456 lines
14 KiB
C++
456 lines
14 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors.
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* Copyright (C) 2020 CERN
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 3
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU 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
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-3.0.html
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* or you may search the http://www.gnu.org website for the version 3 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef DRC_RTREE_H_
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#define DRC_RTREE_H_
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#include <eda_rect.h>
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#include <board_item.h>
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#include <track.h>
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#include <unordered_set>
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#include <set>
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#include <vector>
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#include <geometry/rtree.h>
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#include <math/vector2d.h>
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/**
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* DRC_RTREE -
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* Implements an R-tree for fast spatial and layer indexing of connectable items.
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* Non-owning.
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*/
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class DRC_RTREE
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{
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public:
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struct ITEM_WITH_SHAPE
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{
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ITEM_WITH_SHAPE( BOARD_ITEM *aParent, SHAPE* aShape,
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std::shared_ptr<SHAPE> aParentShape = nullptr ) :
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parent ( aParent ),
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shape ( aShape ),
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parentShape( aParentShape )
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{};
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BOARD_ITEM* parent;
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SHAPE* shape;
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std::shared_ptr<SHAPE> parentShape;
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};
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private:
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using drc_rtree = RTree<ITEM_WITH_SHAPE*, int, 2, double>;
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public:
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DRC_RTREE()
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{
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for( int layer : LSET::AllLayersMask().Seq() )
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m_tree[layer] = new drc_rtree();
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m_count = 0;
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}
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~DRC_RTREE()
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{
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for( auto tree : m_tree )
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delete tree;
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}
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/**
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* Function Insert()
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* Inserts an item into the tree.
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*/
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void Insert( BOARD_ITEM* aItem, int aWorstClearance = 0, int aLayer = UNDEFINED_LAYER )
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{
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std::vector<SHAPE*> subshapes;
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auto addLayer =
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[&]( PCB_LAYER_ID layer )
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{
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std::shared_ptr<SHAPE> shape = aItem->GetEffectiveShape( layer );
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subshapes.clear();
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if( shape->HasIndexableSubshapes() )
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shape->GetIndexableSubshapes( subshapes );
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else
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subshapes.push_back( shape.get() );
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for( SHAPE* subshape : subshapes )
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{
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BOX2I bbox = subshape->BBox();
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bbox.Inflate( aWorstClearance );
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const int mmin[2] = { bbox.GetX(), bbox.GetY() };
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const int mmax[2] = { bbox.GetRight(), bbox.GetBottom() };
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m_tree[layer]->Insert( mmin, mmax, new ITEM_WITH_SHAPE( aItem, subshape,
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shape ) );
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m_count++;
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}
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};
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if( aItem->Type() == PCB_FP_TEXT_T && !static_cast<FP_TEXT*>( aItem )->IsVisible() )
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return;
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if( aLayer != UNDEFINED_LAYER )
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{
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addLayer( (PCB_LAYER_ID) aLayer );
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}
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else
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{
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LSET layers = aItem->GetLayerSet();
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// Special-case pad holes which pierce all the copper layers
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if( aItem->Type() == PCB_PAD_T )
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{
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PAD* pad = static_cast<PAD*>( aItem );
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if( pad->GetDrillSizeX() > 0 && pad->GetDrillSizeY() > 0 )
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layers |= LSET::AllCuMask();
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}
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for( int layer : layers.Seq() )
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addLayer( (PCB_LAYER_ID) layer );
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}
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}
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/**
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* Function RemoveAll()
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* Removes all items from the RTree
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*/
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void clear()
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{
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for( auto tree : m_tree )
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tree->RemoveAll();
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m_count = 0;
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}
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bool CheckColliding( SHAPE* aRefShape, PCB_LAYER_ID aTargetLayer, int aClearance = 0,
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std::function<bool( BOARD_ITEM*)> aFilter = nullptr ) const
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{
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BOX2I box = aRefShape->BBox();
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box.Inflate( aClearance );
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int min[2] = { box.GetX(), box.GetY() };
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int max[2] = { box.GetRight(), box.GetBottom() };
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int count = 0;
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auto visit =
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[&] ( ITEM_WITH_SHAPE* aItem ) -> bool
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{
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if( !aFilter || aFilter( aItem->parent ) )
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{
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int actual;
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if( aRefShape->Collide( aItem->shape, aClearance, &actual ) )
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{
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count++;
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return false;
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}
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}
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return true;
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};
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this->m_tree[aTargetLayer]->Search( min, max, visit );
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return count > 0;
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}
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/**
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* This is a fast test which essentially does bounding-box overlap given a worst-case
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* clearance. It's used when looking up the specific item-to-item clearance might be
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* expensive and should be deferred till we know we have a possible hit.
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*/
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int QueryColliding( BOARD_ITEM* aRefItem,
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PCB_LAYER_ID aRefLayer,
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PCB_LAYER_ID aTargetLayer,
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std::function<bool( BOARD_ITEM* )> aFilter = nullptr,
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std::function<bool( BOARD_ITEM* )> aVisitor = nullptr,
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int aClearance = 0 ) const
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{
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// keep track of BOARD_ITEMs that have been already found to collide (some items
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// might be build of COMPOUND/triangulated shapes and a single subshape collision
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// means we have a hit)
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std::unordered_set<BOARD_ITEM*> collidingCompounds;
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EDA_RECT box = aRefItem->GetBoundingBox();
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box.Inflate( aClearance );
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int min[2] = { box.GetX(), box.GetY() };
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int max[2] = { box.GetRight(), box.GetBottom() };
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std::shared_ptr<SHAPE> refShape = aRefItem->GetEffectiveShape( aRefLayer );
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int count = 0;
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auto visit =
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[&]( ITEM_WITH_SHAPE* aItem ) -> bool
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{
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if( aItem->parent == aRefItem )
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return true;
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if( collidingCompounds.find( aItem->parent ) != collidingCompounds.end() )
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return true;
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if( !aFilter || aFilter( aItem->parent ) )
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{
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if( refShape->Collide( aItem->shape, aClearance ) )
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{
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collidingCompounds.insert( aItem->parent );
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count++;
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if( aVisitor )
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return aVisitor( aItem->parent );
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}
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}
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return true;
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};
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this->m_tree[aTargetLayer]->Search( min, max, visit );
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return count;
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}
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/**
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* This one is for tessellated items. (All shapes in the tree will be from a single
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* BOARD_ITEM.)
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* It checks all items in the bbox overlap to find the minimal actual distance and
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* position.
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*/
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bool QueryColliding( EDA_RECT aBox, SHAPE* aRefShape, PCB_LAYER_ID aLayer, int aClearance,
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int* aActual, VECTOR2I* aPos ) const
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{
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aBox.Inflate( aClearance );
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int min[2] = { aBox.GetX(), aBox.GetY() };
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int max[2] = { aBox.GetRight(), aBox.GetBottom() };
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bool collision = false;
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int actual = INT_MAX;
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VECTOR2I pos;
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auto visit =
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[&]( ITEM_WITH_SHAPE* aItem ) -> bool
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{
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int curActual;
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VECTOR2I curPos;
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if( aRefShape->Collide( aItem->shape, aClearance, &curActual, &curPos ) )
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{
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collision = true;
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if( curActual < actual )
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{
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actual = curActual;
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pos = curPos;
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}
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}
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return true;
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};
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this->m_tree[aLayer]->Search( min, max, visit );
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if( collision )
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{
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*aActual = std::max( 0, actual );
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*aPos = pos;
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return true;
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}
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return false;
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}
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typedef std::pair<PCB_LAYER_ID, PCB_LAYER_ID> LAYER_PAIR;
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struct PAIR_INFO
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{
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PAIR_INFO( LAYER_PAIR aPair, ITEM_WITH_SHAPE* aRef, ITEM_WITH_SHAPE* aTest ) :
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layerPair( aPair ),
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refItem( aRef ),
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testItem( aTest )
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{ };
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LAYER_PAIR layerPair;
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ITEM_WITH_SHAPE* refItem;
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ITEM_WITH_SHAPE* testItem;
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};
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int QueryCollidingPairs( DRC_RTREE* aRefTree,
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std::vector<LAYER_PAIR> aLayerPairs,
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std::function<bool( const LAYER_PAIR&,
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ITEM_WITH_SHAPE*, ITEM_WITH_SHAPE*,
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bool* aCollision )> aVisitor,
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int aMaxClearance,
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std::function<bool(int, int )> aProgressReporter ) const
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{
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std::vector<PAIR_INFO> pairsToVisit;
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for( LAYER_PAIR& layerPair : aLayerPairs )
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{
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const PCB_LAYER_ID refLayer = layerPair.first;
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const PCB_LAYER_ID targetLayer = layerPair.second;
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for( ITEM_WITH_SHAPE* refItem : aRefTree->OnLayer( refLayer ) )
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{
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BOX2I box = refItem->shape->BBox();
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box.Inflate( aMaxClearance );
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int min[2] = { box.GetX(), box.GetY() };
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int max[2] = { box.GetRight(), box.GetBottom() };
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auto visit =
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[&]( ITEM_WITH_SHAPE* aItemToTest ) -> bool
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{
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// don't collide items against themselves
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if( aItemToTest->parent == refItem->parent )
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return true;
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pairsToVisit.emplace_back( layerPair, refItem, aItemToTest );
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return true;
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};
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this->m_tree[targetLayer]->Search( min, max, visit );
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};
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}
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// keep track of BOARD_ITEMs pairs that have been already found to collide (some items
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// might be build of COMPOUND/triangulated shapes and a single subshape collision
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// means we have a hit)
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std::map< std::pair<BOARD_ITEM*, BOARD_ITEM*>, int> collidingCompounds;
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int progress = 0;
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int count = pairsToVisit.size();
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for( const PAIR_INFO& pair : pairsToVisit )
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{
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if( !aProgressReporter( progress++, count ) )
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break;
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BOARD_ITEM* a = pair.refItem->parent;
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BOARD_ITEM* b = pair.testItem->parent;
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// store canonical order so we don't collide in both directions (a:b and b:a)
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if( static_cast<void*>( a ) > static_cast<void*>( b ) )
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std::swap( a, b );
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// don't report multiple collisions for compound or triangulated shapes
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if( collidingCompounds.count( { a, b } ) )
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continue;
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bool collisionDetected = false;
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if( !aVisitor( pair.layerPair, pair.refItem, pair.testItem, &collisionDetected ) )
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break;
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if( collisionDetected )
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collidingCompounds[ { a, b } ] = 1;
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}
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return 0;
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}
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/**
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* Returns the number of items in the tree
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* @return number of elements in the tree;
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*/
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size_t size() const
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{
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return m_count;
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}
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bool empty() const
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{
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return m_count == 0;
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}
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using iterator = typename drc_rtree::Iterator;
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/**
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* The DRC_LAYER struct provides a layer-specific auto-range iterator to the RTree. Using
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* this struct, one can write lines like:
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*
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* for( auto item : rtree.OnLayer( In1_Cu ) )
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*
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* and iterate over only the RTree items that are on In1
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*/
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struct DRC_LAYER
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{
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DRC_LAYER( drc_rtree* aTree ) : layer_tree( aTree )
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{
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m_rect = { { INT_MIN, INT_MIN }, { INT_MAX, INT_MAX } };
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};
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DRC_LAYER( drc_rtree* aTree, const EDA_RECT aRect ) : layer_tree( aTree )
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{
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m_rect = { { aRect.GetX(), aRect.GetY() },
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{ aRect.GetRight(), aRect.GetBottom() } };
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};
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drc_rtree::Rect m_rect;
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drc_rtree* layer_tree;
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iterator begin()
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{
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return layer_tree->begin( m_rect );
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}
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iterator end()
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{
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return layer_tree->end( m_rect );
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}
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};
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DRC_LAYER OnLayer( PCB_LAYER_ID aLayer )
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{
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return DRC_LAYER( m_tree[int( aLayer )] );
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}
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DRC_LAYER Overlapping( PCB_LAYER_ID aLayer, const wxPoint& aPoint, int aAccuracy = 0 )
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{
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EDA_RECT rect( aPoint, wxSize( 0, 0 ) );
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rect.Inflate( aAccuracy );
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return DRC_LAYER( m_tree[int( aLayer )], rect );
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}
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DRC_LAYER Overlapping( PCB_LAYER_ID aLayer, const EDA_RECT& aRect )
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{
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return DRC_LAYER( m_tree[int( aLayer )], aRect );
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}
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private:
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drc_rtree* m_tree[PCB_LAYER_ID_COUNT];
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size_t m_count;
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};
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#endif /* DRC_RTREE_H_ */
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