/* * KiRouter - a push-and-(sometimes-)shove PCB router * * Copyright (C) 2013-2014 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 . */ #include #include #include #include #include "pns_arc.h" #include "pns_line.h" #include "pns_diff_pair.h" #include "pns_node.h" #include "pns_solid.h" #include "pns_optimizer.h" #include "pns_utils.h" #include "pns_router.h" #include "pns_debug_decorator.h" namespace PNS { int COST_ESTIMATOR::CornerCost( const SEG& aA, const SEG& aB ) { DIRECTION_45 dir_a( aA ), dir_b( aB ); switch( dir_a.Angle( dir_b ) ) { case DIRECTION_45::ANG_OBTUSE: return 10; case DIRECTION_45::ANG_STRAIGHT: return 5; case DIRECTION_45::ANG_ACUTE: return 50; case DIRECTION_45::ANG_RIGHT: return 30; case DIRECTION_45::ANG_HALF_FULL: return 60; default: return 100; } } int COST_ESTIMATOR::CornerCost( const SHAPE_LINE_CHAIN& aLine ) { int total = 0; for( int i = 0; i < aLine.SegmentCount() - 1; ++i ) total += CornerCost( aLine.CSegment( i ), aLine.CSegment( i + 1 ) ); return total; } int COST_ESTIMATOR::CornerCost( const LINE& aLine ) { return CornerCost( aLine.CLine() ); } void COST_ESTIMATOR::Add( const LINE& aLine ) { m_lengthCost += aLine.CLine().Length(); m_cornerCost += CornerCost( aLine ); } void COST_ESTIMATOR::Remove( const LINE& aLine ) { m_lengthCost -= aLine.CLine().Length(); m_cornerCost -= CornerCost( aLine ); } void COST_ESTIMATOR::Replace( const LINE& aOldLine, const LINE& aNewLine ) { m_lengthCost -= aOldLine.CLine().Length(); m_cornerCost -= CornerCost( aOldLine ); m_lengthCost += aNewLine.CLine().Length(); m_cornerCost += CornerCost( aNewLine ); } bool COST_ESTIMATOR::IsBetter( const COST_ESTIMATOR& aOther, double aLengthTolerance, double aCornerTolerance ) const { if( aOther.m_cornerCost < m_cornerCost && aOther.m_lengthCost < m_lengthCost ) return true; else if( aOther.m_cornerCost < m_cornerCost * aCornerTolerance && aOther.m_lengthCost < m_lengthCost * aLengthTolerance ) return true; return false; } OPTIMIZER::OPTIMIZER( NODE* aWorld ) : m_world( aWorld ), m_collisionKindMask( ITEM::ANY_T ), m_effortLevel( MERGE_SEGMENTS ), m_restrictAreaIsStrict( false ) { } OPTIMIZER::~OPTIMIZER() { } struct OPTIMIZER::CACHE_VISITOR { CACHE_VISITOR( const ITEM* aOurItem, NODE* aNode, int aMask ) : m_ourItem( aOurItem ), m_collidingItem( nullptr ), m_node( aNode ), m_mask( aMask ) {} bool operator()( ITEM* aOtherItem ) { if( !( m_mask & aOtherItem->Kind() ) ) return true; if( !aOtherItem->Collide( m_ourItem, m_node ) ) return true; m_collidingItem = aOtherItem; return false; } const ITEM* m_ourItem; ITEM* m_collidingItem; NODE* m_node; int m_mask; }; void OPTIMIZER::cacheAdd( ITEM* aItem, bool aIsStatic = false ) { if( m_cacheTags.find( aItem ) != m_cacheTags.end() ) return; m_cache.Add( aItem ); m_cacheTags[aItem].m_hits = 1; m_cacheTags[aItem].m_isStatic = aIsStatic; } void OPTIMIZER::removeCachedSegments( LINE* aLine, int aStartVertex, int aEndVertex ) { if( !aLine->IsLinked() ) return; auto links = aLine->Links(); if( aEndVertex < 0 ) aEndVertex += aLine->PointCount(); for( int i = aStartVertex; i < aEndVertex - 1; i++ ) { LINKED_ITEM* s = links[i]; m_cacheTags.erase( s ); m_cache.Remove( s ); } } void OPTIMIZER::CacheRemove( ITEM* aItem ) { if( aItem->Kind() == ITEM::LINE_T ) removeCachedSegments( static_cast( aItem ) ); } void OPTIMIZER::ClearCache( bool aStaticOnly ) { if( !aStaticOnly ) { m_cacheTags.clear(); m_cache.Clear(); return; } for( auto i = m_cacheTags.begin(); i!= m_cacheTags.end(); ++i ) { if( i->second.m_isStatic ) { m_cache.Remove( i->first ); m_cacheTags.erase( i->first ); } } } bool AREA_CONSTRAINT::Check( int aVertex1, int aVertex2, const LINE* aOriginLine, const SHAPE_LINE_CHAIN& aCurrentPath, const SHAPE_LINE_CHAIN& aReplacement ) { const VECTOR2I& p1 = aOriginLine->CPoint( aVertex1 ); const VECTOR2I& p2 = aOriginLine->CPoint( aVertex2 ); bool p1_in = m_allowedArea.Contains( p1 ); bool p2_in = m_allowedArea.Contains( p2 ); if( m_allowedAreaStrict ) // strict restriction? both points must be inside the restricted area return p1_in && p2_in; else // loose restriction return p1_in || p2_in; } bool PRESERVE_VERTEX_CONSTRAINT::Check( int aVertex1, int aVertex2, const LINE* aOriginLine, const SHAPE_LINE_CHAIN& aCurrentPath, const SHAPE_LINE_CHAIN& aReplacement ) { bool cv = false; for( int i = aVertex1; i < aVertex2; i++ ) { SEG::ecoord dist = aCurrentPath.CSegment(i).SquaredDistance( m_v ); if ( dist <= 1 ) { cv = true; break; } } if( !cv ) return true; for( int i = 0; i < aReplacement.SegmentCount(); i++ ) { SEG::ecoord dist = aReplacement.CSegment(i).SquaredDistance( m_v ); if ( dist <= 1 ) return true; } return false; } bool RESTRICT_VERTEX_RANGE_CONSTRAINT::Check( int aVertex1, int aVertex2, const LINE* aOriginLine, const SHAPE_LINE_CHAIN& aCurrentPath, const SHAPE_LINE_CHAIN& aReplacement ) { return true; } bool CORNER_COUNT_LIMIT_CONSTRAINT::Check( int aVertex1, int aVertex2, const LINE* aOriginLine, const SHAPE_LINE_CHAIN& aCurrentPath, const SHAPE_LINE_CHAIN& aReplacement ) { LINE newPath( *aOriginLine, aCurrentPath ); newPath.Line().Replace( aVertex1, aVertex2, aReplacement ); newPath.Line().Simplify(); int cc = newPath.CountCorners( m_angleMask ); if( cc >= m_minCorners && cc <= m_maxCorners ) return true; return false; } /** * Determine if a point is located within a given polygon * * @todo fixme: integrate into SHAPE_LINE_CHAIN, check corner cases against current PointInside * implementation * * @param aL Polygon * @param aP Point to check for location within the polygon * * @return false if point is not polygon boundary aL, true if within or on the polygon boundary */ static bool pointInside2( const SHAPE_LINE_CHAIN& aL, const VECTOR2I& aP ) { if( !aL.IsClosed() || aL.SegmentCount() < 3 ) return false; int result = 0; size_t cnt = aL.PointCount(); VECTOR2I ip = aL.CPoint( 0 ); for( size_t i = 1; i <= cnt; ++i ) { VECTOR2I ipNext = ( i == cnt ? aL.CPoint( 0 ) : aL.CPoint( i ) ); if( ipNext.y == aP.y ) { if( ( ipNext.x == aP.x ) || ( ip.y == aP.y && ( ( ipNext.x > aP.x ) == ( ip.x < aP.x ) ) ) ) return true; // pt on polyground boundary } if( ( ip.y < aP.y ) != ( ipNext.y < aP.y ) ) { if( ip.x >=aP.x ) { if( ipNext.x >aP.x ) { result = 1 - result; } else { double d = static_cast( ip.x - aP.x ) * static_cast( ipNext.y - aP.y ) - static_cast( ipNext.x - aP.x ) * static_cast( ip.y - aP.y ); if( !d ) return true; // pt on polyground boundary if( ( d > 0 ) == ( ipNext.y > ip.y ) ) result = 1 - result; } } else { if( ipNext.x >aP.x ) { double d = ( (double) ip.x - aP.x ) * ( (double) ipNext.y - aP.y ) - ( (double) ipNext.x - aP.x ) * ( (double) ip.y - aP.y ); if( !d ) return true; // pt on polyground boundary if( ( d > 0 ) == ( ipNext.y > ip.y ) ) result = 1 - result; } } } ip = ipNext; } return result > 0; } bool KEEP_TOPOLOGY_CONSTRAINT::Check( int aVertex1, int aVertex2, const LINE* aOriginLine, const SHAPE_LINE_CHAIN& aCurrentPath, const SHAPE_LINE_CHAIN& aReplacement ) { SHAPE_LINE_CHAIN encPoly = aOriginLine->CLine().Slice( aVertex1, aVertex2 ); // fixme: this is a remarkably shitty implementation... encPoly.Append( aReplacement.Reverse() ); encPoly.SetClosed( true ); BOX2I bb = encPoly.BBox(); std::vector joints; int cnt = m_world->QueryJoints( bb, joints, aOriginLine->Layers(), ITEM::SOLID_T ); if( !cnt ) return true; for( JOINT* j : joints ) { if( j->Net() == aOriginLine->Net() ) continue; if( pointInside2( encPoly, j->Pos() ) ) { bool falsePositive = false; for( int k = 0; k < encPoly.PointCount(); k++ ) { if( encPoly.CPoint(k) == j->Pos() ) { falsePositive = true; break; } } if( !falsePositive ) { //dbg->AddPoint(j->Pos(), 5); return false; } } } return true; } bool OPTIMIZER::checkColliding( ITEM* aItem, bool aUpdateCache ) { CACHE_VISITOR v( aItem, m_world, m_collisionKindMask ); return static_cast( m_world->CheckColliding( aItem ) ); } void OPTIMIZER::ClearConstraints() { for( OPT_CONSTRAINT* c : m_constraints ) delete c; m_constraints.clear(); } void OPTIMIZER::AddConstraint ( OPT_CONSTRAINT *aConstraint ) { m_constraints.push_back( aConstraint ); } bool OPTIMIZER::checkConstraints( int aVertex1, int aVertex2, LINE* aOriginLine, const SHAPE_LINE_CHAIN& aCurrentPath, const SHAPE_LINE_CHAIN& aReplacement ) { for( OPT_CONSTRAINT* c : m_constraints ) { if( !c->Check( aVertex1, aVertex2, aOriginLine, aCurrentPath, aReplacement ) ) return false; } return true; } bool OPTIMIZER::checkColliding( LINE* aLine, const SHAPE_LINE_CHAIN& aOptPath ) { LINE tmp( *aLine, aOptPath ); return checkColliding( &tmp ); } bool OPTIMIZER::mergeObtuse( LINE* aLine ) { SHAPE_LINE_CHAIN& line = aLine->Line(); int step = line.PointCount() - 3; int iter = 0; int segs_pre = line.SegmentCount(); if( step < 0 ) return false; SHAPE_LINE_CHAIN current_path( line ); while( 1 ) { iter++; int n_segs = current_path.SegmentCount(); int max_step = n_segs - 2; if( step > max_step ) step = max_step; if( step < 2 ) { line = current_path; return current_path.SegmentCount() < segs_pre; } bool found_anything = false; for( int n = 0; n < n_segs - step; n++ ) { const SEG s1 = current_path.CSegment( n ); const SEG s2 = current_path.CSegment( n + step ); SEG s1opt, s2opt; if( DIRECTION_45( s1 ).IsObtuse( DIRECTION_45( s2 ) ) ) { VECTOR2I ip = *s1.IntersectLines( s2 ); s1opt = SEG( s1.A, ip ); s2opt = SEG( ip, s2.B ); if( DIRECTION_45( s1opt ).IsObtuse( DIRECTION_45( s2opt ) ) ) { SHAPE_LINE_CHAIN opt_path; opt_path.Append( s1opt.A ); opt_path.Append( s1opt.B ); opt_path.Append( s2opt.B ); LINE opt_track( *aLine, opt_path ); if( !checkColliding( &opt_track ) ) { current_path.Replace( s1.Index() + 1, s2.Index(), ip ); // removeCachedSegments(aLine, s1.Index(), s2.Index()); n_segs = current_path.SegmentCount(); found_anything = true; break; } } } } if( !found_anything ) { if( step <= 2 ) { line = current_path; return line.SegmentCount() < segs_pre; } step--; } } return line.SegmentCount() < segs_pre; } bool OPTIMIZER::mergeFull( LINE* aLine ) { SHAPE_LINE_CHAIN& line = aLine->Line(); int step = line.SegmentCount() - 1; int segs_pre = line.SegmentCount(); line.Simplify(); if( step < 0 ) return false; SHAPE_LINE_CHAIN current_path( line ); while( 1 ) { int n_segs = current_path.SegmentCount(); int max_step = n_segs - 2; if( step > max_step ) step = max_step; if( step < 1 ) break; bool found_anything = mergeStep( aLine, current_path, step ); if( !found_anything ) step--; if( !step ) break; } aLine->SetShape( current_path ); return current_path.SegmentCount() < segs_pre; } bool OPTIMIZER::mergeColinear( LINE* aLine ) { SHAPE_LINE_CHAIN& line = aLine->Line(); int nSegs = line.SegmentCount(); for( int segIdx = 0; segIdx < line.SegmentCount() - 1; ++segIdx ) { SEG s1 = line.CSegment( segIdx ); SEG s2 = line.CSegment( segIdx + 1 ); // Skip zero-length segs caused by abutting arcs if( s1.SquaredLength() == 0 || s2.SquaredLength() == 0 ) continue; if( s1.Collinear( s2 ) && !line.IsPtOnArc( segIdx + 1 ) ) { line.Remove( segIdx + 1 ); } } return line.SegmentCount() < nSegs; } bool OPTIMIZER::Optimize( LINE* aLine, LINE* aResult, LINE* aRoot ) { DEBUG_DECORATOR* dbg = ROUTER::GetInstance()->GetInterface()->GetDebugDecorator(); if( aRoot ) { PNS_DBG( dbg, AddLine, aRoot->CLine(), BLUE, 100000, "root-line" ); } if( !aResult ) { aResult = aLine; } else { *aResult = *aLine; aResult->ClearLinks(); } bool hasArcs = aLine->ArcCount(); bool rv = false; if( (m_effortLevel & LIMIT_CORNER_COUNT) && aRoot ) { const int angleMask = DIRECTION_45::ANG_OBTUSE; int rootObtuseCorners = aRoot->CountCorners( angleMask ); auto c = new CORNER_COUNT_LIMIT_CONSTRAINT( m_world, rootObtuseCorners, aLine->SegmentCount(), angleMask ); AddConstraint( c ); } if( m_effortLevel & PRESERVE_VERTEX ) { auto c = new PRESERVE_VERTEX_CONSTRAINT( m_world, m_preservedVertex ); AddConstraint( c ); } if( m_effortLevel & RESTRICT_VERTEX_RANGE ) { auto c = new RESTRICT_VERTEX_RANGE_CONSTRAINT( m_world, m_restrictedVertexRange.first, m_restrictedVertexRange.second ); AddConstraint( c ); } if( m_effortLevel & RESTRICT_AREA ) { auto c = new AREA_CONSTRAINT( m_world, m_restrictArea, m_restrictAreaIsStrict ); AddConstraint( c ); } if( m_effortLevel & KEEP_TOPOLOGY ) { auto c = new KEEP_TOPOLOGY_CONSTRAINT( m_world ); AddConstraint( c ); } // TODO: Fix for arcs if( !hasArcs && m_effortLevel & MERGE_SEGMENTS ) rv |= mergeFull( aResult ); // TODO: Fix for arcs if( !hasArcs && m_effortLevel & MERGE_OBTUSE ) rv |= mergeObtuse( aResult ); if( m_effortLevel & MERGE_COLINEAR ) rv |= mergeColinear( aResult ); // TODO: Fix for arcs if( !hasArcs && m_effortLevel & SMART_PADS ) rv |= runSmartPads( aResult ); // TODO: Fix for arcs if( !hasArcs && m_effortLevel & FANOUT_CLEANUP ) rv |= fanoutCleanup( aResult ); return rv; } bool OPTIMIZER::mergeStep( LINE* aLine, SHAPE_LINE_CHAIN& aCurrentPath, int step ) { int n_segs = aCurrentPath.SegmentCount(); int cost_orig = COST_ESTIMATOR::CornerCost( aCurrentPath ); if( aLine->SegmentCount() < 2 ) return false; DIRECTION_45 orig_start( aLine->CSegment( 0 ) ); DIRECTION_45 orig_end( aLine->CSegment( -1 ) ); for( int n = 0; n < n_segs - step; n++ ) { // Do not attempt to merge false segments that are part of an arc if( aCurrentPath.IsArcSegment( n ) || aCurrentPath.IsArcSegment( static_cast( n ) + step ) ) { continue; } const SEG s1 = aCurrentPath.CSegment( n ); const SEG s2 = aCurrentPath.CSegment( n + step ); SHAPE_LINE_CHAIN path[2]; SHAPE_LINE_CHAIN* picked = nullptr; int cost[2]; for( int i = 0; i < 2; i++ ) { SHAPE_LINE_CHAIN bypass = DIRECTION_45().BuildInitialTrace( s1.A, s2.B, i ); cost[i] = INT_MAX; bool ok = false; if( !checkColliding( aLine, bypass ) ) { //printf("Chk-constraints: %d %d\n", n, n+step+1 ); ok = checkConstraints ( n, n + step + 1, aLine, aCurrentPath, bypass ); } if( ok ) { path[i] = aCurrentPath; path[i].Replace( s1.Index(), s2.Index(), bypass ); path[i].Simplify(); cost[i] = COST_ESTIMATOR::CornerCost( path[i] ); } } if( cost[0] < cost_orig && cost[0] < cost[1] ) picked = &path[0]; else if( cost[1] < cost_orig ) picked = &path[1]; if( picked ) { n_segs = aCurrentPath.SegmentCount(); aCurrentPath = *picked; return true; } } return false; } OPTIMIZER::BREAKOUT_LIST OPTIMIZER::circleBreakouts( int aWidth, const SHAPE* aShape, bool aPermitDiagonal ) const { BREAKOUT_LIST breakouts; for( int angle = 0; angle < 360; angle += 45 ) { const SHAPE_CIRCLE* cir = static_cast( aShape ); SHAPE_LINE_CHAIN l; VECTOR2I p0 = cir->GetCenter(); VECTOR2I v0( cir->GetRadius() * M_SQRT2, 0 ); l.Append( p0 ); l.Append( p0 + v0.Rotate( angle * M_PI / 180.0 ) ); breakouts.push_back( l ); } return breakouts; } OPTIMIZER::BREAKOUT_LIST OPTIMIZER::customBreakouts( int aWidth, const ITEM* aItem, bool aPermitDiagonal ) const { BREAKOUT_LIST breakouts; const SHAPE_SIMPLE* convex = static_cast( aItem->Shape() ); BOX2I bbox = convex->BBox( 0 ); VECTOR2I p0 = static_cast( aItem )->Pos(); // must be large enough to guarantee intersecting the convex polygon int length = std::max( bbox.GetWidth(), bbox.GetHeight() ) / 2 + 5; for( int angle = 0; angle < 360; angle += ( aPermitDiagonal ? 45 : 90 ) ) { SHAPE_LINE_CHAIN l; VECTOR2I v0( p0 + VECTOR2I( length, 0 ).Rotate( angle * M_PI / 180.0 ) ); SHAPE_LINE_CHAIN::INTERSECTIONS intersections; int n = convex->Vertices().Intersect( SEG( p0, v0 ), intersections ); // if n == 1 intersected a segment // if n == 2 intersected the common point of 2 segments // n == 0 can not happen I think, but... if( n > 0 ) { l.Append( p0 ); // for a breakout distance relative to the distance between // center and polygon edge //l.Append( intersections[0].p + (v0 - p0).Resize( (intersections[0].p - p0).EuclideanNorm() * 0.4 ) ); // for an absolute breakout distance, e.g. 0.1 mm //l.Append( intersections[0].p + (v0 - p0).Resize( 100000 ) ); // for the breakout right on the polygon edge l.Append( intersections[0].p ); breakouts.push_back( l ); } } return breakouts; } OPTIMIZER::BREAKOUT_LIST OPTIMIZER::rectBreakouts( int aWidth, const SHAPE* aShape, bool aPermitDiagonal ) const { const SHAPE_RECT* rect = static_cast(aShape); VECTOR2I s = rect->GetSize(); VECTOR2I c = rect->GetPosition() + VECTOR2I( s.x / 2, s.y / 2 ); BREAKOUT_LIST breakouts; VECTOR2I d_offset; d_offset.x = ( s.x > s.y ) ? ( s.x - s.y ) / 2 : 0; d_offset.y = ( s.x < s.y ) ? ( s.y - s.x ) / 2 : 0; VECTOR2I d_vert = VECTOR2I( 0, s.y / 2 + aWidth ); VECTOR2I d_horiz = VECTOR2I( s.x / 2 + aWidth, 0 ); breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c + d_horiz } ) ); breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c - d_horiz } ) ); breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c + d_vert } ) ); breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c - d_vert } ) ); if( aPermitDiagonal ) { int l = aWidth + std::min( s.x, s.y ) / 2; VECTOR2I d_diag; if( s.x >= s.y ) { breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c + d_offset, c + d_offset + VECTOR2I( l, l ) } ) ); breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c + d_offset, c + d_offset - VECTOR2I( -l, l ) } ) ); breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c - d_offset, c - d_offset + VECTOR2I( -l, l ) } ) ); breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c - d_offset, c - d_offset - VECTOR2I( l, l ) } ) ); } else { // fixme: this could be done more efficiently breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c + d_offset, c + d_offset + VECTOR2I( l, l ) } ) ); breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c - d_offset, c - d_offset - VECTOR2I( -l, l ) } ) ); breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c + d_offset, c + d_offset + VECTOR2I( -l, l ) } ) ); breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c - d_offset, c - d_offset - VECTOR2I( l, l ) } ) ); } } return breakouts; } OPTIMIZER::BREAKOUT_LIST OPTIMIZER::computeBreakouts( int aWidth, const ITEM* aItem, bool aPermitDiagonal ) const { switch( aItem->Kind() ) { case ITEM::VIA_T: { const VIA* via = static_cast( aItem ); return circleBreakouts( aWidth, via->Shape(), aPermitDiagonal ); } case ITEM::SOLID_T: { const SHAPE* shape = aItem->Shape(); switch( shape->Type() ) { case SH_RECT: return rectBreakouts( aWidth, shape, aPermitDiagonal ); case SH_SEGMENT: { const SHAPE_SEGMENT* seg = static_cast (shape); const SHAPE_RECT rect = ApproximateSegmentAsRect ( *seg ); return rectBreakouts( aWidth, &rect, aPermitDiagonal ); } case SH_CIRCLE: return circleBreakouts( aWidth, shape, aPermitDiagonal ); case SH_SIMPLE: return customBreakouts( aWidth, aItem, aPermitDiagonal ); default: break; } break; } default: break; } return BREAKOUT_LIST(); } ITEM* OPTIMIZER::findPadOrVia( int aLayer, int aNet, const VECTOR2I& aP ) const { JOINT* jt = m_world->FindJoint( aP, aLayer, aNet ); if( !jt ) return nullptr; for( ITEM* item : jt->LinkList() ) { if( item->OfKind( ITEM::VIA_T | ITEM::SOLID_T ) ) return item; } return nullptr; } int OPTIMIZER::smartPadsSingle( LINE* aLine, ITEM* aPad, bool aEnd, int aEndVertex ) { DIRECTION_45 dir; const int ForbiddenAngles = DIRECTION_45::ANG_ACUTE | DIRECTION_45::ANG_RIGHT | DIRECTION_45::ANG_HALF_FULL | DIRECTION_45::ANG_UNDEFINED; typedef std::tuple RtVariant; std::vector variants; SOLID* solid = dyn_cast( aPad ); // don't do optimized connections for offset pads if( solid && solid->Offset() != VECTOR2I( 0, 0 ) ) return -1; // don't do optimization on vias, they are always round at the moment and the optimizer // will possibly mess up an intended via exit posture if( aPad->Kind() == ITEM::VIA_T ) return -1; BREAKOUT_LIST breakouts = computeBreakouts( aLine->Width(), aPad, true ); SHAPE_LINE_CHAIN line = ( aEnd ? aLine->CLine().Reverse() : aLine->CLine() ); int p_end = std::min( aEndVertex, std::min( 3, line.PointCount() - 1 ) ); // Start at 1 to find a potentially better breakout (0 is the pad connection) for( int p = 1; p <= p_end; p++ ) { // If the line is contained inside the pad, don't optimize if( solid && solid->Shape() && !solid->Shape()->Collide( SEG( line.CPoint( 0 ), line.CPoint( p ) ), aLine->Width() / 2 ) ) { continue; } for( SHAPE_LINE_CHAIN & breakout : breakouts ) { for( int diag = 0; diag < 2; diag++ ) { SHAPE_LINE_CHAIN v; SHAPE_LINE_CHAIN connect = dir.BuildInitialTrace( breakout.CPoint( -1 ), line.CPoint( p ), diag == 0 ); DIRECTION_45 dir_bkout( breakout.CSegment( -1 ) ); if( !connect.SegmentCount() ) continue; int ang1 = dir_bkout.Angle( DIRECTION_45( connect.CSegment( 0 ) ) ); if( ang1 & ForbiddenAngles ) continue; if( breakout.Length() > line.Length() ) continue; v = breakout; v.Append( connect ); for( int i = p + 1; i < line.PointCount(); i++ ) v.Append( line.CPoint( i ) ); LINE tmp( *aLine, v ); int cc = tmp.CountCorners( ForbiddenAngles ); if( cc == 0 ) { RtVariant vp; std::get<0>( vp ) = p; std::get<1>( vp ) = breakout.Length(); std::get<2>( vp ) = aEnd ? v.Reverse() : v; std::get<2>( vp ).Simplify(); variants.push_back( vp ); } } } } // We attempt to minimize the corner cost (minimizes the segments and types of corners) // but given two, equally valid costs, we want to pick the longer pad exit. The logic // here is that if the pad is oblong, the track should not exit the shorter side and parallel // the pad but should follow the pad's preferential direction before exiting. // The baseline guess is to start with the existing line the user has drawn. int min_cost = COST_ESTIMATOR::CornerCost( *aLine ); long long int max_length = 0; bool found = false; int p_best = -1; SHAPE_LINE_CHAIN l_best; for( RtVariant& vp : variants ) { LINE tmp( *aLine, std::get<2>( vp ) ); int cost = COST_ESTIMATOR::CornerCost( std::get<2>( vp ) ); long long int len = std::get<1>( vp ); if( !checkColliding( &tmp ) ) { if( cost < min_cost || ( cost == min_cost && len > max_length ) ) { l_best = std::get<2>( vp ); p_best = std::get<0>( vp ); found = true; if( cost <= min_cost ) max_length = std::max( len, max_length ); min_cost = std::min( cost, min_cost ); } } } if( found ) { aLine->SetShape( l_best ); return p_best; } return -1; } bool OPTIMIZER::runSmartPads( LINE* aLine ) { SHAPE_LINE_CHAIN& line = aLine->Line(); if( line.PointCount() < 3 ) return false; VECTOR2I p_start = line.CPoint( 0 ), p_end = line.CPoint( -1 ); ITEM* startPad = findPadOrVia( aLine->Layer(), aLine->Net(), p_start ); ITEM* endPad = findPadOrVia( aLine->Layer(), aLine->Net(), p_end ); int vtx = -1; if( startPad ) vtx = smartPadsSingle( aLine, startPad, false, 3 ); if( endPad ) smartPadsSingle( aLine, endPad, true, vtx < 0 ? line.PointCount() - 1 : line.PointCount() - 1 - vtx ); aLine->Line().Simplify(); return true; } bool OPTIMIZER::Optimize( LINE* aLine, int aEffortLevel, NODE* aWorld, const VECTOR2I& aV ) { OPTIMIZER opt( aWorld ); opt.SetEffortLevel( aEffortLevel ); opt.SetCollisionMask( -1 ); if( aEffortLevel & OPTIMIZER::PRESERVE_VERTEX ) opt.SetPreserveVertex( aV ); return opt.Optimize( aLine ); } bool OPTIMIZER::fanoutCleanup( LINE* aLine ) { if( aLine->PointCount() < 3 ) return false; VECTOR2I p_start = aLine->CPoint( 0 ), p_end = aLine->CPoint( -1 ); ITEM* startPad = findPadOrVia( aLine->Layer(), aLine->Net(), p_start ); ITEM* endPad = findPadOrVia( aLine->Layer(), aLine->Net(), p_end ); int thr = aLine->Width() * 10; int len = aLine->CLine().Length(); if( !startPad ) return false; bool startMatch = startPad->OfKind( ITEM::VIA_T | ITEM::SOLID_T ); bool endMatch = false; if(endPad) { endMatch = endPad->OfKind( ITEM::VIA_T | ITEM::SOLID_T ); } else { endMatch = aLine->EndsWithVia(); } if( startMatch && endMatch && len < thr ) { for( int i = 0; i < 2; i++ ) { SHAPE_LINE_CHAIN l2 = DIRECTION_45().BuildInitialTrace( p_start, p_end, i ); LINE repl; repl = LINE( *aLine, l2 ); if( !m_world->CheckColliding( &repl ) ) { aLine->SetShape( repl.CLine() ); return true; } } } return false; } int findCoupledVertices( const VECTOR2I& aVertex, const SEG& aOrigSeg, const SHAPE_LINE_CHAIN& aCoupled, DIFF_PAIR* aPair, int* aIndices ) { int count = 0; for ( int i = 0; i < aCoupled.SegmentCount(); i++ ) { SEG s = aCoupled.CSegment( i ); VECTOR2I projOverCoupled = s.LineProject ( aVertex ); if( s.ApproxParallel( aOrigSeg ) ) { int64_t dist = int64_t{ ( ( projOverCoupled - aVertex ).EuclideanNorm() ) } - aPair->Width(); if( aPair->GapConstraint().Matches( dist ) ) { *aIndices++ = i; count++; } } } return count; } bool verifyDpBypass( NODE* aNode, DIFF_PAIR* aPair, bool aRefIsP, const SHAPE_LINE_CHAIN& aNewRef, const SHAPE_LINE_CHAIN& aNewCoupled ) { LINE refLine ( aRefIsP ? aPair->PLine() : aPair->NLine(), aNewRef ); LINE coupledLine ( aRefIsP ? aPair->NLine() : aPair->PLine(), aNewCoupled ); if( refLine.Collide( &coupledLine, aNode ) ) return false; if( aNode->CheckColliding ( &refLine ) ) return false; if( aNode->CheckColliding ( &coupledLine ) ) return false; return true; } bool coupledBypass( NODE* aNode, DIFF_PAIR* aPair, bool aRefIsP, const SHAPE_LINE_CHAIN& aRef, const SHAPE_LINE_CHAIN& aRefBypass, const SHAPE_LINE_CHAIN& aCoupled, SHAPE_LINE_CHAIN& aNewCoupled ) { int vStartIdx[1024]; // fixme: possible overflow int nStarts = findCoupledVertices( aRefBypass.CPoint( 0 ), aRefBypass.CSegment( 0 ), aCoupled, aPair, vStartIdx ); DIRECTION_45 dir( aRefBypass.CSegment( 0 ) ); int64_t bestLength = -1; bool found = false; SHAPE_LINE_CHAIN bestBypass; int si, ei; for( int i=0; i< nStarts; i++ ) { for( int j = 1; j < aCoupled.PointCount() - 1; j++ ) { int delta = std::abs ( vStartIdx[i] - j ); if( delta > 1 ) { const VECTOR2I& vs = aCoupled.CPoint( vStartIdx[i] ); SHAPE_LINE_CHAIN bypass = dir.BuildInitialTrace( vs, aCoupled.CPoint(j), dir.IsDiagonal() ); int64_t coupledLength = aPair->CoupledLength( aRef, bypass ); SHAPE_LINE_CHAIN newCoupled = aCoupled; si = vStartIdx[i]; ei = j; if(si < ei) newCoupled.Replace( si, ei, bypass ); else newCoupled.Replace( ei, si, bypass.Reverse() ); if( coupledLength > bestLength && verifyDpBypass( aNode, aPair, aRefIsP, aRef, newCoupled) ) { bestBypass = newCoupled; bestLength = coupledLength; found = true; } } } } if( found ) aNewCoupled = bestBypass; return found; } bool checkDpColliding( NODE* aNode, DIFF_PAIR* aPair, bool aIsP, const SHAPE_LINE_CHAIN& aPath ) { LINE tmp ( aIsP ? aPair->PLine() : aPair->NLine(), aPath ); return static_cast( aNode->CheckColliding( &tmp ) ); } bool OPTIMIZER::mergeDpStep( DIFF_PAIR* aPair, bool aTryP, int step ) { int n = 1; SHAPE_LINE_CHAIN currentPath = aTryP ? aPair->CP() : aPair->CN(); SHAPE_LINE_CHAIN coupledPath = aTryP ? aPair->CN() : aPair->CP(); int n_segs = currentPath.SegmentCount() - 1; int64_t clenPre = aPair->CoupledLength( currentPath, coupledPath ); int64_t budget = clenPre / 10; // fixme: come up with something more intelligent here... while( n < n_segs - step ) { const SEG s1 = currentPath.CSegment( n ); const SEG s2 = currentPath.CSegment( n + step ); DIRECTION_45 dir1( s1 ); DIRECTION_45 dir2( s2 ); if( dir1.IsObtuse( dir2 ) ) { SHAPE_LINE_CHAIN bypass = DIRECTION_45().BuildInitialTrace( s1.A, s2.B, dir1.IsDiagonal() ); SHAPE_LINE_CHAIN newRef; SHAPE_LINE_CHAIN newCoup; int64_t deltaCoupled = -1, deltaUni = -1; newRef = currentPath; newRef.Replace( s1.Index(), s2.Index(), bypass ); deltaUni = aPair->CoupledLength ( newRef, coupledPath ) - clenPre + budget; if( coupledBypass( m_world, aPair, aTryP, newRef, bypass, coupledPath, newCoup ) ) { deltaCoupled = aPair->CoupledLength( newRef, newCoup ) - clenPre + budget; if( deltaCoupled >= 0 ) { newRef.Simplify(); newCoup.Simplify(); aPair->SetShape( newRef, newCoup, !aTryP ); return true; } } else if( deltaUni >= 0 && verifyDpBypass( m_world, aPair, aTryP, newRef, coupledPath ) ) { newRef.Simplify(); coupledPath.Simplify(); aPair->SetShape( newRef, coupledPath, !aTryP ); return true; } } n++; } return false; } bool OPTIMIZER::mergeDpSegments( DIFF_PAIR* aPair ) { int step_p = aPair->CP().SegmentCount() - 2; int step_n = aPair->CN().SegmentCount() - 2; while( 1 ) { int n_segs_p = aPair->CP().SegmentCount(); int n_segs_n = aPair->CN().SegmentCount(); int max_step_p = n_segs_p - 2; int max_step_n = n_segs_n - 2; if( step_p > max_step_p ) step_p = max_step_p; if( step_n > max_step_n ) step_n = max_step_n; if( step_p < 1 && step_n < 1 ) break; bool found_anything_p = false; bool found_anything_n = false; if( step_p > 1 ) found_anything_p = mergeDpStep( aPair, true, step_p ); if( step_n > 1 ) found_anything_n = mergeDpStep( aPair, false, step_n ); if( !found_anything_n && !found_anything_p ) { step_n--; step_p--; } } return true; } bool OPTIMIZER::Optimize( DIFF_PAIR* aPair ) { return mergeDpSegments( aPair ); } static int64_t shovedArea( const SHAPE_LINE_CHAIN& aOld, const SHAPE_LINE_CHAIN& aNew ) { int64_t area = 0; const int oc = aOld.PointCount(); const int nc = aNew.PointCount(); const int total = oc + nc; for(int i = 0; i < total; i++) { int i_next = (i + 1 == total ? 0 : i + 1); const VECTOR2I &v0 = i < oc ? aOld.CPoint(i) : aNew.CPoint( nc - 1 - (i - oc) ); const VECTOR2I &v1 = i_next < oc ? aOld.CPoint ( i_next ) : aNew.CPoint( nc - 1 - (i_next - oc) ); area += -(int64_t) v0.y * v1.x + (int64_t) v0.x * v1.y; } return std::abs( area / 2 ); } bool tightenSegment( bool dir, NODE *aNode, const LINE& cur, const SHAPE_LINE_CHAIN& in, SHAPE_LINE_CHAIN& out ) { SEG a = in.CSegment(0); SEG center = in.CSegment(1); SEG b = in.CSegment(2); DIRECTION_45 dirA ( a ); DIRECTION_45 dirCenter ( center ); DIRECTION_45 dirB ( b ); if (!dirA.IsObtuse( dirCenter) || !dirCenter.IsObtuse(dirB)) return false; //VECTOR2I perp = (center.B - center.A).Perpendicular(); VECTOR2I guideA, guideB ; SEG guide; int initial; //auto dbg = ROUTER::GetInstance()->GetInterface()->GetDebugDecorator(); if ( dirA.Angle ( dirB ) != DIRECTION_45::ANG_RIGHT ) return false; { /* auto rC = *a.IntersectLines( b ); dbg->AddSegment ( SEG( center.A, rC ), 1 ); dbg->AddSegment ( SEG( center.B, rC ), 2 ); auto perp = dirCenter.Left().Left(); SEG sperp ( center.A, center.A + perp.ToVector() ); auto vpc = sperp.LineProject( rC ); auto vpa = sperp.LineProject( a.A ); auto vpb = sperp.LineProject( b.B ); auto da = (vpc - vpa).EuclideanNorm(); auto db = (vpc - vpb).EuclideanNorm(); auto vp = (da < db) ? vpa : vpb; dbg->AddSegment ( SEG( vpc, vp ), 5 ); guide = SEG ( vpc, vp ); */ } int da = a.Length(); int db = b.Length(); if( da < db ) guide = a; else guide = b; initial = guide.Length(); int step = initial; int current = step; SHAPE_LINE_CHAIN snew; while( step > 1 ) { LINE l( cur ); snew.Clear(); snew.Append( a.A ); snew.Append( a.B + ( a.A - a.B ).Resize( current ) ); snew.Append( b.A + ( b.B - b.A ).Resize( current ) ); snew.Append( b.B ); step /= 2; l.SetShape(snew); if( aNode->CheckColliding(&l) ) current -= step; else if ( current + step >= initial ) current = initial; else current += step; //dbg->AddSegment ( SEG( center.A , a.LineProject( center.A + gr ) ), 3 ); //dbg->AddSegment ( SEG( center.A , center.A + guideA ), 3 ); //dbg->AddSegment ( SEG( center.B , center.B + guideB ), 4 ); if ( current == initial ) break; } out = snew; //dbg->AddLine ( snew, 3, 100000 ); return true; } void Tighten( NODE *aNode, const SHAPE_LINE_CHAIN& aOldLine, const LINE& aNewLine, LINE& aOptimized ) { LINE tmp; if( aNewLine.SegmentCount() < 3 ) return; SHAPE_LINE_CHAIN current ( aNewLine.CLine() ); for( int step = 0; step < 3; step++ ) { current.Simplify(); for( int i = 0; i <= current.SegmentCount() - 3; i++ ) { SHAPE_LINE_CHAIN l_in, l_out; l_in = current.Slice( i, i + 3 ); for( int dir = 0; dir <= 1; dir++ ) { if( tightenSegment( dir ? true : false, aNode, aNewLine, l_in, l_out ) ) { SHAPE_LINE_CHAIN opt = current; opt.Replace( i, i + 3, l_out ); auto optArea = std::abs( shovedArea( aOldLine, opt ) ); auto prevArea = std::abs( shovedArea( aOldLine, current ) ); if( optArea < prevArea ) current = opt; break; } } } } aOptimized = LINE( aNewLine, current ); //auto dbg = ROUTER::GetInstance()->GetInterface()->GetDebugDecorator(); //dbg->AddLine ( current, 4, 100000 ); } }