224 lines
6.4 KiB
C++
224 lines
6.4 KiB
C++
/*
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* KiRouter - a push-and-(sometimes-)shove PCB router
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*
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* Copyright (C) 2013-2014 CERN
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* Copyright (C) 2016-2020 KiCad Developers, see AUTHORS.txt for contributors.
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* Author: Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "pns_via.h"
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#include "pns_node.h"
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#include "pns_utils.h"
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#include "pns_router.h"
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#include "pns_debug_decorator.h"
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#include <geometry/shape_rect.h>
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#include <math/box2.h>
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namespace PNS {
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bool VIA::PushoutForce( NODE* aNode, const ITEM* aOther, VECTOR2I& aForce )
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{
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int clearance = aNode->GetClearance( this, aOther );
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VECTOR2I elementForces[4], force;
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size_t nf = 0;
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if( aNode->GetCollisionQueryScope() == NODE::CQS_ALL_RULES )
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{
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int holeClearance = aNode->GetHoleClearance( this, aOther );
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int hole2holeClearance = aNode->GetHoleToHoleClearance( this, aOther );
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if( aOther->Hole() )
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{
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aOther->Hole()->Collide( Shape(), holeClearance, &elementForces[nf++] );
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aOther->Hole()->Collide( Hole(), hole2holeClearance, &elementForces[nf++] );
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}
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aOther->Shape()->Collide( Hole(), holeClearance, &elementForces[nf++] );
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}
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aOther->Shape()->Collide( Shape(), clearance, &elementForces[nf++] );
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for( size_t i = 0; i < nf; i++ )
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{
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if( elementForces[i].SquaredEuclideanNorm() > force.SquaredEuclideanNorm() )
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force = elementForces[i];
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}
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aForce = force;
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return ( force != VECTOR2I( 0, 0 ) );
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}
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bool VIA::PushoutForce( NODE* aNode, const VECTOR2I& aDirection, VECTOR2I& aForce,
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int aCollisionMask, int aMaxIterations )
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{
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int iter = 0;
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VIA mv( *this );
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VECTOR2I totalForce;
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auto dbg = ROUTER::GetInstance()->GetInterface()->GetDebugDecorator();
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PNS_DBG( dbg, AddPoint, Pos(), YELLOW, 100000, wxString::Format( "via-force-init-pos" ) );
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while( iter < aMaxIterations )
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{
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NODE::OPT_OBSTACLE obs = aNode->CheckColliding( &mv, aCollisionMask );
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if( !obs )
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break;
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VECTOR2I force;
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bool collFound = PushoutForce( aNode, obs->m_item, force );
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if( !collFound )
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break;
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const int threshold = Diameter() / 4; // another stupid heuristic.
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const int forceMag = force.EuclideanNorm();
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// We've been through a lot of iterations already and our pushout force is still too big?
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// Perhaps the barycentric force goes in the wrong direction, let's try to move along
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// the 'lead' vector instead (usually backwards to the cursor)
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if( iter > aMaxIterations / 2 && forceMag > threshold )
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{
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VECTOR2I l = aDirection.Resize( threshold );
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totalForce += l;
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SHAPE_LINE_CHAIN ff;
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ff.Append( mv.Pos() );
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ff.Append( mv.Pos() + l );
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mv.SetPos( mv.Pos() + l );
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PNS_DBG( dbg, AddShape, &ff, YELLOW, 100000, "via-force-lead" );
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}
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else if( collFound ) // push along the minmum translation vector
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{
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// Limit the force magnitude to, say, 25% of the via diameter
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// This adds a few iterations for large areas (e.g. keepouts)
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// But makes the algorithm more predictable and less 'jumpy'
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if( forceMag > threshold )
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{
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force.Resize( threshold );
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}
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totalForce += force;
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SHAPE_LINE_CHAIN ff;
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ff.Append( mv.Pos() );
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ff.Append( mv.Pos() + force );
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mv.SetPos( mv.Pos() + force );
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PNS_DBG( dbg, AddShape, &ff, WHITE, 100000, "via-force-coll" );
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}
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iter++;
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}
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if( iter == aMaxIterations )
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return false;
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PNS_DBG( dbg, AddPoint, ( Pos() + totalForce ), WHITE, 1000000, "via-force-new" );
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aForce = totalForce;
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return true;
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}
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const SHAPE_LINE_CHAIN VIA::Hull( int aClearance, int aWalkaroundThickness, int aLayer ) const
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{
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int cl = ( aClearance + aWalkaroundThickness / 2 );
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int width = m_diameter;
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if( !ROUTER::GetInstance()->GetInterface()->IsFlashedOnLayer( this, aLayer ) )
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width = m_hole.GetRadius() * 2;
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// Chamfer = width * ( 1 - sqrt(2)/2 ) for equilateral octagon
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return OctagonalHull( m_pos - VECTOR2I( width / 2, width / 2 ),
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VECTOR2I( width, width ),
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cl, ( 2 * cl + width ) * ( 1.0 - M_SQRT1_2 ) );
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}
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const SHAPE_LINE_CHAIN VIA::HoleHull( int aClearance, int aWalkaroundThickness, int aLayer ) const
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{
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int cl = ( aClearance + aWalkaroundThickness / 2 );
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int width = m_hole.GetRadius() * 2;
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// Chamfer = width * ( 1 - sqrt(2)/2 ) for equilateral octagon
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return OctagonalHull( m_pos - VECTOR2I( width / 2, width / 2 ), VECTOR2I( width, width ), cl,
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( 2 * cl + width ) * ( 1.0 - M_SQRT1_2 ) );
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}
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VIA* VIA::Clone() const
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{
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VIA* v = new VIA();
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v->SetNet( Net() );
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v->SetLayers( Layers() );
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v->m_pos = m_pos;
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v->m_diameter = m_diameter;
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v->m_drill = m_drill;
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v->m_shape = SHAPE_CIRCLE( m_pos, m_diameter / 2 );
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v->m_hole = SHAPE_CIRCLE( m_pos, m_drill / 2 );
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v->m_rank = m_rank;
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v->m_marker = m_marker;
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v->m_viaType = m_viaType;
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v->m_parent = m_parent;
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v->m_isFree = m_isFree;
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v->m_isVirtual = m_isVirtual;
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return v;
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}
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OPT_BOX2I VIA::ChangedArea( const VIA* aOther ) const
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{
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if ( aOther->Pos() != Pos() )
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{
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BOX2I tmp = Shape()->BBox();
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tmp.Merge( aOther->Shape()->BBox() );
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return tmp;
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}
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return OPT_BOX2I();
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}
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const VIA_HANDLE VIA::MakeHandle() const
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{
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VIA_HANDLE h;
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h.pos = Pos();
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h.layers = Layers();
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h.net = Net();
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h.valid = true;
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return h;
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}
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const std::string VIA::Format( ) const
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{
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std::stringstream ss;
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ss << ITEM::Format() << " drill " << m_drill << " ";
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ss << m_shape.Format( false );
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return ss.str();
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}
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}
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