIMIZER::Optimize( &walkFull, effort, m_currentNode );
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if( m_currentNode->CheckColliding( &walkFull ) )
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{
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TRACEn(0, "strange, walk line colliding\n");
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}
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if ( m_currentNode->CheckColliding( &walkFull ) )
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return false;
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m_head = walkFull;
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aNewHead = walkFull;
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@ -442,26 +414,18 @@ bool PNS_LINE_PLACER::rhWalkOnly( const VECTOR2I& aP, PNS_LINE& aNewHead )
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bool PNS_LINE_PLACER::rhMarkObstacles( const VECTOR2I& aP, PNS_LINE& aNewHead )
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{
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m_head.SetShape( buildInitialLine( aP ) );
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if( m_placingVia )
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{
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m_head.AppendVia( makeVia ( m_head.CPoint( -1 ) ) );
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}
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buildInitialLine( aP, m_head );
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aNewHead = m_head;
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return m_currentNode->CheckColliding( &m_head );
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}
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bool PNS_LINE_PLACER::rhShoveOnly ( const VECTOR2I& aP, PNS_LINE& aNewHead )
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{
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SHAPE_LINE_CHAIN line = buildInitialLine( aP );
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PNS_LINE initTrack( m_head, line );
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PNS_LINE initTrack( m_head );
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PNS_LINE walkSolids, l2;
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handleViaPlacement( initTrack );
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bool viaOk = buildInitialLine( aP, initTrack );
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m_currentNode = m_shove->CurrentNode();
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PNS_OPTIMIZER optimizer( m_currentNode );
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@ -485,7 +449,7 @@ bool PNS_LINE_PLACER::rhShoveOnly ( const VECTOR2I& aP, PNS_LINE& aNewHead )
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l.Line().Append( l2.CLine() );
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l.Line().Simplify();
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if( m_placingVia )
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if( m_placingVia && viaOk )
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{
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PNS_VIA v1( makeVia ( l.CPoint( -1 ) ) );
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PNS_VIA v2( makeVia ( l2.CPoint( -1 ) ) );
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@ -892,7 +856,15 @@ bool PNS_LINE_PLACER::FixRoute( const VECTOR2I& aP, PNS_ITEM* aEndItem )
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const SHAPE_LINE_CHAIN& l = pl.CLine();
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if( !l.SegmentCount() )
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{
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if( pl.EndsWithVia() )
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{
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m_lastNode->Add( pl.Via().Clone() );
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Router()->CommitRouting( m_lastNode );
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m_idle = true;
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}
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return true;
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}
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VECTOR2I p_pre_last = l.CPoint( -1 );
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const VECTOR2I p_last = l.CPoint( -1 );
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@ -955,6 +927,9 @@ void PNS_LINE_PLACER::removeLoops( PNS_NODE* aNode, PNS_LINE* aLatest )
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if( !aLatest->SegmentCount() )
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return;
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if (aLatest->CLine().CPoint(0) == aLatest->CLine().CPoint(-1))
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return;
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aNode->Add( aLatest, true );
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for( int s = 0; s < aLatest->SegmentCount(); s++ )
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@ -1046,22 +1021,56 @@ void PNS_LINE_PLACER::SetOrthoMode( bool aOrthoMode )
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Move( m_currentEnd, NULL );
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}
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const SHAPE_LINE_CHAIN PNS_LINE_PLACER::buildInitialLine( const VECTOR2I& aP )
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bool PNS_LINE_PLACER::buildInitialLine( const VECTOR2I& aP, PNS_LINE& aHead )
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{
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SHAPE_LINE_CHAIN l( m_direction.BuildInitialTrace( m_p_start, aP ) );
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SHAPE_LINE_CHAIN l;
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if( l.SegmentCount() <= 1 )
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return l;
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if(m_p_start == aP)
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{
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l.Clear();
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} else {
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l = m_direction.BuildInitialTrace( m_p_start, aP );
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if( m_orthoMode )
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if( l.SegmentCount() > 1 && m_orthoMode )
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{
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VECTOR2I newLast = l.CSegment( 0 ).LineProject( l.CPoint( -1 ) );
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l.Remove( -1, -1 );
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l.Point( 1 ) = newLast;
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}
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}
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return l;
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aHead.SetShape( l );
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if( !m_placingVia )
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return true;
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PNS_VIA v ( makeVia ( aP ) );
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v.SetNet ( aHead.Net() );
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if ( m_currentMode == RM_MarkObstacles )
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{
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aHead.AppendVia ( v );
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return true;
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}
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VECTOR2I force;
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VECTOR2I lead = aP - m_p_start;
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bool solidsOnly = ( m_currentMode != RM_Walkaround );
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if( v.PushoutForce( m_currentNode, lead, force, solidsOnly, 40 ) )
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{
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SHAPE_LINE_CHAIN line = m_direction.BuildInitialTrace(
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m_p_start,
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aP + force );
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aHead = PNS_LINE( aHead, line );
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v.SetPos( v.Pos() + force );
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return true;
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}
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return false; // via placement unsuccessful
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}
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@ -253,13 +253,6 @@ private:
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*/
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void simplifyNewLine( PNS_NODE* aNode, PNS_SEGMENT* aLatest );
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/**
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* Function handleViaPlacement()
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*
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* Attempts to find a spot to place the via at the end of line aHead.
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*/
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bool handleViaPlacement( PNS_LINE& aHead );
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/**
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* Function checkObtusity()
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*
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@ -347,7 +340,7 @@ private:
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const PNS_VIA makeVia ( const VECTOR2I& aP );
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const SHAPE_LINE_CHAIN buildInitialLine( const VECTOR2I& aP );
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bool buildInitialLine( const VECTOR2I& aP, PNS_LINE& aHead );
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///> current routing direction
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DIRECTION_45 m_direction;
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@ -986,7 +986,7 @@ PNS_SHOVE::SHOVE_STATUS PNS_SHOVE::ShoveLines( const PNS_LINE& aCurrentHead )
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m_multiLineMode = false;
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// empty head? nothing to shove...
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if( !aCurrentHead.SegmentCount() )
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if( !aCurrentHead.SegmentCount() && !aCurrentHead.EndsWithVia() )
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return SH_INCOMPLETE;
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PNS_LINE* head = clone( &aCurrentHead );
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@ -1183,6 +1183,9 @@ PNS_SHOVE::SHOVE_STATUS PNS_SHOVE::ShoveDraggingVia( PNS_VIA* aVia, const VECTOR
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void PNS_SHOVE::runOptimizer( PNS_NODE* aNode, PNS_LINE* aHead )
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{
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if(!aHead->SegmentCount())
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return;
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PNS_OPTIMIZER optimizer( aNode );
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int optFlags = 0, n_passes = 0;
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@ -139,6 +139,16 @@ PNS_WALKAROUND::WALKAROUND_STATUS PNS_WALKAROUND::Route( const PNS_LINE& aInitia
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WALKAROUND_STATUS s_cw = IN_PROGRESS, s_ccw = IN_PROGRESS;
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SHAPE_LINE_CHAIN best_path;
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// special case for via-in-the-middle-of-track placement
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if( aInitialPath.PointCount() <= 1 )
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{
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if(aInitialPath.EndsWithVia() && m_world->CheckColliding( &aInitialPath.Via(), m_itemMask ) )
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return STUCK;
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aWalkPath = aInitialPath;
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return DONE;
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}
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start( aInitialPath );
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m_currentObstacle[0] = m_currentObstacle[1] = nearestObstacle( aInitialPath );
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