/* * KiRouter - a push-and-(sometimes-)shove PCB router * * Copyright (C) 2013 CERN * 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 . */ #include "pns_via.h" #include "pns_node.h" #include "pns_utils.h" #include static bool Circle2Circle( VECTOR2I p1, VECTOR2I p2, int r1, int r2, VECTOR2I& force ) { int mindist = r1 + r2; VECTOR2I delta = p2 - p1; int dist = delta.EuclideanNorm(); if( dist >= mindist ) return false; force = delta.Resize( abs( mindist - dist ) + 1 ); return true; }; static bool Rect2Circle( VECTOR2I rp0, VECTOR2I rsize, VECTOR2I cc, int cr, VECTOR2I& force ) { VECTOR2I vts[] = { VECTOR2I( rp0.x, rp0.y ), VECTOR2I( rp0.x, rp0.y + rsize.y ), VECTOR2I( rp0.x + rsize.x, rp0.y + rsize.y ), VECTOR2I( rp0.x + rsize.x, rp0.y ), VECTOR2I( rp0.x, rp0.y ) }; int dist = INT_MAX; VECTOR2I nearest; for( int i = 0; i < 4; i++ ) { SEG s( vts[i], vts[i + 1] ); VECTOR2I pn = s.NearestPoint( cc ); int d = (pn - cc).EuclideanNorm(); if( d < dist ) { nearest = pn; dist = d; } } bool inside = cc.x >= rp0.x && cc.x <= (rp0.x + rsize.x) && cc.y >= rp0.y && cc.y <= (rp0.y + rsize.y); VECTOR2I delta = cc - nearest; if( dist >= cr && !inside ) return false; if( inside ) force = -delta.Resize( abs( cr + dist ) + 1 ); else force = delta.Resize( abs( cr - dist ) + 1 ); return true; }; static bool ShPushoutForce( const SHAPE* shape, VECTOR2I p, int r, VECTOR2I& force, int clearance ) { switch( shape->Type() ) { case SH_CIRCLE: { const SHAPE_CIRCLE* cir = static_cast(shape); return Circle2Circle( cir->GetCenter(), p, cir->GetRadius(), r + clearance + 1, force ); } case SH_RECT: { const SHAPE_RECT* rect = static_cast(shape); return Rect2Circle( rect->GetPosition(), rect->GetSize(), p, r + clearance + 1, force ); } default: return false; } return false; } bool PNS_VIA::PushoutForce( PNS_NODE* aNode, const VECTOR2I& aDirection, VECTOR2I& aForce, bool aSolidsOnly, int aMaxIterations ) { int iter = 0; PNS_VIA mv( *this ); VECTOR2I force, totalForce; while( iter < aMaxIterations ) { PNS_NODE::OptObstacle obs = aNode->CheckColliding( &mv, aSolidsOnly ? PNS_ITEM::SOLID : PNS_ITEM::ANY ); if( !obs ) break; int clearance = aNode->GetClearance( obs->item, &mv ); if( iter > 10 ) { VECTOR2I l = -aDirection.Resize( m_diameter / 4 ); totalForce += l; mv.SetPos( mv.GetPos() + l ); } if( ShPushoutForce( obs->item->GetShape(), mv.GetPos(), mv.GetDiameter() / 2, force, clearance ) ) { totalForce += force; mv.SetPos( mv.GetPos() + force ); } iter++; } if( iter == aMaxIterations ) return false; aForce = totalForce; return true; } const SHAPE_LINE_CHAIN PNS_VIA::Hull( int aClearance, int aWalkaroundThickness ) const { return OctagonalHull( m_pos - VECTOR2I( m_diameter / 2, m_diameter / 2 ), VECTOR2I( m_diameter, m_diameter ), aClearance + 1, (2 * aClearance + m_diameter) * 0.26 ); }