kicad/pcbnew/router/pns_via.cpp

224 lines
6.4 KiB
C++

/*
* KiRouter - a push-and-(sometimes-)shove PCB router
*
* Copyright (C) 2013-2014 CERN
* Copyright (C) 2016-2020 KiCad Developers, see AUTHORS.txt for contributors.
* Author: Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "pns_via.h"
#include "pns_node.h"
#include "pns_utils.h"
#include "pns_router.h"
#include "pns_debug_decorator.h"
#include <geometry/shape_rect.h>
#include <math/box2.h>
namespace PNS {
bool VIA::PushoutForce( NODE* aNode, const ITEM* aOther, VECTOR2I& aForce )
{
int clearance = aNode->GetClearance( this, aOther );
VECTOR2I elementForces[4], force;
size_t nf = 0;
if( aNode->GetCollisionQueryScope() == NODE::CQS_ALL_RULES )
{
int holeClearance = aNode->GetHoleClearance( this, aOther );
int hole2holeClearance = aNode->GetHoleToHoleClearance( this, aOther );
if( aOther->Hole() )
{
aOther->Hole()->Collide( Shape(), holeClearance, &elementForces[nf++] );
aOther->Hole()->Collide( Hole(), hole2holeClearance, &elementForces[nf++] );
}
aOther->Shape()->Collide( Hole(), holeClearance, &elementForces[nf++] );
}
aOther->Shape()->Collide( Shape(), clearance, &elementForces[nf++] );
for( size_t i = 0; i < nf; i++ )
{
if( elementForces[i].SquaredEuclideanNorm() > force.SquaredEuclideanNorm() )
force = elementForces[i];
}
aForce = force;
return ( force != VECTOR2I( 0, 0 ) );
}
bool VIA::PushoutForce( NODE* aNode, const VECTOR2I& aDirection, VECTOR2I& aForce,
int aCollisionMask, int aMaxIterations )
{
int iter = 0;
VIA mv( *this );
VECTOR2I totalForce;
auto dbg = ROUTER::GetInstance()->GetInterface()->GetDebugDecorator();
PNS_DBG( dbg, AddPoint, Pos(), YELLOW, 100000, wxString::Format( "via-force-init-pos" ) );
while( iter < aMaxIterations )
{
NODE::OPT_OBSTACLE obs = aNode->CheckColliding( &mv, aCollisionMask );
if( !obs )
break;
VECTOR2I force;
bool collFound = PushoutForce( aNode, obs->m_item, force );
if( !collFound )
break;
const int threshold = Diameter() / 4; // another stupid heuristic.
const int forceMag = force.EuclideanNorm();
// We've been through a lot of iterations already and our pushout force is still too big?
// Perhaps the barycentric force goes in the wrong direction, let's try to move along
// the 'lead' vector instead (usually backwards to the cursor)
if( iter > aMaxIterations / 2 && forceMag > threshold )
{
VECTOR2I l = aDirection.Resize( threshold );
totalForce += l;
SHAPE_LINE_CHAIN ff;
ff.Append( mv.Pos() );
ff.Append( mv.Pos() + l );
mv.SetPos( mv.Pos() + l );
PNS_DBG( dbg, AddShape, &ff, YELLOW, 100000, "via-force-lead" );
}
else if( collFound ) // push along the minmum translation vector
{
// Limit the force magnitude to, say, 25% of the via diameter
// This adds a few iterations for large areas (e.g. keepouts)
// But makes the algorithm more predictable and less 'jumpy'
if( forceMag > threshold )
{
force.Resize( threshold );
}
totalForce += force;
SHAPE_LINE_CHAIN ff;
ff.Append( mv.Pos() );
ff.Append( mv.Pos() + force );
mv.SetPos( mv.Pos() + force );
PNS_DBG( dbg, AddShape, &ff, WHITE, 100000, "via-force-coll" );
}
iter++;
}
if( iter == aMaxIterations )
return false;
PNS_DBG( dbg, AddPoint, ( Pos() + totalForce ), WHITE, 1000000, "via-force-new" );
aForce = totalForce;
return true;
}
const SHAPE_LINE_CHAIN VIA::Hull( int aClearance, int aWalkaroundThickness, int aLayer ) const
{
int cl = ( aClearance + aWalkaroundThickness / 2 );
int width = m_diameter;
if( !ROUTER::GetInstance()->GetInterface()->IsFlashedOnLayer( this, aLayer ) )
width = m_hole.GetRadius() * 2;
// Chamfer = width * ( 1 - sqrt(2)/2 ) for equilateral octagon
return OctagonalHull( m_pos - VECTOR2I( width / 2, width / 2 ),
VECTOR2I( width, width ),
cl, ( 2 * cl + width ) * ( 1.0 - M_SQRT1_2 ) );
}
const SHAPE_LINE_CHAIN VIA::HoleHull( int aClearance, int aWalkaroundThickness, int aLayer ) const
{
int cl = ( aClearance + aWalkaroundThickness / 2 );
int width = m_hole.GetRadius() * 2;
// Chamfer = width * ( 1 - sqrt(2)/2 ) for equilateral octagon
return OctagonalHull( m_pos - VECTOR2I( width / 2, width / 2 ), VECTOR2I( width, width ), cl,
( 2 * cl + width ) * ( 1.0 - M_SQRT1_2 ) );
}
VIA* VIA::Clone() const
{
VIA* v = new VIA();
v->SetNet( Net() );
v->SetLayers( Layers() );
v->m_pos = m_pos;
v->m_diameter = m_diameter;
v->m_drill = m_drill;
v->m_shape = SHAPE_CIRCLE( m_pos, m_diameter / 2 );
v->m_hole = SHAPE_CIRCLE( m_pos, m_drill / 2 );
v->m_rank = m_rank;
v->m_marker = m_marker;
v->m_viaType = m_viaType;
v->m_parent = m_parent;
v->m_isFree = m_isFree;
v->m_isVirtual = m_isVirtual;
return v;
}
OPT_BOX2I VIA::ChangedArea( const VIA* aOther ) const
{
if ( aOther->Pos() != Pos() )
{
BOX2I tmp = Shape()->BBox();
tmp.Merge( aOther->Shape()->BBox() );
return tmp;
}
return OPT_BOX2I();
}
const VIA_HANDLE VIA::MakeHandle() const
{
VIA_HANDLE h;
h.pos = Pos();
h.layers = Layers();
h.net = Net();
h.valid = true;
return h;
}
const std::string VIA::Format( ) const
{
std::stringstream ss;
ss << ITEM::Format() << " drill " << m_drill << " ";
ss << m_shape.Format( false );
return ss.str();
}
}