/* * KiRouter - a push-and-(sometimes-)shove PCB router * * Copyright (C) 2013-2014 CERN * Copyright (C) 2016 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_NODE_H #define __PNS_NODE_H #include #include #include #include #include #include #include #include #include "pns_item.h" #include "pns_joint.h" #include "pns_itemset.h" namespace PNS { class SEGMENT; class LINE; class SOLID; class VIA; class INDEX; class ROUTER; class NODE; /** * RULE_RESOLVER * * An abstract function object, returning a design rule (clearance, diff pair gap, etc) required between two items. **/ class RULE_RESOLVER { public: virtual ~RULE_RESOLVER() {} virtual bool CollideHoles( const ITEM* aA, const ITEM* aB, bool aNeedMTV, VECTOR2I* aMTV ) const = 0; virtual int Clearance( const ITEM* aA, const ITEM* aB ) const = 0; virtual int Clearance( int aNetCode ) const = 0; virtual int DpCoupledNet( int aNet ) = 0; virtual int DpNetPolarity( int aNet ) = 0; virtual bool DpNetPair( ITEM* aItem, int& aNetP, int& aNetN ) = 0; virtual wxString NetName( int aNet ) = 0; }; /** * Struct OBSTACLE * * Holds an object colliding with another object, along with * some useful data about the collision. **/ struct OBSTACLE { ///> Item we search collisions with const ITEM* m_head; ///> Item found to be colliding with m_head ITEM* m_item; ///> Hull of the colliding m_item SHAPE_LINE_CHAIN m_hull; ///> First and last intersection point between the head item and the hull ///> of the colliding m_item VECTOR2I m_ipFirst, m_ipLast; ///> ... and the distance thereof int m_distFirst, m_distLast; }; /** * Struct OBSTACLE_VISITOR **/ class OBSTACLE_VISITOR { public: OBSTACLE_VISITOR( const ITEM* aItem ); void SetWorld( const NODE* aNode, const NODE* aOverride = NULL ); virtual bool operator()( ITEM* aCandidate ) = 0; protected: bool visit( ITEM* aCandidate ); ///> the item we are looking for collisions with const ITEM* m_item; ///> node we are searching in (either root or a branch) const NODE* m_node; ///> node that overrides root entries const NODE* m_override; ///> additional clearance int m_extraClearance; }; /** * NODE * * Keeps the router "world" - i.e. all the tracks, vias, solids in a * hierarchical and indexed way. * Features: * - spatial-indexed container for PCB item shapes * - collision search & clearance checking * - assembly of lines connecting joints, finding loops and unique paths * - lightweight cloning/branching (for recursive optimization and shove * springback) **/ class NODE { public: typedef OPT OPT_OBSTACLE; typedef std::vector ITEM_VECTOR; typedef std::vector OBSTACLES; NODE(); ~NODE(); ///> Returns the expected clearance between items a and b. int GetClearance( const ITEM* aA, const ITEM* aB ) const; ///> Returns the pre-set worst case clearance between any pair of items int GetMaxClearance() const { return m_maxClearance; } ///> Sets the worst-case clerance between any pair of items void SetMaxClearance( int aClearance ) { m_maxClearance = aClearance; } ///> Assigns a clerance resolution function object void SetRuleResolver( RULE_RESOLVER* aFunc ) { m_ruleResolver = aFunc; } RULE_RESOLVER* GetRuleResolver() const { return m_ruleResolver; } ///> Returns the number of joints int JointCount() const { return m_joints.size(); } ///> Returns the number of nodes in the inheritance chain (wrs to the root node) int Depth() const { return m_depth; } /** * Function QueryColliding() * * Finds items collliding (closer than clearance) with the item aItem. * @param aItem item to check collisions against * @param aObstacles set of colliding objects found * @param aKindMask mask of obstacle types to take into account * @param aLimitCount stop looking for collisions after finding this number of colliding items * @return number of obstacles found */ int QueryColliding( const ITEM* aItem, OBSTACLES& aObstacles, int aKindMask = ITEM::ANY_T, int aLimitCount = -1, bool aDifferentNetsOnly = true, int aForceClearance = -1 ); int QueryColliding( const ITEM* aItem, OBSTACLE_VISITOR& aVisitor ); /** * Function NearestObstacle() * * Follows the line in search of an obstacle that is nearest to the starting to the line's starting * point. * @param aItem the item to find collisions with * @param aKindMask mask of obstacle types to take into account * @return the obstacle, if found, otherwise empty. */ OPT_OBSTACLE NearestObstacle( const LINE* aItem, int aKindMask = ITEM::ANY_T, const std::set* aRestrictedSet = NULL ); /** * Function CheckColliding() * * Checks if the item collides with anything else in the world, * and if found, returns the obstacle. * @param aItem the item to find collisions with * @param aKindMask mask of obstacle types to take into account * @return the obstacle, if found, otherwise empty. */ OPT_OBSTACLE CheckColliding( const ITEM* aItem, int aKindMask = ITEM::ANY_T ); /** * Function CheckColliding() * * Checks if any item in the set collides with anything else in the world, * and if found, returns the obstacle. * @param aSet set of items to find collisions with * @param aKindMask mask of obstacle types to take into account * @return the obstacle, if found, otherwise empty. */ OPT_OBSTACLE CheckColliding( const ITEM_SET& aSet, int aKindMask = ITEM::ANY_T ); /** * Function CheckColliding() * * Checks if 2 items collide. * and if found, returns the obstacle. * @param aItemA first item to find collisions with * @param aItemB second item to find collisions with * @param aKindMask mask of obstacle types to take into account * @return the obstacle, if found, otherwise empty. */ bool CheckColliding( const ITEM* aItemA, const ITEM* aItemB, int aKindMask = ITEM::ANY_T, int aForceClearance = -1 ); /** * Function HitTest() * * Finds all items that contain the point aPoint. * @param aPoint the point * @return the items */ const ITEM_SET HitTest( const VECTOR2I& aPoint ) const; /** * Function Add() * * Adds an item to the current node. * @param aSegment item to add * @param aAllowRedundant if true, duplicate items are allowed (e.g. a segment or via * @return true if added * at the same coordinates as an existing one) */ bool Add( std::unique_ptr< SEGMENT > aSegment, bool aAllowRedundant = false ); void Add( std::unique_ptr< SOLID > aSolid ); void Add( std::unique_ptr< VIA > aVia ); void Add( LINE& aLine, bool aAllowRedundant = false ); private: void Add( std::unique_ptr< ITEM > aItem, bool aAllowRedundant = false ); public: /** * Function Remove() * * Just as the name says, removes an item from this branch. */ void Remove( SOLID* aSolid ); void Remove( VIA* aVia ); void Remove( SEGMENT* aSegment ); void Remove( ITEM* aItem ); public: /** * Function Remove() * * Just as the name says, removes a line from this branch. * @param aLine item to remove */ void Remove( LINE& aLine ); /** * Function Replace() * * Just as the name says, replaces an item with another one. * @param aOldItem item to be removed * @param aNewItem item add instead */ void Replace( ITEM* aOldItem, std::unique_ptr< ITEM > aNewItem ); void Replace( LINE& aOldLine, LINE& aNewLine ); /** * Function Branch() * * Creates a lightweight copy (called branch) of self that tracks * the changes (added/removed items) wrs to the root. Note that if there are * any branches in use, their parents must NOT be deleted. * @return the new branch */ NODE* Branch(); /** * Function AssembleLine() * * Follows the joint map to assemble a line connecting two non-trivial * joints starting from segment aSeg. * @param aSeg the initial segment * @param aOriginSegmentIndex index of aSeg in the resulting line * @return the line */ const LINE AssembleLine( SEGMENT* aSeg, int* aOriginSegmentIndex = NULL, bool aStopAtLockedJoints = false ); ///> Prints the contents and joints structure void Dump( bool aLong = false ); /** * Function GetUpdatedItems() * * Returns the lists of items removed and added in this branch, with * respect to the root branch. * @param aRemoved removed items * @param aAdded added items */ void GetUpdatedItems( ITEM_VECTOR& aRemoved, ITEM_VECTOR& aAdded ); /** * Function Commit() * * Applies the changes from a given branch (aNode) to the root branch. Called on * a non-root branch will fail. Calling commit also kills all children nodes of the root branch. * @param aNode node to commit changes from */ void Commit( NODE* aNode ); /** * Function FindJoint() * * Searches for a joint at a given position, layer and belonging to given net. * @return the joint, if found, otherwise empty */ JOINT* FindJoint( const VECTOR2I& aPos, int aLayer, int aNet ); void LockJoint( const VECTOR2I& aPos, const ITEM* aItem, bool aLock ); /** * Function FindJoint() * * Searches for a joint at a given position, linked to given item. * @return the joint, if found, otherwise empty */ JOINT* FindJoint( const VECTOR2I& aPos, const ITEM* aItem ) { return FindJoint( aPos, aItem->Layers().Start(), aItem->Net() ); } #if 0 void MapConnectivity( JOINT* aStart, std::vector & aFoundJoints ); ITEM* NearestUnconnectedItem( JOINT* aStart, int* aAnchor = NULL, int aKindMask = ITEM::ANY_T); #endif ///> finds all lines between a pair of joints. Used by the loop removal procedure. int FindLinesBetweenJoints( JOINT& aA, JOINT& aB, std::vector& aLines ); ///> finds the joints corresponding to the ends of line aLine void FindLineEnds( const LINE& aLine, JOINT& aA, JOINT& aB ); ///> Destroys all child nodes. Applicable only to the root node. void KillChildren(); void AllItemsInNet( int aNet, std::set& aItems ); void ClearRanks( int aMarkerMask = MK_HEAD | MK_VIOLATION ); void RemoveByMarker( int aMarker ); ITEM* FindItemByParent( const BOARD_CONNECTED_ITEM* aParent ); bool HasChildren() const { return !m_children.empty(); } ///> checks if this branch contains an updated version of the m_item ///> from the root branch. bool Overrides( ITEM* aItem ) const { return m_override.find( aItem ) != m_override.end(); } private: struct DEFAULT_OBSTACLE_VISITOR; typedef std::unordered_multimap JOINT_MAP; typedef JOINT_MAP::value_type TagJointPair; /// nodes are not copyable NODE( const NODE& aB ); NODE& operator=( const NODE& aB ); ///> tries to find matching joint and creates a new one if not found JOINT& touchJoint( const VECTOR2I& aPos, const LAYER_RANGE& aLayers, int aNet ); ///> touches a joint and links it to an m_item void linkJoint( const VECTOR2I& aPos, const LAYER_RANGE& aLayers, int aNet, ITEM* aWhere ); ///> unlinks an item from a joint void unlinkJoint( const VECTOR2I& aPos, const LAYER_RANGE& aLayers, int aNet, ITEM* aWhere ); ///> helpers for adding/removing items void addSolid( SOLID* aSeg ); void addSegment( SEGMENT* aSeg ); void addVia( VIA* aVia ); void removeLine( LINE& aLine ); void removeSolidIndex( SOLID* aSeg ); void removeSegmentIndex( SEGMENT* aSeg ); void removeViaIndex( VIA* aVia ); void doRemove( ITEM* aItem ); void unlinkParent(); void releaseChildren(); void releaseGarbage(); bool isRoot() const { return m_parent == NULL; } SEGMENT* findRedundantSegment( const VECTOR2I& A, const VECTOR2I& B, const LAYER_RANGE & lr, int aNet ); SEGMENT* findRedundantSegment( SEGMENT* aSeg ); ///> scans the joint map, forming a line starting from segment (current). void followLine( SEGMENT* aCurrent, bool aScanDirection, int& aPos, int aLimit, VECTOR2I* aCorners, SEGMENT** aSegments, bool& aGuardHit, bool aStopAtLockedJoints ); ///> hash table with the joints, linking the items. Joints are hashed by ///> their position, layer set and net. JOINT_MAP m_joints; ///> node this node was branched from NODE* m_parent; ///> root node of the whole hierarchy NODE* m_root; ///> list of nodes branched from this one std::set m_children; ///> hash of root's items that have been changed in this node std::unordered_set m_override; ///> worst case item-item clearance int m_maxClearance; ///> Design rules resolver RULE_RESOLVER* m_ruleResolver; ///> Geometric/Net index of the items INDEX* m_index; ///> depth of the node (number of parent nodes in the inheritance chain) int m_depth; std::unordered_set m_garbageItems; }; } #endif