/* * KiRouter - a push-and-(sometimes-)shove PCB router * * Copyright (C) 2013-2017 CERN * Copyright (C) 2016-2021 KiCad Developers, see AUTHORS.txt for contributors. * * @author Tomasz Wlostowski * * This program is free software: you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #ifndef __PNS_LINE_PLACER_H #define __PNS_LINE_PLACER_H #include #include #include #include "pns_line.h" #include "pns_mouse_trail_tracer.h" #include "pns_node.h" #include "pns_placement_algo.h" #include "pns_sizes_settings.h" #include "pns_via.h" #include "pns_walkaround.h" namespace PNS { class ROUTER; class SHOVE; class OPTIMIZER; class VIA; class SIZES_SETTINGS; class NODE; class FIXED_TAIL { public: FIXED_TAIL( int aLineCount = 1); ~FIXED_TAIL(); struct FIX_POINT { int layer; bool placingVias; VECTOR2I p; DIRECTION_45 direction; }; struct STAGE { NODE* commit; std::vector pts; }; void Clear(); void AddStage( const VECTOR2I& aStart, int aLayer, bool placingVias, DIRECTION_45 direction, NODE* aNode ); bool PopStage( STAGE& aStage ); int StageCount() const; private: std::vector m_stages; }; /** * Single track placement algorithm. Interactively routes a track. * Applies shove and walkaround algorithms when needed. */ class LINE_PLACER : public PLACEMENT_ALGO { public: LINE_PLACER( ROUTER* aRouter ); ~LINE_PLACER(); /** * Start routing a single track at point aP, taking item aStartItem as anchor (unless NULL). */ bool Start( const VECTOR2I& aP, ITEM* aStartItem ) override; /** * Move the end of the currently routed trace to the point \a aP, taking \a aEndItem as * anchor (if not NULL). */ bool Move( const VECTOR2I& aP, ITEM* aEndItem ) override; /** * Commit the currently routed track to the parent node taking \a aP as the final end point * and \a aEndItem as the final anchor (if provided). * * @return true if route has been committed. May return false if the routing result is * violating design rules. In such cases, the track is only committed if * CanViolateDRC() is on. */ bool FixRoute( const VECTOR2I& aP, ITEM* aEndItem, bool aForceFinish ) override; bool UnfixRoute() override; bool CommitPlacement() override; bool AbortPlacement() override; bool HasPlacedAnything() const override; /** * Enable/disable a via at the end of currently routed trace. */ bool ToggleVia( bool aEnabled ) override; /** * Set the current routing layer. */ bool SetLayer( int aLayer ) override; /** * Return the "head" of the line being placed, that is the volatile part that has not been * "fixed" yet. */ const LINE& Head() const { return m_head; } /** * Return the "tail" of the line being placed, the part which has already wrapped around * and shoved some obstacles. */ const LINE& Tail() const { return m_tail; } /** * Return the complete routed line. */ const LINE Trace() const; /** * Return the complete routed line, as a single-member ITEM_SET. */ const ITEM_SET Traces() override; /** * Return the current start of the line being placed. */ const VECTOR2I& CurrentStart() const override { return m_currentStart; } /** * Return the current end of the line being placed. It may not be equal to the cursor * position due to collisions. */ const VECTOR2I& CurrentEnd() const override { return m_currentEnd; } /** * Return the net code of currently routed track. */ const std::vector CurrentNets() const override { return std::vector( 1, m_currentNet ); } /** * Return the layer of currently routed track. */ int CurrentLayer() const override { return m_currentLayer; } /** * Return the most recent world state. */ NODE* CurrentNode( bool aLoopsRemoved = false ) const override; /** * Toggle the current posture (straight/diagonal) of the trace head. */ void FlipPosture() override; /** * Perform on-the-fly update of the width, via diameter & drill size from a settings class. * * Performs on-the-fly update of the width, via diameter & drill size from a settings class. * Used to dynamically change these parameters as the track is routed. */ void UpdateSizes( const SIZES_SETTINGS& aSizes ) override; void SetOrthoMode( bool aOrthoMode ) override; bool IsPlacingVia() const override { return m_placingVia; } void GetModifiedNets( std::vector& aNets ) const override; /** * Check if point \a aP lies on segment \a aSeg. If so, splits the segment in two, forming a * joint at \a aP and stores updated topology in node \a aNode. */ bool SplitAdjacentSegments( NODE* aNode, ITEM* aSeg, const VECTOR2I& aP ); private: /** * Re-route the current track to point aP. Returns true, when routing has completed * successfully (i.e. the trace end has reached point \a aP), and false if the trace was * stuck somewhere on the way. May call routeStep() repetitively due to mouse smoothing. * * @param aP ending point of current route. * @return true, if the routing is complete. */ bool route( const VECTOR2I& aP ); /** * Draw the "leading" rats nest line, which connects the end of currently routed track and * the nearest yet unrouted item. If the routing for current net is complete, draws nothing. */ void updateLeadingRatLine(); /** * Set the board to route. */ void setWorld( NODE* aWorld ); /** * Initialize placement of a new line with given parameters. */ void initPlacement(); /** * Set preferred direction of the very first track segment to be laid. * Used by posture switching mechanism. */ void setInitialDirection( const DIRECTION_45& aDirection ); /** * Searches aNode for traces concurrent to aLatest and removes them. Updated * topology is stored in aNode. */ void removeLoops( NODE* aNode, LINE& aLatest ); /** * Assemble a line starting from segment or arc aLatest, removes collinear segments * and redundant vertices. If a simplification has been found, replaces the old line * with the simplified one in \a aNode. */ void simplifyNewLine( NODE* aNode, LINKED_ITEM* aLatest ); /** * Check if the head of the track intersects its tail. If so, cuts the tail up to the * intersecting segment and fixes the head direction to match the last segment before * the cut. * * @return true if the line has been changed. */ bool handleSelfIntersections(); /** * Deal with pull-back: reduces the tail if head trace is moved backwards wrs to the * current tail direction. * * @return true if the line has been changed. */ bool handlePullback(); /** * Moves "established" segments from the head to the tail if certain conditions are met. * * @return true, if the line has been changed. */ bool mergeHead(); /** * Attempt to reduce the number of segments in the tail by trying to replace a certain * number of latest tail segments with a direct trace leading to \a aEnd that does not * collide with anything. * * @param aEnd is the current routing destination point. * @return true if the line has been changed. */ bool reduceTail( const VECTOR2I& aEnd ); /** * Try to reduce the corner count of the most recent part of tail/head by merging * obtuse/collinear segments. * * @return true if the line has been changed. */ bool optimizeTailHeadTransition(); /** * Compute the head trace between the current start point (m_p_start) and point \a aP, * starting with direction defined in m_direction. The trace walks around all * colliding solid or non-movable items. Movable segments are ignored, as they'll be * handled later by the shove algorithm. */ bool routeHead( const VECTOR2I& aP, LINE& aNewHead, LINE& aNewTail ); /** * Perform a single routing algorithm step, for the end point \a aP. * * @param aP is the ending point of current route. * @return true if the line has been changed. */ void routeStep( const VECTOR2I& aP ); ///< Route step walk around mode. bool rhWalkOnly( const VECTOR2I& aP, LINE& aNewHead, LINE& aNewTail ); bool rhWalkBase( const VECTOR2I& aP, LINE& aWalkLine, int aCollisionMask, bool& aViaOk ); bool splitHeadTail( const LINE& aNewLine, const LINE& aOldTail, LINE& aNewHead, LINE& aNewTail ); bool cursorDistMinimum( const SHAPE_LINE_CHAIN& aL, const VECTOR2I& aCursor, double lengthThreshold, SHAPE_LINE_CHAIN& aOut ); bool clipAndCheckCollisions( VECTOR2I aP, SHAPE_LINE_CHAIN aL, SHAPE_LINE_CHAIN& aOut, int &thresholdDist ); void updatePStart( const LINE& tail ); //bool rhPostSplitHeadTail( ) ///< Route step shove mode. bool rhShoveOnly( const VECTOR2I& aP, LINE& aNewHead, LINE& aNewTail ); ///< Route step mark obstacles mode. bool rhMarkObstacles( const VECTOR2I& aP, LINE& aNewHead, LINE& aNewTail ); const VIA makeVia( const VECTOR2I& aP ); bool buildInitialLine( const VECTOR2I& aP, LINE& aHead, bool aForceNoVia = false ); DIRECTION_45 m_direction; ///< current routing direction DIRECTION_45 m_initial_direction; ///< routing direction for new traces LINE m_head; ///< the volatile part of the track from the previously ///< analyzed point to the current routing destination LINE m_tail; ///< routing "tail": part of the track that has been already ///< fixed due to collisions with obstacles NODE* m_world; ///< pointer to world to search colliding items VECTOR2I m_p_start; ///< current routing start (end of tail, beginning of head) std::optional m_last_p_end; std::unique_ptr m_shove; ///< The shove engine NODE* m_currentNode; ///< Current world state NODE* m_lastNode; ///< Postprocessed world state (including marked collisions & ///< removed loops) SIZES_SETTINGS m_sizes; bool m_placingVia; int m_currentNet; int m_currentLayer; VECTOR2I m_currentEnd; VECTOR2I m_currentStart; LINE m_currentTrace; ITEM* m_startItem; ITEM* m_endItem; bool m_idle; bool m_chainedPlacement; bool m_orthoMode; bool m_placementCorrect; FIXED_TAIL m_fixedTail; MOUSE_TRAIL_TRACER m_mouseTrailTracer; }; } #endif // __PNS_LINE_PLACER_H