/* * 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 . */ #ifndef __PNS_ITEM_H #define __PNS_ITEM_H #include #include #include #include #include #include "pns_layerset.h" class BOARD_ITEM; namespace PNS { class NODE; enum LineMarker { MK_HEAD = ( 1 << 0 ), MK_VIOLATION = ( 1 << 3 ), MK_LOCKED = ( 1 << 4 ), MK_DP_COUPLED = ( 1 << 5 ) }; class ITEM; class HOLE; struct COLLISION_SEARCH_CONTEXT; // An opaque net identifier. The internal workings are owned by the ROUTER_IFACE. typedef void* NET_HANDLE; class ITEM_OWNER { public: virtual ~ITEM_OWNER() {}; }; class OWNABLE_ITEM { public: OWNABLE_ITEM() : m_owner( nullptr ) {} /** * Return the owner of this item, or NULL if there's none. */ const ITEM_OWNER* Owner() const { return m_owner; } /** * Set the node that owns this item. An item can belong to a single NODE or be unowned. */ void SetOwner( const ITEM_OWNER* aOwner ) { m_owner = aOwner; } /** * @return true if the item is owned by the node aNode. */ bool BelongsTo( const ITEM_OWNER* aNode ) const { return m_owner == aNode; } protected: const ITEM_OWNER *m_owner; }; /** * Base class for PNS router board items. * * Implements the shared properties of all PCB items net, spanned layers, geometric shape and * reference to owning model. */ class ITEM : public OWNABLE_ITEM, public ITEM_OWNER { public: ///< Supported item types enum PnsKind { SOLID_T = 1, LINE_T = 2, JOINT_T = 4, SEGMENT_T = 8, ARC_T = 16, VIA_T = 32, DIFF_PAIR_T = 64, HOLE_T = 128, ANY_T = 0xffff }; ITEM( PnsKind aKind ) { m_net = nullptr; m_movable = true; m_kind = aKind; m_parent = nullptr; m_owner = nullptr; m_marker = 0; m_rank = -1; m_routable = true; m_isVirtual = false; m_isFreePad = false; m_isCompoundShapePrimitive = false; } ITEM( const ITEM& aOther ) { m_layers = aOther.m_layers; m_net = aOther.m_net; m_movable = aOther.m_movable; m_kind = aOther.m_kind; m_parent = aOther.m_parent; m_owner = nullptr; m_marker = aOther.m_marker; m_rank = aOther.m_rank; m_routable = aOther.m_routable; m_isVirtual = aOther.m_isVirtual; m_isFreePad = aOther.m_isFreePad; m_isCompoundShapePrimitive = aOther.m_isCompoundShapePrimitive; } virtual ~ITEM(); /** * Return a deep copy of the item. */ virtual ITEM* Clone() const = 0; /* * Returns a convex polygon "hull" of a the item, that is used as the walk-around path. * * @param aClearance defines how far from the body of the item the hull should be, * @param aWalkaroundThickness is the width of the line that walks around this hull. */ virtual const SHAPE_LINE_CHAIN Hull( int aClearance = 0, int aWalkaroundThickness = 0, int aLayer = -1 ) const { return SHAPE_LINE_CHAIN(); } /** * Return the type (kind) of the item. */ PnsKind Kind() const { return m_kind; } /** * @return true if the item's type matches the mask \a aKindMask. */ bool OfKind( int aKindMask ) const { return ( aKindMask & m_kind ) != 0; } /** * @return the kind of the item, as string */ std::string KindStr() const; void SetParent( BOARD_ITEM* aParent ) { m_parent = aParent; } BOARD_ITEM* Parent() const { return m_parent; } /** * @return the BOARD_ITEM, even if it's not the direct parent. */ virtual BOARD_ITEM* BoardItem() const { return m_parent; } void SetNet( NET_HANDLE aNet ) { m_net = aNet; } virtual NET_HANDLE Net() const { return m_net; } const LAYER_RANGE& Layers() const { return m_layers; } void SetLayers( const LAYER_RANGE& aLayers ) { m_layers = aLayers; } void SetLayer( int aLayer ) { m_layers = LAYER_RANGE( aLayer, aLayer ); } virtual int Layer() const { return Layers().Start(); } /** * Return true if the set of layers spanned by aOther overlaps our layers. */ bool LayersOverlap( const ITEM* aOther ) const { return Layers().Overlaps( aOther->Layers() ); } /** * Check for a collision (clearance violation) with between us and item \a aOther. * * Collision checking takes all PCB stuff into account (layers, nets, DRC rules). * Optionally returns a minimum translation vector for force propagation algorithm. * * @param aOther is the item to check collision against. * @return true, if a collision was found. */ bool Collide( const ITEM* aHead, const NODE* aNode, COLLISION_SEARCH_CONTEXT* aCtx = nullptr ) const; /** * Return the geometrical shape of the item. Used for collision detection and spatial indexing. */ virtual const SHAPE* Shape() const { return nullptr; } virtual void Mark( int aMarker ) const { m_marker = aMarker; } virtual void Unmark( int aMarker = -1 ) const { m_marker &= ~aMarker; } virtual int Marker() const { return m_marker; } virtual void SetRank( int aRank ) { m_rank = aRank; } virtual int Rank() const { return m_rank; } virtual VECTOR2I Anchor( int n ) const { return VECTOR2I(); } virtual int AnchorCount() const { return 0; } bool IsLocked() const { return Marker() & MK_LOCKED; } void SetRoutable( bool aRoutable ) { m_routable = aRoutable; } bool IsRoutable() const { return m_routable; } void SetIsFreePad( bool aIsFreePad = true ) { m_isFreePad = aIsFreePad; } bool IsFreePad() const { return m_isFreePad || ( ParentPadVia() && ParentPadVia()->m_isFreePad ); } virtual ITEM* ParentPadVia() const { return nullptr; } bool IsVirtual() const { return m_isVirtual; } void SetIsCompoundShapePrimitive() { m_isCompoundShapePrimitive = true; } bool IsCompoundShapePrimitive() const { return m_isCompoundShapePrimitive; } virtual bool HasHole() const { return false; } virtual HOLE *Hole() const { return nullptr; } virtual void SetHole( HOLE* aHole ) {}; virtual const std::string Format() const; virtual const NODE* OwningNode() const; private: bool collideSimple( const ITEM* aHead, const NODE* aNode, COLLISION_SEARCH_CONTEXT* aCtx ) const; protected: PnsKind m_kind; BOARD_ITEM* m_parent; LAYER_RANGE m_layers; bool m_movable; NET_HANDLE m_net; mutable int m_marker; int m_rank; bool m_routable; bool m_isVirtual; bool m_isFreePad; bool m_isCompoundShapePrimitive; }; template std::unique_ptr ItemCast( std::unique_ptr aPtr ) { static_assert( std::is_base_of::value, "Need to be handed a ITEM!" ); static_assert( std::is_base_of::value, "Need to cast to an ITEM!" ); return std::unique_ptr( static_cast( aPtr.release() ) ); } template std::unique_ptr< typename std::remove_const::type > Clone( const T& aItem ) { static_assert( std::is_base_of::value, "Need to be handed an ITEM!" ); return std::unique_ptr::type>( aItem.Clone() ); } } #endif // __PNS_ITEM_H