/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2023 Alex Shvartzkop * Copyright (C) 2023 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 */ #include "fix_board_shape.h" #include #include #include /** * Searches for a PCB_SHAPE matching a given end point or start point in a list. * @param aShape The starting shape. * @param aPoint The starting or ending point to search for. * @param aList The list to remove from. * @param aLimit is the distance from \a aPoint that still constitutes a valid find. * @return PCB_SHAPE* - The first PCB_SHAPE that has a start or end point matching * aPoint, otherwise NULL if none. */ static PCB_SHAPE* findNext( PCB_SHAPE* aShape, const VECTOR2I& aPoint, const std::vector& aList, unsigned aLimit ) { // Look for an unused, exact hit for( PCB_SHAPE* graphic : aList ) { if( graphic == aShape || ( graphic->GetFlags() & SKIP_STRUCT ) != 0 ) continue; if( aPoint == graphic->GetStart() || aPoint == graphic->GetEnd() ) return graphic; } // Search again for anything that's close. VECTOR2I pt( aPoint ); SEG::ecoord closest_dist_sq = SEG::Square( aLimit ); PCB_SHAPE* closest_graphic = nullptr; SEG::ecoord d_sq; for( PCB_SHAPE* graphic : aList ) { if( graphic == aShape || ( graphic->GetFlags() & SKIP_STRUCT ) != 0 ) continue; d_sq = ( pt - graphic->GetStart() ).SquaredEuclideanNorm(); if( d_sq < closest_dist_sq ) { closest_dist_sq = d_sq; closest_graphic = graphic; } d_sq = ( pt - graphic->GetEnd() ).SquaredEuclideanNorm(); if( d_sq < closest_dist_sq ) { closest_dist_sq = d_sq; closest_graphic = graphic; } } return closest_graphic; // Note: will be nullptr if nothing within aLimit } void ConnectBoardShapes( std::vector& aShapeList, std::vector>& aNewShapes, int aChainingEpsilon ) { if( aShapeList.size() == 0 ) return; #if 0 // Not used, but not removed, just in case auto close_enough = []( const VECTOR2I& aLeft, const VECTOR2I& aRight, unsigned aLimit ) -> bool { return ( aLeft - aRight ).SquaredEuclideanNorm() <= SEG::Square( aLimit ); }; #endif auto closer_to_first = []( const VECTOR2I& aRef, const VECTOR2I& aFirst, const VECTOR2I& aSecond ) -> bool { return ( aRef - aFirst ).SquaredEuclideanNorm() < ( aRef - aSecond ).SquaredEuclideanNorm(); }; auto min_distance_sq = []( const VECTOR2I& aRef, const VECTOR2I& aFirst, const VECTOR2I& aSecond ) -> bool { return std::min( ( aRef - aFirst ).SquaredEuclideanNorm(), ( aRef - aSecond ).SquaredEuclideanNorm() ); }; auto addSegment = [&]( const VECTOR2I start, const VECTOR2I end, int width, PCB_LAYER_ID layer ) { // Ensure null shapes are not added if( start == end ) return; std::unique_ptr seg = std::make_unique( nullptr, SHAPE_T::SEGMENT ); seg->SetStart( start ); seg->SetEnd( end ); seg->SetWidth( width ); seg->SetLayer( layer ); aNewShapes.emplace_back( std::move( seg ) ); }; auto connectPair = [&]( PCB_SHAPE* aPrevShape, PCB_SHAPE* aShape ) { bool success = false; SHAPE_T shape0 = aPrevShape->GetShape(); SHAPE_T shape1 = aShape->GetShape(); if( shape0 == SHAPE_T::SEGMENT && shape1 == SHAPE_T::SEGMENT ) { SEG seg0( aPrevShape->GetStart(), aPrevShape->GetEnd() ); SEG seg1( aShape->GetStart(), aShape->GetEnd() ); if( seg0.Intersects( seg1 ) || seg0.Angle( seg1 ) > ANGLE_45 ) { if( OPT_VECTOR2I inter = seg0.IntersectLines( seg1 ) ) { if( closer_to_first( *inter, seg0.A, seg0.B ) ) aPrevShape->SetStart( *inter ); else aPrevShape->SetEnd( *inter ); if( closer_to_first( *inter, seg1.A, seg1.B ) ) aShape->SetStart( *inter ); else aShape->SetEnd( *inter ); success = true; } } } else if( ( shape0 == SHAPE_T::ARC && shape1 == SHAPE_T::SEGMENT ) || ( shape0 == SHAPE_T::SEGMENT && shape1 == SHAPE_T::ARC ) ) { PCB_SHAPE* arcShape = shape0 == SHAPE_T::ARC ? aPrevShape : aShape; PCB_SHAPE* segShape = shape0 == SHAPE_T::SEGMENT ? aPrevShape : aShape; SHAPE_ARC arc = SHAPE_ARC( arcShape->GetStart(), arcShape->GetArcMid(), arcShape->GetEnd(), 0 ); EDA_ANGLE extAngle( 20, DEGREES_T ); if( arc.IsClockwise() ) extAngle = -extAngle; VECTOR2D arcStart = arc.GetP0(); EDA_ANGLE arcAngle = arc.GetCentralAngle(); RotatePoint( arcStart, arc.GetCenter(), extAngle ); arcAngle += extAngle * 2; arcAngle = std::clamp( arcAngle, -ANGLE_360, ANGLE_360 ); SHAPE_ARC extarc( arc.GetCenter(), arcStart, arcAngle ); SEG seg( segShape->GetStart(), segShape->GetEnd() ); std::vector ips; std::vector onSeg; extarc.IntersectLine( seg, &ips ); for( const VECTOR2I& ip : ips ) { if( min_distance_sq( ip, segShape->GetStart(), segShape->GetEnd() ) <= 0 && min_distance_sq( ip, arcShape->GetStart(), arcShape->GetEnd() ) <= 0 ) { // Already connected continue; } if( seg.Distance( ip ) <= aChainingEpsilon ) { if( closer_to_first( ip, seg.A, seg.B ) ) segShape->SetStart( ip ); else segShape->SetEnd( ip ); // Move points in the actual PCB_SHAPE if( closer_to_first( ip, arc.GetP0(), arc.GetP1() ) ) arcShape->SetArcGeometry( ip, arc.GetArcMid(), arc.GetP1() ); else arcShape->SetArcGeometry( arc.GetP0(), arc.GetArcMid(), ip ); // Reconstruct the arc shape - we may have more than 1 intersection arc = SHAPE_ARC( arcShape->GetStart(), arcShape->GetArcMid(), arcShape->GetEnd(), 0 ); success = true; break; } } if( !success ) { // Try to avoid acute angles VECTOR2I lineProj = seg.LineProject( arc.GetCenter() ); bool intersectsPerp = seg.SquaredDistance( lineProj ) <= 0; if( intersectsPerp ) { if( closer_to_first( lineProj, seg.A, seg.B ) ) segShape->SetStart( lineProj ); else segShape->SetEnd( lineProj ); CIRCLE circ( arc.GetCenter(), arc.GetRadius() ); VECTOR2I circProj = circ.NearestPoint( lineProj ); if( closer_to_first( circProj, arc.GetP0(), arc.GetP1() ) ) arcShape->SetArcGeometry( circProj, arc.GetArcMid(), arc.GetP1() ); else arcShape->SetArcGeometry( arc.GetP0(), arc.GetArcMid(), circProj ); addSegment( circProj, lineProj, segShape->GetWidth(), segShape->GetLayer() ); success = true; } } } return success; }; PCB_SHAPE* graphic = nullptr; std::set startCandidates; for( PCB_SHAPE* shape : aShapeList ) { if( shape->GetShape() == SHAPE_T::SEGMENT || shape->GetShape() == SHAPE_T::ARC || shape->GetShape() == SHAPE_T::BEZIER ) { shape->ClearFlags( SKIP_STRUCT ); startCandidates.emplace( shape ); } } while( startCandidates.size() ) { graphic = *startCandidates.begin(); auto walkFrom = [&]( PCB_SHAPE* curr_graphic, VECTOR2I startPt ) { VECTOR2I prevPt = startPt; for( ;; ) { // Get next closest segment. PCB_SHAPE* nextGraphic = findNext( curr_graphic, prevPt, aShapeList, aChainingEpsilon ); if( !nextGraphic ) break; VECTOR2I nstart = nextGraphic->GetStart(); VECTOR2I nend = nextGraphic->GetEnd(); if( !closer_to_first( prevPt, nstart, nend ) ) std::swap( nstart, nend ); if( !connectPair( curr_graphic, nextGraphic ) ) addSegment( prevPt, nstart, curr_graphic->GetWidth(), curr_graphic->GetLayer() ); // Shape might've changed nstart = nextGraphic->GetStart(); nend = nextGraphic->GetEnd(); if( !closer_to_first( prevPt, nstart, nend ) ) std::swap( nstart, nend ); prevPt = nend; curr_graphic = nextGraphic; curr_graphic->SetFlags( SKIP_STRUCT ); startCandidates.erase( curr_graphic ); } }; const VECTOR2I ptEnd = graphic->GetEnd(); const VECTOR2I ptStart = graphic->GetStart(); PCB_SHAPE* grAtEnd = findNext( graphic, ptEnd, aShapeList, aChainingEpsilon ); PCB_SHAPE* grAtStart = findNext( graphic, ptStart, aShapeList, aChainingEpsilon ); bool beginFromEndPt = true; // We need to start walking from a point that is closest to a point of another shape. if( grAtEnd && grAtStart ) { SEG::ecoord dAtEnd = min_distance_sq( ptEnd, grAtEnd->GetStart(), grAtEnd->GetEnd() ); SEG::ecoord dAtStart = min_distance_sq( ptStart, grAtStart->GetStart(), grAtStart->GetEnd() ); beginFromEndPt = dAtEnd <= dAtStart; } else if( grAtEnd ) beginFromEndPt = true; else if( grAtStart ) beginFromEndPt = false; if( beginFromEndPt ) { // Do not inline GetEnd / GetStart as endpoints may update walkFrom( graphic, graphic->GetEnd() ); walkFrom( graphic, graphic->GetStart() ); } else { walkFrom( graphic, graphic->GetStart() ); walkFrom( graphic, graphic->GetEnd() ); } startCandidates.erase( graphic ); } }