/* * KiRouter - a push-and-(sometimes-)shove PCB router * * Copyright (C) 2013-2014 CERN * Copyright (C) 2016-2023 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 "pns_item.h" #include "pns_joint.h" #include "pns_itemset.h" class ZONE; namespace PNS { class ARC; class SEGMENT; class LINE; class SOLID; class VIA; class INDEX; class ROUTER; class NODE; enum class CONSTRAINT_TYPE { CT_CLEARANCE = 1, CT_DIFF_PAIR_GAP = 2, CT_LENGTH = 3, CT_WIDTH = 4, CT_VIA_DIAMETER = 5, CT_VIA_HOLE = 6, CT_HOLE_CLEARANCE = 7, CT_EDGE_CLEARANCE = 8, CT_HOLE_TO_HOLE = 9, CT_DIFF_PAIR_SKEW = 10, CT_MAX_UNCOUPLED = 11, CT_PHYSICAL_CLEARANCE = 12 }; /** * An abstract function object, returning a design rule (clearance, diff pair gap, etc) required * between two items. */ struct CONSTRAINT { CONSTRAINT_TYPE m_Type; MINOPTMAX m_Value; bool m_Allowed; wxString m_RuleName; wxString m_FromName; wxString m_ToName; }; /** * Hold an object colliding with another object, along with some useful data about the collision. */ struct OBSTACLE { ITEM* m_head = nullptr; ///< Line we search collisions against ITEM* m_item = nullptr; ///< Item found to be colliding with m_head VECTOR2I m_ipFirst; ///< First intersection between m_head and m_hull int m_clearance; VECTOR2I m_pos; int m_distFirst; ///< ... and the distance thereof int m_maxFanoutWidth; ///< worst case (largest) width of the tracks connected to the item CONSTRAINT_TYPE m_violatingConstraint; bool operator==(const OBSTACLE& other) const { return m_head == other.m_head && m_item == other.m_item; } bool operator<(const OBSTACLE& other) const { if( (uintptr_t)m_head < (uintptr_t)other.m_head ) return true; else if ( m_head == other.m_head ) return (uintptr_t)m_item < (uintptr_t)other.m_item; return false; } }; struct COLLISION_SEARCH_OPTIONS { bool m_differentNetsOnly = true; int m_overrideClearance = -1; int m_limitCount = -1; int m_kindMask = -1; bool m_useClearanceEpsilon = true; std::set* m_restrictedSet = nullptr; }; struct COLLISION_SEARCH_CONTEXT { COLLISION_SEARCH_CONTEXT( std::set& aObs, const COLLISION_SEARCH_OPTIONS aOpts ) : obstacles( aObs ), options( aOpts ) { } std::set& obstacles; const COLLISION_SEARCH_OPTIONS options; }; class RULE_RESOLVER { public: virtual ~RULE_RESOLVER() {} virtual int Clearance( const ITEM* aA, const ITEM* aB, bool aUseClearanceEpsilon = true ) = 0; virtual NET_HANDLE DpCoupledNet( NET_HANDLE aNet ) = 0; virtual int DpNetPolarity( NET_HANDLE aNet ) = 0; virtual bool DpNetPair( const ITEM* aItem, NET_HANDLE& aNetP, NET_HANDLE& aNetN ) = 0; virtual int NetCode( NET_HANDLE aNet ) = 0; virtual wxString NetName( NET_HANDLE aNet ) = 0; virtual bool IsInNetTie( const ITEM* aA ) = 0; virtual bool IsNetTieExclusion( const ITEM* aItem, const VECTOR2I& aCollisionPos, const ITEM* aCollidingItem )= 0; virtual bool IsKeepout( const ITEM* aA, const ITEM* aB ) = 0; virtual bool QueryConstraint( CONSTRAINT_TYPE aType, const ITEM* aItemA, const ITEM* aItemB, int aLayer, CONSTRAINT* aConstraint ) = 0; virtual void ClearCacheForItems( std::vector& aItems ) {} virtual void ClearCaches() {} virtual int ClearanceEpsilon() const { return 0; } }; class OBSTACLE_VISITOR { public: OBSTACLE_VISITOR( const ITEM* aItem ); virtual ~OBSTACLE_VISITOR() { } void SetWorld( const NODE* aNode, const NODE* aOverride = nullptr ); virtual bool operator()( ITEM* aCandidate ) = 0; protected: bool visit( ITEM* aCandidate ); protected: const ITEM* m_item; ///< the item we are looking for collisions with const NODE* m_node; ///< node we are searching in (either root or a branch) const NODE* m_override; ///< node that overrides root entries }; /** * Keep 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 ITEM_OWNER { public: ///< Supported item types enum COLLISION_QUERY_SCOPE { CQS_ALL_RULES = 1, ///< check all rules CQS_IGNORE_HOLE_CLEARANCE = 2 ///< check everything except hole2hole / hole2copper }; typedef std::optional OPT_OBSTACLE; typedef std::vector ITEM_VECTOR; typedef std::set OBSTACLES; NODE(); ~NODE(); ///< Return the expected clearance between items a and b. int GetClearance( const ITEM* aA, const ITEM* aB, bool aUseClearanceEpsilon = true ) const; ///< Return the pre-set worst case clearance between any pair of items. int GetMaxClearance() const { return m_maxClearance; } ///< Set the worst-case clearance between any pair of items. void SetMaxClearance( int aClearance ) { m_maxClearance = aClearance; } ///< Assign a clearance resolution function object. void SetRuleResolver( RULE_RESOLVER* aFunc ) { m_ruleResolver = aFunc; } RULE_RESOLVER* GetRuleResolver() const { return m_ruleResolver; } ///< Return the number of joints. int JointCount() const { return m_joints.size(); } ///< Return the number of nodes in the inheritance chain (wrs to the root node). int Depth() const { return m_depth; } /** * Find items colliding (closer than clearance) with the item \a 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, const COLLISION_SEARCH_OPTIONS& aOpts = COLLISION_SEARCH_OPTIONS() ) const; int QueryJoints( const BOX2I& aBox, std::vector& aJoints, LAYER_RANGE aLayerMask = LAYER_RANGE::All(), int aKindMask = ITEM::ANY_T ); /** * Follow the line in search of an obstacle that is nearest to the starting to the line's * starting point. * * @param aLine the item to find collisions with * @param aKindMask mask of obstacle types to take into account * @param aRestrictedSet is an optional set of items that should be considered as obstacles * @return the obstacle, if found, otherwise empty. */ OPT_OBSTACLE NearestObstacle( const LINE* aLine, const COLLISION_SEARCH_OPTIONS& aOpts = COLLISION_SEARCH_OPTIONS() ); /** * Check 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 ); /** * Check 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 ); /** * Find all items that contain the point \a aPoint. * * @param aPoint the point. * @return the items. */ const ITEM_SET HitTest( const VECTOR2I& aPoint ) const; /** * Add 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 * at the same coordinates as an existing one). * @return true if added */ bool Add( std::unique_ptr< SEGMENT >&& aSegment, bool aAllowRedundant = false ); void Add( std::unique_ptr< SOLID >&& aSolid ); void Add( std::unique_ptr< VIA >&& aVia ); bool Add( std::unique_ptr< ARC >&& aArc, bool aAllowRedundant = false ); void Add( LINE& aLine, bool aAllowRedundant = false ); void AddEdgeExclusion( std::unique_ptr aShape ); bool QueryEdgeExclusions( const VECTOR2I& aPos ) const; /** * Remove an item from this branch. */ void Remove( ARC* aArc ); void Remove( SOLID* aSolid ); void Remove( VIA* aVia ); void Remove( SEGMENT* aSegment ); void Remove( ITEM* aItem ); /** * Removes a line from this branch. * * @param aLine item to remove */ void Remove( LINE& aLine ); /** * Replace 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 ); /** * Create a lightweight copy (called branch) of self that tracks the changes (added/removed * items) wrs to the root. * * @note If there are any branches in use, their parents must **not** be deleted. * * @return the new branch. */ NODE* Branch(); /** * Follow the joint map to assemble a line connecting two non-trivial joints starting from * segment \a aSeg. * * @param aSeg the initial segment. * @param aOriginSegmentIndex index of aSeg in the resulting line. * @param aStopAtLockedJoints will terminate the line at the first locked joint encountered * @param aFollowLockedSegments will consider a joint between a locked segment and an unlocked * segment of the same width as a trivial joint. * @return the line */ const LINE AssembleLine( LINKED_ITEM* aSeg, int* aOriginSegmentIndex = nullptr, bool aStopAtLockedJoints = false, bool aFollowLockedSegments = false ); ///< Print the contents and joints structure. void Dump( bool aLong = false ); /** * Return the list 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 ); /** * Apply the changes from a given branch (aNode) to the root branch. * * Calling 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 ); /** * Search for a joint at a given position, layer and belonging to given net. * * @return the joint, if found, otherwise empty. */ const JOINT* FindJoint( const VECTOR2I& aPos, int aLayer, NET_HANDLE aNet ) const; void LockJoint( const VECTOR2I& aPos, const ITEM* aItem, bool aLock ); /** * Search for a joint at a given position, linked to given item. * * @return the joint, if found, otherwise empty. */ const JOINT* FindJoint( const VECTOR2I& aPos, const ITEM* aItem ) const { return FindJoint( aPos, aItem->Layers().Start(), aItem->Net() ); } ///< Find all lines between a pair of joints. Used by the loop removal procedure. int FindLinesBetweenJoints( const JOINT& aA, const JOINT& aB, std::vector& aLines ); ///< Find the joints corresponding to the ends of line \a aLine. void FindLineEnds( const LINE& aLine, JOINT& aA, JOINT& aB ); ///< Destroy all child nodes. Applicable only to the root node. void KillChildren(); void AllItemsInNet( NET_HANDLE aNet, std::set& aItems, int aKindMask = -1 ); void ClearRanks( int aMarkerMask = MK_HEAD | MK_VIOLATION ); void RemoveByMarker( int aMarker ); ITEM* FindItemByParent( const BOARD_ITEM* aParent ); std::vector FindItemsByZone( const ZONE* aParent ); bool HasChildren() const { return !m_children.empty(); } NODE* GetParent() const { return m_parent; } ///< Check 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(); } void FixupVirtualVias(); void AddRaw( ITEM* aItem, bool aAllowRedundant = false ) { add( aItem, aAllowRedundant ); } private: void add( ITEM* aItem, bool aAllowRedundant = false ); /// nodes are not copyable NODE( const NODE& aB ); NODE& operator=( const NODE& aB ); ///< Try to find matching joint and creates a new one if not found. JOINT& touchJoint( const VECTOR2I& aPos, const LAYER_RANGE& aLayers, NET_HANDLE aNet ); ///< Touch a joint and links it to an m_item. void linkJoint( const VECTOR2I& aPos, const LAYER_RANGE& aLayers, NET_HANDLE aNet, ITEM* aWhere ); ///< Unlink an item from a joint. void unlinkJoint( const VECTOR2I& aPos, const LAYER_RANGE& aLayers, NET_HANDLE aNet, ITEM* aWhere ); ///< Helpers for adding/removing items. void addSolid( SOLID* aSeg ); void addSegment( SEGMENT* aSeg ); void addVia( VIA* aVia ); void addArc( ARC* aVia ); void addHole( HOLE* aHole ); void removeSolidIndex( SOLID* aSeg ); void removeSegmentIndex( SEGMENT* aSeg ); void removeViaIndex( VIA* aVia ); void removeArcIndex( ARC* aVia ); void doRemove( ITEM* aItem ); void unlinkParent(); void releaseChildren(); void releaseGarbage(); void rebuildJoint( const JOINT* aJoint, const ITEM* aItem ); bool isRoot() const { return m_parent == nullptr; } SEGMENT* findRedundantSegment( const VECTOR2I& A, const VECTOR2I& B, const LAYER_RANGE& lr, NET_HANDLE aNet ); SEGMENT* findRedundantSegment( SEGMENT* aSeg ); ARC* findRedundantArc( const VECTOR2I& A, const VECTOR2I& B, const LAYER_RANGE& lr, NET_HANDLE aNet ); ARC* findRedundantArc( ARC* aSeg ); ///< Scan the joint map, forming a line starting from segment (current). void followLine( LINKED_ITEM* aCurrent, bool aScanDirection, int& aPos, int aLimit, VECTOR2I* aCorners, LINKED_ITEM** aSegments, bool* aArcReversed, bool& aGuardHit, bool aStopAtLockedJoints, bool aFollowLockedSegments ); private: struct DEFAULT_OBSTACLE_VISITOR; typedef std::unordered_multimap JOINT_MAP; typedef JOINT_MAP::value_type TagJointPair; JOINT_MAP m_joints; ///< hash table with the joints, linking the items. Joints ///< are hashed by their position, layer set and net. NODE* m_parent; ///< node this node was branched from NODE* m_root; ///< root node of the whole hierarchy std::set m_children; ///< list of nodes branched from this one std::unordered_set m_override; ///< hash of root's items that have been changed ///< in this node int m_maxClearance; ///< worst case item-item clearance RULE_RESOLVER* m_ruleResolver; ///< Design rules resolver INDEX* m_index; ///< Geometric/Net index of the items int m_depth; ///< depth of the node (number of parent nodes in the ///< inheritance chain) std::vector< std::unique_ptr > m_edgeExclusions; std::unordered_set m_garbageItems; }; } #endif