/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2019 Jean-Pierre Charras, jean-pierre.charras@ujf-grenoble.fr * Copyright (C) 2013 SoftPLC Corporation, Dick Hollenbeck * Copyright (C) 2013 Wayne Stambaugh * * Copyright (C) 1992-2019 KiCad Developers, see AUTHORS.txt for contributors. * * 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 2 * 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, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * or you may search the http://www.gnu.org website for the version 2 license, * or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ /** * @file spread_footprints.cpp * @brief functions to spread footprints on free areas outside a board. * this is useful after reading a netlist, when new footprints are loaded * and stacked at 0,0 coordinate. * Often, spread them on a free area near the board being edited make more easy * their selection. */ #include #include #include #include #include #include #include struct TSubRect : public CRectPlacement::TRect { int n; // Original index of this subrect, before sorting TSubRect() : TRect(), n( 0 ) { } TSubRect( int _w, int _h, int _n ) : TRect( 0, 0, _w, _h ), n( _n ) { } }; typedef std::vector CSubRectArray; // Use 0.01 mm units to calculate placement, to avoid long calculation time const int scale = (int)(0.01 * IU_PER_MM); const int PADDING = (int)(1 * IU_PER_MM); // Populates a list of rectangles, from a list of footprints void fillRectList( CSubRectArray& vecSubRects, std::vector & aFootprintList ) { vecSubRects.clear(); for( unsigned ii = 0; ii < aFootprintList.size(); ii++ ) { BOX2I fpBox = aFootprintList[ii]->GetBoundingBox( false, false ); TSubRect fpRect( ( fpBox.GetWidth() + PADDING ) / scale, ( fpBox.GetHeight() + PADDING ) / scale, ii ); vecSubRects.push_back( fpRect ); } } // Populates a list of rectangles, from a list of BOX2I void fillRectList( CSubRectArray& vecSubRects, std::vector& aRectList ) { vecSubRects.clear(); for( unsigned ii = 0; ii < aRectList.size(); ii++ ) { BOX2I& rect = aRectList[ii]; TSubRect fpRect( rect.GetWidth()/scale, rect.GetHeight()/scale, ii ); vecSubRects.push_back( fpRect ); } } // Spread a list of rectangles inside a placement area void spreadRectangles( CRectPlacement& aPlacementArea, CSubRectArray& vecSubRects, int areaSizeX, int areaSizeY ) { areaSizeX/= scale; areaSizeY/= scale; // Sort the subRects based on dimensions, larger dimension goes first. std::sort( vecSubRects.begin(), vecSubRects.end(), CRectPlacement::TRect::Greater ); // gives the initial size to the area aPlacementArea.Init( areaSizeX, areaSizeY ); // Add all subrects CSubRectArray::iterator it; for( it = vecSubRects.begin(); it != vecSubRects.end(); ) { CRectPlacement::TRect r( 0, 0, it->w, it->h ); bool bPlaced = aPlacementArea.AddAtEmptySpotAutoGrow( &r, areaSizeX, areaSizeY ); if( !bPlaced ) // No room to place the rectangle: enlarge area and retry { bool retry = false; if( areaSizeX < INT_MAX/2 ) { retry = true; areaSizeX = areaSizeX * 1.2; } if( areaSizeX < INT_MAX/2 ) { retry = true; areaSizeY = areaSizeY * 1.2; } if( retry ) { aPlacementArea.Init( areaSizeX, areaSizeY ); it = vecSubRects.begin(); continue; } } // When correctly placed in a placement area, the coords are returned in r.x and r.y // Store them. it->x = r.x; it->y = r.y; it++; } } void moveFootprintsInArea( CRectPlacement& aPlacementArea, std::vector& aFootprintList, const BOX2I& aFreeArea, bool aFindAreaOnly ) { CSubRectArray vecSubRects; fillRectList( vecSubRects, aFootprintList ); spreadRectangles( aPlacementArea, vecSubRects, aFreeArea.GetWidth(), aFreeArea.GetHeight() ); if( aFindAreaOnly ) return; for( unsigned it = 0; it < vecSubRects.size(); ++it ) { VECTOR2I pos( vecSubRects[it].x, vecSubRects[it].y ); pos.x *= scale; pos.y *= scale; FOOTPRINT* footprint = aFootprintList[vecSubRects[it].n]; BOX2I fpBBox = footprint->GetBoundingBox( false, false ); VECTOR2I mod_pos = pos + ( footprint->GetPosition() - fpBBox.GetOrigin() ) + aFreeArea.GetOrigin(); footprint->Move( mod_pos - footprint->GetPosition() ); } } static bool sortFootprintsbySheetPath( FOOTPRINT* ref, FOOTPRINT* compare ); /** * Footprints (after loaded by reading a netlist for instance) are moved * to be in a small free area (outside the current board) without overlapping. * @param aBoard is the board to edit. * @param aFootprints: a list of footprints to be spread out. * @param aSpreadAreaPosition the position of the upper left corner of the * area allowed to spread footprints */ void SpreadFootprints( std::vector* aFootprints, VECTOR2I aSpreadAreaPosition ) { // Build candidate list // calculate also the area needed by these footprints std::vector footprintList; for( FOOTPRINT* footprint : *aFootprints ) { if( footprint->IsLocked() ) continue; footprintList.push_back( footprint ); } if( footprintList.empty() ) return; // sort footprints by sheet path. we group them later by sheet sort( footprintList.begin(), footprintList.end(), sortFootprintsbySheetPath ); // Extract and place footprints by sheet std::vector footprintListBySheet; std::vector placementSheetAreas; double subsurface; double placementsurface = 0.0; // The placement uses 2 passes: // the first pass creates the rectangular areas to place footprints // each sheet in schematic creates one rectangular area. // the second pass moves footprints inside these areas for( int pass = 0; pass < 2; pass++ ) { int subareaIdx = 0; footprintListBySheet.clear(); subsurface = 0.0; int fp_max_width = 0; int fp_max_height = 0; for( unsigned ii = 0; ii < footprintList.size(); ii++ ) { FOOTPRINT* footprint = footprintList[ii]; bool islastItem = false; if( ii == footprintList.size() - 1 || ( footprintList[ii]->GetPath().AsString().BeforeLast( '/' ) != footprintList[ii+1]->GetPath().AsString().BeforeLast( '/' ) ) ) islastItem = true; footprintListBySheet.push_back( footprint ); subsurface += footprint->GetArea( PADDING ); // Calculate min size of placement area: BOX2I bbox = footprint->GetBoundingBox( false, false ); fp_max_width = std::max( fp_max_width, bbox.GetWidth() ); fp_max_height = std::max( fp_max_height, bbox.GetHeight() ); if( islastItem ) { // end of the footprint sublist relative to the same sheet path // calculate placement of the current sublist BOX2I freeArea; int Xsize_allowed = (int) ( sqrt( subsurface ) * 4.0 / 3.0 ); Xsize_allowed = std::max( fp_max_width, Xsize_allowed ); int Ysize_allowed = (int) ( subsurface / Xsize_allowed ); Ysize_allowed = std::max( fp_max_height, Ysize_allowed ); freeArea.SetWidth( Xsize_allowed ); freeArea.SetHeight( Ysize_allowed ); CRectPlacement placementArea; if( pass == 1 ) { VECTOR2I areapos = placementSheetAreas[subareaIdx].GetOrigin() + aSpreadAreaPosition; freeArea.SetOrigin( areapos ); } bool findAreaOnly = pass == 0; moveFootprintsInArea( placementArea, footprintListBySheet, freeArea, findAreaOnly ); if( pass == 0 ) { // Populate sheet placement areas list BOX2I sub_area; sub_area.SetWidth( placementArea.GetW()*scale ); sub_area.SetHeight( placementArea.GetH()*scale ); // Add a margin around the sheet placement area: sub_area.Inflate( Millimeter2iu( 1.5 ) ); placementSheetAreas.push_back( sub_area ); placementsurface += (double) sub_area.GetWidth()* sub_area.GetHeight(); } // Prepare buffers for next sheet subsurface = 0.0; footprintListBySheet.clear(); subareaIdx++; } } // End of pass: // At the end of the first pass, we have to find position of each sheet // placement area if( pass == 0 ) { int Xsize_allowed = (int) ( sqrt( placementsurface ) * 4.0 / 3.0 ); if( Xsize_allowed <= 0 || Xsize_allowed > INT_MAX/2 ) Xsize_allowed = INT_MAX/2; int Ysize_allowed = (int) ( placementsurface / Xsize_allowed ); if( Ysize_allowed <= 0 || Ysize_allowed > INT_MAX/2 ) Ysize_allowed = INT_MAX/2; CRectPlacement placementArea; CSubRectArray vecSubRects; fillRectList( vecSubRects, placementSheetAreas ); spreadRectangles( placementArea, vecSubRects, Xsize_allowed, Ysize_allowed ); for( unsigned it = 0; it < vecSubRects.size(); ++it ) { TSubRect& srect = vecSubRects[it]; VECTOR2I pos( srect.x * scale, srect.y * scale ); VECTOR2I size( srect.w * scale, srect.h * scale ); // Avoid too large coordinates: Overlapping components // are better than out of screen components if( (uint64_t)pos.x + (uint64_t)size.x > INT_MAX/2 ) pos.x = 0; if( (uint64_t)pos.y + (uint64_t)size.y > INT_MAX/2 ) pos.y = 0; placementSheetAreas[srect.n].SetOrigin( pos ); placementSheetAreas[srect.n].SetSize( size ); } } } // End pass } // Sort function, used to group footprints by sheet. // Footprints are sorted by their sheet path. // (the full sheet path restricted to the time stamp of the sheet itself, // without the time stamp of the footprint ). static bool sortFootprintsbySheetPath( FOOTPRINT* ref, FOOTPRINT* compare ) { return ref->GetPath() < compare->GetPath(); }