Change teardrop generation to rely more heavily on BOARD_CONNECTIVITY
for improved performance.
Add updating of teardrops on BOARD_COMMIT::Push().
Also converts m_CopperItemRTreeCache to std::shared_ptr.
We don't copy it around anyway, and having to create a new set
of std::unique_ptr's for each operation is likely to be more
expensive than std::shared_ptr's overhead.
When adding new data, we may have differing sizes of the dynamic
ratsnest and our local copy, so ensure that we are only referencing
elements that exist in both
Internal routines have no need for locking the mutex they already own.
While external routines that want to recalculate the Ratsnest do need an
exclusive lock before being allowed access
Fixes https://gitlab.com/kicad/code/kicad/issues/13011
We call 'RecalculateRatsnest' in multiple locations, this will
invalidate various pointers needed by VIEW::Redraw(). When this is
called through the normal connectivity routines, we have the mutex
locked to prevent conflict but we've added more locations that update
just the Ratsnest. The std::adopt_lock should take over the existing
lock when needed
Fixes https://gitlab.com/kicad/code/kicad/issues/13011
Make sure that the connectivity has successfully completed before
attempting to merge segments. Also avoids reaching into the shared_ptr
if we don't need to
Fixes https://gitlab.com/kicad/code/kicad/issues/13639
(And doing so randomly as if the closer endpoint to the zone center
was the one without a pad then it would get marked as good, while if
it was the other way around we'd notch 2 connections for the pad end
and none for the other end.)
Fixes https://gitlab.com/kicad/code/kicad/issues/13420
Fixes an issue with `wait_for_tasks()` and adds a lower-overhead
`push_loop` helper. We replace our usage of `parallelize_loop` with
`push_loop` as we didn't use the multi-future vector return and don't
need the extra overhead.
Assigning to a reference to a std::shared_ptr does not update the
reference to a different std::shared_ptr; it changes what the
std::shared_ptr points to.
Fixes https://gitlab.com/kicad/code/kicad/issues/12968
1) The highest priority zone that a via/pad collides with "owns" its
connectivity state. Once set, lower priority zones cannot change it --
and in fact, if they would have connected to it are forced not to.
2) The connectivity state goes with the zone fill state, and therefore
must be saved in the file.
3) Display of remove-unconnected's pads is no longer done in GetViewLOD()
(which isn't called for selected items), and is instead done in PCB_PAINTER.
This allows us to draw the full pad in outline mode when a via/pad is
selected which would otherwise only show the hole.
4) Note that in some cases this will still generate DRC errors -- in
particular when a via nearly collides with a higher priority zone it
won't get "owned" by that zone and may therefore have insufficient
clearance if said zone concludes it's unconnected and a subsequent
(lower priority) zone connects to it (causing it to now become flashed).
Fixes https://gitlab.com/kicad/code/kicad/issues/11299
Removes some unneeded calculations and threads the remaining.
Threading was previously removed to avoid overhead issues with small
boards. This is no longer needed with the thread pool implementation
Fixes https://gitlab.com/kicad/code/kicad/issues/12131
Thread pools are long-lasting executors that have close to zero overhead
when launching new jobs. This is advantageous over creating new threads
as we can use this for threading smalling jobs and smaller quanta. It
also avoids the heuristics needed to determine the optimal number of
threads to spawn
1) Drop tiny islands which might cause connection problems.
2) Cleanup some dead code in filler
3) Don't estabilish a connection to an island that is fully covered
by whatever its connecting to.
Fixes https://gitlab.com/kicad/code/kicad/issues/11036
1) Generate SHAPE_POLY_SET triangulation by outline so they can be
shared between connectivity system and other clients.
2) Don't add items to connectivity when reading board; we're going
to do a total rebuild anyway.
3) Use multithreading when caching triangulation.