/* * KiRouter - a push-and-(sometimes-)shove PCB router * * Copyright (C) 2013-2017 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 . */ #include #include #include #include "pns_line.h" #include "pns_node.h" #include "pns_via.h" #include "pns_utils.h" #include "pns_router.h" #include "pns_debug_decorator.h" #include namespace PNS { LINE::LINE( const LINE& aOther ) : LINK_HOLDER( aOther ), m_line( aOther.m_line ), m_width( aOther.m_width ), m_snapThreshhold( aOther.m_snapThreshhold ) { m_net = aOther.m_net; m_movable = aOther.m_movable; m_layers = aOther.m_layers; m_via = nullptr; if( aOther.m_via ) { m_via = aOther.m_via->Clone(); m_via->SetOwner( this ); } m_marker = aOther.m_marker; m_rank = aOther.m_rank; m_blockingObstacle = aOther.m_blockingObstacle; copyLinks( &aOther ); } LINE::~LINE() { if( m_via && m_via->BelongsTo( this ) ) delete m_via; } LINE& LINE::operator=( const LINE& aOther ) { m_line = aOther.m_line; m_width = aOther.m_width; m_net = aOther.m_net; m_movable = aOther.m_movable; m_layers = aOther.m_layers; m_via = nullptr; if( aOther.m_via ) { m_via = aOther.m_via->Clone(); m_via->SetOwner( this ); } m_marker = aOther.m_marker; m_rank = aOther.m_rank; m_owner = aOther.m_owner; m_snapThreshhold = aOther.m_snapThreshhold; m_blockingObstacle = aOther.m_blockingObstacle; copyLinks( &aOther ); return *this; } LINE* LINE::Clone() const { LINE* l = new LINE( *this ); return l; } void LINE::Mark( int aMarker ) const { m_marker = aMarker; for( const LINKED_ITEM* s : m_links ) s->Mark( aMarker ); } void LINE::Unmark( int aMarker ) const { for( const LINKED_ITEM* s : m_links ) s->Unmark( aMarker ); m_marker = 0; } int LINE::Marker() const { int marker = m_marker; for( auto s : m_links ) { marker |= s->Marker(); } return marker; } SEGMENT* SEGMENT::Clone() const { SEGMENT* s = new SEGMENT; s->m_seg = m_seg; s->m_net = m_net; s->m_layers = m_layers; s->m_marker = m_marker; s->m_rank = m_rank; return s; } int LINE::CountCorners( int aAngles ) const { int count = 0; for( int i = 0; i < m_line.SegmentCount() - 1; i++ ) { const SEG seg1 = m_line.CSegment( i ); const SEG seg2 = m_line.CSegment( i + 1 ); const DIRECTION_45 dir1( seg1 ); const DIRECTION_45 dir2( seg2 ); DIRECTION_45::AngleType a = dir1.Angle( dir2 ); if( a & aAngles ) count++; } return count; } static int areNeighbours( int x, int y, int max = 0 ) { if( x > 0 && x - 1 == y ) return true; if( x < max - 1 && x + 1 == y ) return true; return false; } #ifdef TOM_EXTRA_DEBUG SHAPE_LINE_CHAIN g_pnew, g_hnew; #endif bool LINE::Walkaround( const SHAPE_LINE_CHAIN& aObstacle, SHAPE_LINE_CHAIN& aPath, bool aCw ) const { const SHAPE_LINE_CHAIN& line( CLine() ); if( line.SegmentCount() < 1 ) { return false; } const auto pFirst = line.CPoint(0); bool inFirst = aObstacle.PointInside( pFirst ) && !aObstacle.PointOnEdge( pFirst ); // We can't really walk around if the beginning of the path lies inside the obstacle hull. // Double check if it's not on the hull itself as this triggers many unroutable corner cases. if( inFirst ) { return false; } enum VERTEX_TYPE { INSIDE = 0, OUTSIDE, ON_EDGE }; // Represents an entry in directed graph of hull/path vertices. Scanning this graph // starting from the path's first point results (if possible) with a correct walkaround path struct VERTEX { // vertex classification (inside/outside/exactly on the hull) VERTEX_TYPE type; // true = vertex coming from the hull primitive bool isHull; // position VECTOR2I pos; // list of neighboring vertices std::vector neighbours; // index of this vertex in path (pnew) int indexp = -1; // index of this vertex in the hull (hnew) int indexh = -1; // visited indicator (for BFS search) bool visited = false; }; SHAPE_LINE_CHAIN::INTERSECTIONS ips; HullIntersection( aObstacle, line, ips ); SHAPE_LINE_CHAIN pnew( CLine() ), hnew( aObstacle ); std::vector vts; auto findVertex = [&]( VECTOR2I pos) -> VERTEX* { for( VERTEX& v : vts ) { if(v.pos == pos ) return &v; } return nullptr; }; // corner case for loopy tracks: insert the end loop point back into the hull if( auto isect = pnew.SelfIntersecting() ) { if( isect->p != pnew.CPoint( -1 ) ) { pnew.Split( isect->p ); } } // insert all intersections found into the new hull/path SLCs for( auto& ip : ips ) { if( pnew.Find( ip.p, 1 ) < 0) { pnew.Split(ip.p); } if( hnew.Find( ip.p, 1 ) < 0 ) { hnew.Split(ip.p); } } for( int i = 0; i < pnew.PointCount(); i++ ) { auto p = pnew.CPoint(i); bool onEdge = hnew.PointOnEdge( p ); if ( !onEdge ) continue; int idx = hnew.Find( p ); if(idx < 0 ) { hnew.Split(p); } } #ifdef TOM_EXTRA_DEBUG for( auto& ip : ips ) { printf("Chk: %d %d\n", pnew.Find( ip.p ), hnew.Find(ip.p) ); } #endif // we assume the default orientation of the hulls is clockwise, so just reverse the vertex // order if the caller wants a counter-clockwise walkaround if ( !aCw ) hnew = hnew.Reverse(); vts.reserve( 2 * ( hnew.PointCount() + pnew.PointCount() ) ); // create a graph of hull/path vertices and classify them (inside/on edge/outside the hull) for( int i = 0; i < pnew.PointCount(); i++ ) { auto p = pnew.CPoint(i); bool onEdge = hnew.PointOnEdge( p ); bool inside = hnew.PointInside( p ); #ifdef TOM_EXTRA_DEBUG printf("pnew %d inside %d onedge %d\n", i, !!inside, !!onEdge ); #endif VERTEX v; v.indexp = i; v.isHull = false; v.pos = p; v.type = inside && !onEdge ? INSIDE : onEdge ? ON_EDGE : OUTSIDE; vts.push_back( v ); } #ifdef TOM_EXTRA_DEBUG g_pnew = pnew; g_hnew = hnew; #endif // each path vertex neighbour list points for sure to the next vertex in the path for( int i = 0; i < pnew.PointCount() - 1; i++ ) { vts[i].neighbours.push_back( &vts[ i+1 ] ); } // each path vertex neighbour list points for sure to the next vertex in the path for( int i = 1; i < pnew.PointCount() ; i++ ) { vts[i].neighbours.push_back( &vts[ i-1 ] ); } // insert hull vertices into the graph for( int i = 0; i < hnew.PointCount(); i++ ) { auto hp = hnew.CPoint( i ); auto vn = findVertex( hp ); // if vertex already present (it's very likely that in recursive shoving hull and path vertices will overlap) // just mark it as a path vertex that also belongs to the hull if( vn ) { vn->isHull = true; vn->indexh = i; } else // new hull vertex { VERTEX v; v.pos = hp; v.type = ON_EDGE; v.indexh = i; v.isHull = true; vts.push_back( v ); } } // go around the hull and fix up the neighbour link lists for( int i = 0; i < hnew.PointCount(); i++ ) { auto vc = findVertex( hnew.CPoint(i ) ); auto vnext = findVertex( hnew.CPoint( i+1 ) ); if(vc && vnext) vc->neighbours.push_back(vnext); } // In the case that the initial path ends *inside* the current obstacle (i.e. the mouse cursor // is somewhere inside the hull for the current obstacle) we want to end the walkaround at the // point closest to the cursor bool inLast = aObstacle.PointInside( CPoint( -1 ) ) && !aObstacle.PointOnEdge( CPoint( -1 ) ); bool appendV = true; int lastDst = INT_MAX; int i = 0; #ifdef TOM_EXTRA_DEBUG for(auto &v: vts) { if( v.indexh < 0 && v.type == ON_EDGE ) { v.type = OUTSIDE; // hack } printf("V %d pos %d %d ip %d ih %d type %d\n", i++, v.pos.x, v.pos.y, v.indexp, v.indexh, v.type ); } #endif // vts[0] = start point VERTEX* v = &vts[0], *v_prev = nullptr; SHAPE_LINE_CHAIN out; int iterLimit = 1000; // keep scanning the graph until we reach the end point of the path while( v->indexp != ( pnew.PointCount() - 1 ) ) { iterLimit--; // I'm not 100% sure this algorithm doesn't have bugs that may cause it to freeze, // so here's a temporary iteration limit if( iterLimit == 0 ) { return false; } if( v->visited ) { // loop found? stop walking break; } #ifdef TOM_EXTRA_DEBUG printf("---\nvisit ip %d ih %d type %d outs %d neig %d\n", v->indexp, v->indexh, v->type, out.PointCount(), v->neighbours.size() ); #endif out.Append( v->pos ); VERTEX* v_next = nullptr; if( v->type == OUTSIDE ) { // current vertex is outside? first look for any vertex further down the path // that is not inside the hull out.Append( v->pos ); VERTEX* v_next_fallback = nullptr; for( auto vn : v->neighbours ) { if( areNeighbours( vn->indexp , v->indexp, pnew.PointCount() ) && vn->type != INSIDE ) { if( !vn->visited ) { v_next = vn; break; } else if( vn != v_prev ) v_next_fallback = vn; } } if( !v_next ) v_next = v_next_fallback; // such a vertex must always be present, if not, bummer. if( !v_next ) { #ifdef TOM_EXTRA_DEBUG printf("FAIL VN fallback %p\n", v_next_fallback ); #endif return false; } } else if( v->type == ON_EDGE ) { // look first for the first vertex outside the hull for( VERTEX* vn : v->neighbours ) { #ifdef TOM_EXTRA_DEBUG printf( "- OUT scan ip %d ih %d type %d\n", vn->indexp, vn->indexh, vn->type ); #endif if( vn->type == OUTSIDE && !vn->visited ) { v_next = vn; break; } } // no outside vertices found? continue traversing the hull if( !v_next ) { for( VERTEX* vn : v->neighbours ) { #ifdef TOM_EXTRA_DEBUG printf("- scan ip %d ih %d type %d\n", vn->indexp, vn->indexh, vn->type ); #endif if( vn->type == ON_EDGE && !vn->isHull && areNeighbours( vn->indexp, v->indexp, pnew.PointCount() ) && ( vn->indexh == ( ( v->indexh + 1 ) % hnew.PointCount() ) ) ) { v_next = vn; break; } } } // still nothing found? try to find the next (index-wise) point on the hull. I guess // we should never reach this part of the code, but who really knows? if( !v_next ) { #ifdef TOM_EXTRA_DEBUG printf("still no v_next\n"); #endif for( VERTEX* vn : v->neighbours ) { if( vn->type == ON_EDGE ) { if( vn->indexh == ( ( v->indexh + 1 ) % hnew.PointCount() ) ) { v_next = vn; break; } } } if( v_next ) { for( auto &v : vts ) { if( v.isHull ) v.visited = false; } } #ifdef TOM_EXTRA_DEBUG printf("v_next %p\n", v_next); #endif // Did we get the next hull point but the end of the line is inside? Instead of walking // around the hull some more (which will just end up taking us back to the start), lets // just project the normal of the endpoint onto this next segment and call it quits. if( inLast && v_next ) { int d = ( v_next->pos - CPoint( -1 ) ).SquaredEuclideanNorm(); if( d < lastDst ) { lastDst = d; } else { VECTOR2I proj = SEG( v->pos, v_next->pos ).NearestPoint( CPoint( -1 ) ); out.Append( proj ); appendV = false; break; } } } } v->visited = true; v_prev = v; v = v_next; if( !v ) { return false; } } if( appendV ) out.Append( v->pos ); aPath = out; return true; } const SHAPE_LINE_CHAIN SEGMENT::Hull( int aClearance, int aWalkaroundThickness, int aLayer ) const { /*DEBUG_DECORATOR* debugDecorator = ROUTER::GetInstance()->GetInterface()->GetDebugDecorator(); PNS_DBG( debugDecorator, Message, wxString::Format( wxT( "seghull %d %d" ), aWalkaroundThickness, aClearance ) ); PNS_DBG(debugDecorator, AddShape, &m_seg, RED, 0, wxT("theseg") ); */ return SegmentHull( m_seg, aClearance, aWalkaroundThickness ); } const LINE LINE::ClipToNearestObstacle( NODE* aNode ) const { const int IterationLimit = 5; int i; LINE l( *this ); for( i = 0; i < IterationLimit; i++ ) { NODE::OPT_OBSTACLE obs = aNode->NearestObstacle( &l ); if( obs ) { l.RemoveVia(); VECTOR2I collisionPoint = obs->m_ipFirst; int segIdx = l.Line().NearestSegment( collisionPoint ); if( l.Line().IsArcSegment( segIdx ) ) { // Don't clip at arcs, start again l.Line().Clear(); } else { SEG nearestSegment = l.Line().CSegment( segIdx ); VECTOR2I nearestPt = nearestSegment.NearestPoint( collisionPoint ); int p = l.Line().Split( nearestPt ); l.Line().Remove( p + 1, -1 ); } } else { break; } } if( i == IterationLimit ) l.Line().Clear(); return l; } SHAPE_LINE_CHAIN dragCornerInternal( const SHAPE_LINE_CHAIN& aOrigin, const VECTOR2I& aP ) { std::optional picked; int i; int d = 2; wxASSERT( aOrigin.PointCount() > 0 ); if( aOrigin.PointCount() == 1 ) { return DIRECTION_45().BuildInitialTrace( aOrigin.CPoint( 0 ), aP ); } else if( aOrigin.SegmentCount() == 1 ) { DIRECTION_45 dir( aOrigin.CPoint( 0 ) - aOrigin.CPoint( 1 ) ); return DIRECTION_45().BuildInitialTrace( aOrigin.CPoint( 0 ), aP, dir.IsDiagonal() ); } if( aOrigin.CSegment( -1 ).Length() > 100000 * 30 ) // fixme: constant/parameter? d = 1; for( i = aOrigin.SegmentCount() - d; i >= 0; i-- ) { DIRECTION_45 d_start( aOrigin.CSegment( i ) ); VECTOR2I p_start = aOrigin.CPoint( i ); SHAPE_LINE_CHAIN paths[2]; DIRECTION_45 dirs[2]; DIRECTION_45 d_prev = ( i > 0 ? DIRECTION_45( aOrigin.CSegment( i-1 ) ) : DIRECTION_45() ); int dirCount = 0; for( int j = 0; j < 2; j++ ) { paths[j] = d_start.BuildInitialTrace( p_start, aP, j ); if( paths[j].SegmentCount() < 1 ) continue; assert( dirCount < int( sizeof( dirs ) / sizeof( dirs[0] ) ) ); dirs[dirCount] = DIRECTION_45( paths[j].CSegment( 0 ) ); ++dirCount; } for( int j = 0; j < dirCount; j++ ) { if( dirs[j] == d_start ) { picked = paths[j]; break; } } if( picked ) break; for( int j = 0; j < dirCount; j++ ) { if( dirs[j].IsObtuse( d_prev ) ) { picked = paths[j]; break; } } if( picked ) break; } if( picked ) { SHAPE_LINE_CHAIN path = aOrigin.Slice( 0, i ); path.Append( *picked ); return path; } DIRECTION_45 dir( aOrigin.CPoint( -1 ) - aOrigin.CPoint( -2 ) ); return DIRECTION_45().BuildInitialTrace( aOrigin.CPoint( 0 ), aP, dir.IsDiagonal() ); } void LINE::dragCorner45( const VECTOR2I& aP, int aIndex ) { SHAPE_LINE_CHAIN path; int width = m_line.Width(); VECTOR2I snapped = snapDraggedCorner( m_line, aP, aIndex ); if( aIndex == 0 ) path = dragCornerInternal( m_line.Reverse(), snapped ).Reverse(); else if( aIndex == m_line.SegmentCount() ) path = dragCornerInternal( m_line, snapped ); else { // Are we next to an arc? Insert a new point so we slice correctly if( m_line.IsPtOnArc( static_cast( aIndex ) + 1 ) ) m_line.Insert( aIndex + 1, m_line.CPoint( aIndex + 1 ) ); // fixme: awkward behaviour for "outwards" drags path = dragCornerInternal( m_line.Slice( 0, aIndex ), snapped ); SHAPE_LINE_CHAIN path_rev = dragCornerInternal( m_line.Slice( aIndex, -1 ).Reverse(), snapped ).Reverse(); path.Append( path_rev ); } path.Simplify(); path.SetWidth( width ); m_line = path; } void LINE::dragCornerFree( const VECTOR2I& aP, int aIndex ) { ssize_t idx = static_cast( aIndex ); ssize_t numpts = static_cast( m_line.PointCount() ); // If we're asked to drag the end of an arc, insert a new vertex to drag instead if( m_line.IsPtOnArc( idx ) ) { if( idx == 0 || ( idx > 0 && !m_line.IsPtOnArc( idx - 1 ) ) ) { m_line.Insert( idx, m_line.GetPoint( idx ) ); } else if( ( idx == numpts - 1 ) || ( idx < numpts - 1 && !m_line.IsArcSegment( idx ) ) ) { idx++; m_line.Insert( idx, m_line.GetPoint( idx ) ); } else { wxASSERT_MSG( false, wxT( "Attempt to dragCornerFree in the middle of an arc!" ) ); } } m_line.SetPoint( idx, aP ); m_line.Simplify(); } void LINE::DragCorner( const VECTOR2I& aP, int aIndex, bool aFreeAngle ) { wxCHECK_RET( aIndex >= 0, wxT( "Negative index passed to LINE::DragCorner" ) ); if( aFreeAngle ) { dragCornerFree( aP, aIndex ); } else { dragCorner45( aP, aIndex ); } } void LINE::DragSegment( const VECTOR2I& aP, int aIndex, bool aFreeAngle ) { if( aFreeAngle ) { assert( false ); } else { dragSegment45( aP, aIndex ); } } VECTOR2I LINE::snapDraggedCorner( const SHAPE_LINE_CHAIN& aPath, const VECTOR2I& aP, int aIndex ) const { int s_start = std::max( aIndex - 2, 0 ); int s_end = std::min( aIndex + 2, aPath.SegmentCount() - 1 ); int i, j; int best_dist = INT_MAX; VECTOR2I best_snap = aP; if( m_snapThreshhold <= 0 ) return aP; for( i = s_start; i <= s_end; i++ ) { const SEG& a = aPath.CSegment( i ); for( j = s_start; j < i; j++ ) { const SEG& b = aPath.CSegment( j ); if( !( DIRECTION_45( a ).IsObtuse( DIRECTION_45( b ) ) ) ) continue; OPT_VECTOR2I ip = a.IntersectLines( b ); if( ip ) { int dist = ( *ip - aP ).EuclideanNorm(); if( dist < m_snapThreshhold && dist < best_dist ) { best_dist = dist; best_snap = *ip; } } } } return best_snap; } VECTOR2I LINE::snapToNeighbourSegments( const SHAPE_LINE_CHAIN& aPath, const VECTOR2I& aP, int aIndex ) const { VECTOR2I snap_p[2]; DIRECTION_45 dragDir( aPath.CSegment( aIndex ) ); int snap_d[2] = { -1, -1 }; if( m_snapThreshhold == 0 ) return aP; if( aIndex >= 2 ) { SEG s = aPath.CSegment( aIndex - 2 ); if( DIRECTION_45( s ) == dragDir ) snap_d[0] = s.LineDistance( aP ); snap_p[0] = s.A; } if( aIndex < aPath.SegmentCount() - 2 ) { SEG s = aPath.CSegment( aIndex + 2 ); if( DIRECTION_45( s ) == dragDir ) snap_d[1] = s.LineDistance( aP ); snap_p[1] = s.A; } VECTOR2I best = aP; int minDist = INT_MAX; for( int i = 0; i < 2; i++ ) { if( snap_d[i] >= 0 && snap_d[i] < minDist && snap_d[i] <= m_snapThreshhold ) { minDist = snap_d[i]; best = snap_p[i]; } } return best; } void LINE::dragSegment45( const VECTOR2I& aP, int aIndex ) { SHAPE_LINE_CHAIN path( m_line ); VECTOR2I target( aP ); wxASSERT( aIndex < m_line.PointCount() ); SEG guideA[2], guideB[2]; int index = aIndex; target = snapToNeighbourSegments( path, aP, aIndex ); // We require a valid s_prev and s_next. If we are at the start or end of the line, we insert // a new point at the start or end so there is a zero-length segment for prev or next (we will // resize it as part of the drag operation). If we are next to an arc, we do this also, as we // cannot drag away one of the arc's points. if( index == 0 || path.IsPtOnArc( index ) ) { path.Insert( index > 0 ? index + 1 : 0, path.CPoint( index ) ); index++; } if( index == path.SegmentCount() - 1 ) { path.Insert( path.PointCount() - 1, path.CPoint( -1 ) ); } else if( path.IsPtOnArc( index + 1 ) ) { path.Insert( index + 1, path.CPoint( index + 1 ) ); } SEG dragged = path.CSegment( index ); DIRECTION_45 drag_dir( dragged ); SEG s_prev = path.CSegment( index - 1 ); SEG s_next = path.CSegment( index + 1 ); DIRECTION_45 dir_prev( s_prev ); DIRECTION_45 dir_next( s_next ); if( dir_prev == drag_dir ) { dir_prev = dir_prev.Left(); path.Insert( index, path.CPoint( index ) ); index++; } else if( dir_prev == DIRECTION_45::UNDEFINED ) { dir_prev = drag_dir.Left(); } if( dir_next == drag_dir ) { dir_next = dir_next.Right(); path.Insert( index + 1, path.CPoint( index + 1 ) ); } else if( dir_next == DIRECTION_45::UNDEFINED ) { dir_next = drag_dir.Right(); } s_prev = path.CSegment( index - 1 ); s_next = path.CSegment( index + 1 ); dragged = path.CSegment( index ); if( aIndex == 0 ) { guideA[0] = SEG( dragged.A, dragged.A + drag_dir.Right().ToVector() ); guideA[1] = SEG( dragged.A, dragged.A + drag_dir.Left().ToVector() ); } else { if( dir_prev.Angle( drag_dir ) & ( DIRECTION_45::ANG_OBTUSE | DIRECTION_45::ANG_HALF_FULL ) ) { guideA[0] = SEG( s_prev.A, s_prev.A + drag_dir.Left().ToVector() ); guideA[1] = SEG( s_prev.A, s_prev.A + drag_dir.Right().ToVector() ); } else guideA[0] = guideA[1] = SEG( dragged.A, dragged.A + dir_prev.ToVector() ); } if( aIndex == m_line.SegmentCount() - 1 ) { guideB[0] = SEG( dragged.B, dragged.B + drag_dir.Right().ToVector() ); guideB[1] = SEG( dragged.B, dragged.B + drag_dir.Left().ToVector() ); } else { if( dir_next.Angle( drag_dir ) & ( DIRECTION_45::ANG_OBTUSE | DIRECTION_45::ANG_HALF_FULL ) ) { guideB[0] = SEG( s_next.B, s_next.B + drag_dir.Left().ToVector() ); guideB[1] = SEG( s_next.B, s_next.B + drag_dir.Right().ToVector() ); } else guideB[0] = guideB[1] = SEG( dragged.B, dragged.B + dir_next.ToVector() ); } SEG s_current( target, target + drag_dir.ToVector() ); int best_len = INT_MAX; SHAPE_LINE_CHAIN best; for( int i = 0; i < 2; i++ ) { for( int j = 0; j < 2; j++ ) { OPT_VECTOR2I ip1 = s_current.IntersectLines( guideA[i] ); OPT_VECTOR2I ip2 = s_current.IntersectLines( guideB[j] ); SHAPE_LINE_CHAIN np; if( !ip1 || !ip2 ) continue; SEG s1( s_prev.A, *ip1 ); SEG s2( *ip1, *ip2 ); SEG s3( *ip2, s_next.B ); OPT_VECTOR2I ip; if( ( ip = s1.Intersect( s_next ) ) ) { np.Append( s1.A ); np.Append( *ip ); np.Append( s_next.B ); } else if( ( ip = s3.Intersect( s_prev ) ) ) { np.Append( s_prev.A ); np.Append( *ip ); np.Append( s3.B ); } else if( ( ip = s1.Intersect( s3 ) ) ) { np.Append( s_prev.A ); np.Append( *ip ); np.Append( s_next.B ); } else { np.Append( s_prev.A ); np.Append( *ip1 ); np.Append( *ip2 ); np.Append( s_next.B ); } if( np.Length() < best_len ) { best_len = np.Length(); best = np; } } } if( m_line.PointCount() == 1 ) m_line = best; else if( aIndex == 0 ) m_line.Replace( 0, 1, best ); else if( aIndex == m_line.SegmentCount() - 1 ) m_line.Replace( -2, -1, best ); else m_line.Replace( aIndex, aIndex + 1, best ); m_line.Simplify(); } bool LINE::CompareGeometry( const LINE& aOther ) { return m_line.CompareGeometry( aOther.m_line ); } void LINE::Reverse() { m_line = m_line.Reverse(); std::reverse( m_links.begin(), m_links.end() ); } void LINE::AppendVia( const VIA& aVia ) { if( m_line.PointCount() > 1 && aVia.Pos() == m_line.CPoint( 0 ) ) { Reverse(); } m_via = aVia.Clone(); m_via->SetOwner( this ); m_via->SetNet( m_net ); } void LINE::SetRank( int aRank ) { m_rank = aRank; for( auto s : m_links ) s->SetRank( aRank ); } int LINE::Rank() const { int min_rank = INT_MAX; if( IsLinked() ) { for( const LINKED_ITEM* item : m_links ) min_rank = std::min( min_rank, item->Rank() ); } else { min_rank = m_rank; } int rank = ( min_rank == INT_MAX ) ? -1 : min_rank; return rank; } void LINE::ClipVertexRange( int aStart, int aEnd ) { /** * We need to figure out which joints to keep after the clip operation, because arcs will have * multiple vertices. It is assumed that anything calling this method will have determined the * vertex range to clip based on joints, meaning we will never clip in the middle of an arc. * Clipping in the middle of an arc would break this and various other things... */ int firstLink = 0; int lastLink = std::max( 0, static_cast( m_links.size() ) - 1 ); int linkIdx = 0; int numPoints = static_cast( m_line.PointCount() ); for( int i = 0; i >= 0 && i < m_line.PointCount(); i = m_line.NextShape( i ) ) { if( i <= aStart ) firstLink = linkIdx; if( i < 0 || i >= aEnd - 1 || linkIdx >= lastLink ) { lastLink = linkIdx; break; } linkIdx++; } wxASSERT( lastLink >= firstLink ); m_line = m_line.Slice( aStart, aEnd ); if( IsLinked() ) { wxASSERT( m_links.size() < INT_MAX ); wxASSERT( static_cast( m_links.size() ) >= ( lastLink - firstLink ) ); // Note: The range includes aEnd, but we have n-1 segments. std::rotate( m_links.begin(), m_links.begin() + firstLink, m_links.begin() + lastLink ); m_links.resize( lastLink - firstLink + 1 ); } } bool LINE::HasLoops() const { for( int i = 0; i < PointCount(); i++ ) { for( int j = i + 2; j < PointCount(); j++ ) { if( CPoint( i ) == CPoint( j ) ) return true; } } return false; } static void extendBox( BOX2I& aBox, bool& aDefined, const VECTOR2I& aP ) { if( aDefined ) { aBox.Merge( aP ); } else { aBox = BOX2I( aP, VECTOR2I( 0, 0 ) ); aDefined = true; } } OPT_BOX2I LINE::ChangedArea( const LINE* aOther ) const { BOX2I area; bool areaDefined = false; int i_start = -1; int i_end_self = -1, i_end_other = -1; SHAPE_LINE_CHAIN self( m_line ); self.Simplify(); SHAPE_LINE_CHAIN other( aOther->m_line ); other.Simplify(); int np_self = self.PointCount(); int np_other = other.PointCount(); int n = std::min( np_self, np_other ); for( int i = 0; i < n; i++ ) { const VECTOR2I p1 = self.CPoint( i ); const VECTOR2I p2 = other.CPoint( i ); if( p1 != p2 ) { if( i != n - 1 ) { SEG s = self.CSegment( i ); if( !s.Contains( p2 ) ) { i_start = i; break; } } else { i_start = i; break; } } } for( int i = 0; i < n; i++ ) { const VECTOR2I p1 = self.CPoint( np_self - 1 - i ); const VECTOR2I p2 = other.CPoint( np_other - 1 - i ); if( p1 != p2 ) { i_end_self = np_self - 1 - i; i_end_other = np_other - 1 - i; break; } } if( i_start < 0 ) i_start = n; if( i_end_self < 0 ) i_end_self = np_self - 1; if( i_end_other < 0 ) i_end_other = np_other - 1; for( int i = i_start; i <= i_end_self; i++ ) extendBox( area, areaDefined, self.CPoint( i ) ); for( int i = i_start; i <= i_end_other; i++ ) extendBox( area, areaDefined, other.CPoint( i ) ); if( areaDefined ) { area.Inflate( std::max( Width(), aOther->Width() ) ); return area; } return OPT_BOX2I(); } bool LINE::HasLockedSegments() const { for( const auto seg : m_links ) { if( seg->Marker() & MK_LOCKED ) return true; } return false; } void LINE::Clear() { if( m_via && m_via->BelongsTo( this ) ) { delete m_via; m_via = nullptr; } m_line.Clear(); } void LINE::RemoveVia() { if( m_via && m_via->BelongsTo( this ) ) delete m_via; m_via = nullptr; } const std::string SEGMENT::Format( ) const { std::stringstream ss; ss << ITEM::Format() << " "; ss << m_seg.Format( false ); return ss.str(); } }