/* * KiRouter - a push-and-(sometimes-)shove PCB router * * Copyright (C) 2013-2017 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_LINE_PLACER_H #define __PNS_LINE_PLACER_H #include #include #include #include "pns_sizes_settings.h" #include "pns_node.h" #include "pns_via.h" #include "pns_line.h" #include "pns_placement_algo.h" namespace PNS { class ROUTER; class SHOVE; class OPTIMIZER; class VIA; class SIZES_SETTINGS; class NODE; class FIXED_TAIL { public: FIXED_TAIL ( int aLineCount = 1); ~FIXED_TAIL(); struct FIX_POINT { int layer; bool placingVias; VECTOR2I p; DIRECTION_45 direction; }; struct STAGE { NODE *commit; std::vector pts; }; void Clear(); void AddStage( VECTOR2I aStart, int aLayer, bool placingVias, DIRECTION_45 direction, NODE *aNode ); bool PopStage( STAGE& aStage ); int StageCount() const; private: std::vector m_stages; }; class POSTURE_SOLVER { public: POSTURE_SOLVER(); ~POSTURE_SOLVER(); void Clear(); void AddTrailPoint( const VECTOR2I& aP ); void SetTollerance( int toll ) { m_tollerance = toll; } void SetDefaultDirections( DIRECTION_45 aInitDirection, DIRECTION_45 aLastSegDir ) { m_initDirection = aInitDirection; m_lastSegDirection = aLastSegDir; } DIRECTION_45 GetPosture( const VECTOR2I& aP ); void FlipPosture(); private: const double areaRatioThreshold = 1.5; SHAPE_LINE_CHAIN m_trail; int m_tollerance; DIRECTION_45 m_initDirection; DIRECTION_45 m_lastSegDirection; bool m_forced; }; /** * LINE_PLACER * * Single track placement algorithm. Interactively routes a track. * Applies shove and walkaround algorithms when needed. */ class LINE_PLACER : public PLACEMENT_ALGO { public: LINE_PLACER( ROUTER* aRouter ); ~LINE_PLACER(); /** * Function Start() * * Starts routing a single track at point aP, taking item aStartItem as anchor * (unless NULL). */ bool Start( const VECTOR2I& aP, ITEM* aStartItem ) override; /** * Function Move() * * Moves the end of the currently routed trace to the point aP, taking * aEndItem as anchor (if not NULL). * (unless NULL). */ bool Move( const VECTOR2I& aP, ITEM* aEndItem ) override; /** * Function FixRoute() * * Commits the currently routed track to the parent node, taking * aP as the final end point and aEndItem as the final anchor (if provided). * @return true, if route has been commited. May return false if the routing * result is violating design rules - in such case, the track is only committed * if Settings.CanViolateDRC() is on. */ bool FixRoute( const VECTOR2I& aP, ITEM* aEndItem, bool aForceFinish ) override; bool UnfixRoute() override; bool CommitPlacement() override; bool AbortPlacement() override; bool HasPlacedAnything() const override; /** * Function ToggleVia() * * Enables/disables a via at the end of currently routed trace. */ bool ToggleVia( bool aEnabled ) override; /** * Function SetLayer() * * Sets the current routing layer. */ bool SetLayer( int aLayer ) override; /** * Function Head() * * Returns the "head" of the line being placed, that is the volatile part * that has not "settled" yet. */ const LINE& Head() const { return m_head; } /** * Function Tail() * * Returns the "tail" of the line being placed, the part which has already wrapped around * and shoved some obstacles. */ const LINE& Tail() const { return m_tail; } /** * Function Trace() * * Returns the complete routed line. */ const LINE Trace() const; /** * Function Traces() * * Returns the complete routed line, as a single-member ITEM_SET. */ const ITEM_SET Traces() override; /** * Function CurrentEnd() * * Returns the current end of the line being placed. It may not be equal * to the cursor position due to collisions. */ const VECTOR2I& CurrentEnd() const override { return m_currentEnd; } /** * Function CurrentNet() * * Returns the net code of currently routed track. */ const std::vector CurrentNets() const override { return std::vector( 1, m_currentNet ); } /** * Function CurrentLayer() * * Returns the layer of currently routed track. */ int CurrentLayer() const override { return m_currentLayer; } /** * Function CurrentNode() * * Returns the most recent world state. */ NODE* CurrentNode( bool aLoopsRemoved = false ) const override; /** * Function FlipPosture() * * Toggles the current posture (straight/diagonal) of the trace head. */ void FlipPosture() override; /** * Function UpdateSizes() * * Performs on-the-fly update of the width, via diameter & drill size from * a settings class. Used to dynamically change these parameters as * the track is routed. */ void UpdateSizes( const SIZES_SETTINGS& aSizes ) override; void SetOrthoMode( bool aOrthoMode ) override; bool IsPlacingVia() const override { return m_placingVia; } void GetModifiedNets( std::vector& aNets ) const override; /** * Function SplitAdjacentSegments() * * Checks if point aP lies on segment aSeg. If so, splits the segment in two, * forming a joint at aP and stores updated topology in node aNode. */ bool SplitAdjacentSegments( NODE* aNode, ITEM* aSeg, const VECTOR2I& aP ); private: /** * Function route() * * Re-routes the current track to point aP. Returns true, when routing has * completed successfully (i.e. the trace end has reached point aP), and false * if the trace was stuck somewhere on the way. May call routeStep() * repetitively due to mouse smoothing. * @param aP ending point of current route. * @return true, if the routing is complete. */ bool route( const VECTOR2I& aP ); /** * Function updateLeadingRatLine() * * Draws the "leading" ratsnest line, which connects the end of currently * routed track and the nearest yet unrouted item. If the routing for * current net is complete, draws nothing. */ void updateLeadingRatLine(); /** * Function setWorld() * * Sets the board to route. */ void setWorld( NODE* aWorld ); /** * Function startPlacement() * * Initializes placement of a new line with given parameters. */ void initPlacement(); /** * Function setInitialDirection() * * Sets preferred direction of the very first track segment to be laid. * Used by posture switching mechanism. */ void setInitialDirection( const DIRECTION_45& aDirection ); /** * Function removeLoops() * * Searches aNode for traces concurrent to aLatest and removes them. Updated * topology is stored in aNode. */ void removeLoops( NODE* aNode, LINE& aLatest ); /** * Function simplifyNewLine() * * Assembles a line starting from segment aLatest, removes collinear segments * and redundant vertexes. If a simplification bhas been found, replaces the * old line with the simplified one in aNode. */ void simplifyNewLine( NODE* aNode, SEGMENT* aLatest ); /** * Function checkObtusity() * * Helper function, checking if segments a and b form an obtuse angle * (in 45-degree regime). * @return true, if angle (aA, aB) is obtuse */ bool checkObtusity( const SEG& aA, const SEG& aB ) const; /** * Function handleSelfIntersections() * * Checks if the head of the track intersects its tail. If so, cuts the * tail up to the intersecting segment and fixes the head direction to match * the last segment before the cut. * @return true if the line has been changed. */ bool handleSelfIntersections(); /** * Function handlePullback() * * Deals with pull-back: reduces the tail if head trace is moved backwards * wrs to the current tail direction. * @return true if the line has been changed. */ bool handlePullback(); /** * Function mergeHead() * * Moves "estabished" segments from the head to the tail if certain * conditions are met. * @return true, if the line has been changed. */ bool mergeHead(); /** * Function reduceTail() * * Attempts to reduce the numer of segments in the tail by trying to replace a * certain number of latest tail segments with a direct trace leading to aEnd * that does not collide with anything. * @param aEnd: current routing destination point. * @return true if the line has been changed. */ bool reduceTail( const VECTOR2I& aEnd ); /** * Function optimizeTailHeadTransition() * * Tries to reduce the corner count of the most recent part of tail/head by * merging obtuse/collinear segments. * @return true, if the line has been changed. */ bool optimizeTailHeadTransition(); /** * Function routeHead() * * Computes the head trace between the current start point (m_p_start) and * point aP, starting with direction defined in m_direction. The trace walks * around all colliding solid or non-movable items. Movable segments are * ignored, as they'll be handled later by the shove algorithm. */ bool routeHead( const VECTOR2I& aP, LINE& aNewHead); /** * Function routeStep() * * Performs a single routing alorithm step, for the end point aP. * @param aP ending point of current route * @return true, if the line has been changed. */ void routeStep( const VECTOR2I& aP ); const LINE reduceToNearestObstacle( const LINE& aOriginalLine ); bool rhStopAtNearestObstacle( const VECTOR2I& aP, LINE& aNewHead ); ///> route step, walkaround mode bool rhWalkOnly( const VECTOR2I& aP, LINE& aNewHead); ///> route step, shove mode bool rhShoveOnly( const VECTOR2I& aP, LINE& aNewHead); ///> route step, mark obstacles mode bool rhMarkObstacles( const VECTOR2I& aP, LINE& aNewHead ); const VIA makeVia( const VECTOR2I& aP ); bool buildInitialLine( const VECTOR2I& aP, LINE& aHead ); ///> current routing direction DIRECTION_45 m_direction; ///> routing direction for new traces DIRECTION_45 m_initial_direction; ///> routing "head": volatile part of the track from the previously /// analyzed point to the current routing destination LINE m_head; ///> routing "tail": part of the track that has been already fixed due to collisions with obstacles LINE m_tail; ///> pointer to world to search colliding items NODE* m_world; ///> current routing start point (end of tail, beginning of head) VECTOR2I m_p_start; ///> The shove engine std::unique_ptr< SHOVE > m_shove; ///> Current world state NODE* m_currentNode; ///> Postprocessed world state (including marked collisions & removed loops) NODE* m_lastNode; SIZES_SETTINGS m_sizes; ///> Are we placing a via? bool m_placingVia; int m_currentNet; int m_currentLayer; VECTOR2I m_currentEnd, m_currentStart; LINE m_currentTrace; PNS_MODE m_currentMode; ITEM* m_startItem; bool m_idle; bool m_chainedPlacement; bool m_orthoMode; bool m_placementCorrect; FIXED_TAIL m_fixedTail; POSTURE_SOLVER m_postureSolver; }; } #endif // __PNS_LINE_PLACER_H