kicad/pcbnew/router/pns_optimizer.cpp

1531 lines
42 KiB
C++

/*
* KiRouter - a push-and-(sometimes-)shove PCB router
*
* Copyright (C) 2013-2014 CERN
* Copyright (C) 2016-2021 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 <geometry/shape_line_chain.h>
#include <geometry/shape_rect.h>
#include <geometry/shape_simple.h>
#include <cmath>
#include "pns_arc.h"
#include "pns_line.h"
#include "pns_diff_pair.h"
#include "pns_node.h"
#include "pns_solid.h"
#include "pns_optimizer.h"
#include "pns_utils.h"
#include "pns_router.h"
#include "pns_debug_decorator.h"
namespace PNS {
int COST_ESTIMATOR::CornerCost( const SEG& aA, const SEG& aB )
{
DIRECTION_45 dir_a( aA ), dir_b( aB );
switch( dir_a.Angle( dir_b ) )
{
case DIRECTION_45::ANG_OBTUSE: return 10;
case DIRECTION_45::ANG_STRAIGHT: return 5;
case DIRECTION_45::ANG_ACUTE: return 50;
case DIRECTION_45::ANG_RIGHT: return 30;
case DIRECTION_45::ANG_HALF_FULL: return 60;
default: return 100;
}
}
int COST_ESTIMATOR::CornerCost( const SHAPE_LINE_CHAIN& aLine )
{
int total = 0;
for( int i = 0; i < aLine.SegmentCount() - 1; ++i )
total += CornerCost( aLine.CSegment( i ), aLine.CSegment( i + 1 ) );
return total;
}
int COST_ESTIMATOR::CornerCost( const LINE& aLine )
{
return CornerCost( aLine.CLine() );
}
void COST_ESTIMATOR::Add( const LINE& aLine )
{
m_lengthCost += aLine.CLine().Length();
m_cornerCost += CornerCost( aLine );
}
void COST_ESTIMATOR::Remove( const LINE& aLine )
{
m_lengthCost -= aLine.CLine().Length();
m_cornerCost -= CornerCost( aLine );
}
void COST_ESTIMATOR::Replace( const LINE& aOldLine, const LINE& aNewLine )
{
m_lengthCost -= aOldLine.CLine().Length();
m_cornerCost -= CornerCost( aOldLine );
m_lengthCost += aNewLine.CLine().Length();
m_cornerCost += CornerCost( aNewLine );
}
bool COST_ESTIMATOR::IsBetter( const COST_ESTIMATOR& aOther, double aLengthTolerance,
double aCornerTolerance ) const
{
if( aOther.m_cornerCost < m_cornerCost && aOther.m_lengthCost < m_lengthCost )
return true;
else if( aOther.m_cornerCost < m_cornerCost * aCornerTolerance &&
aOther.m_lengthCost < m_lengthCost * aLengthTolerance )
return true;
return false;
}
OPTIMIZER::OPTIMIZER( NODE* aWorld ) :
m_world( aWorld ),
m_collisionKindMask( ITEM::ANY_T ),
m_effortLevel( MERGE_SEGMENTS ),
m_restrictAreaIsStrict( false )
{
}
OPTIMIZER::~OPTIMIZER()
{
}
struct OPTIMIZER::CACHE_VISITOR
{
CACHE_VISITOR( const ITEM* aOurItem, NODE* aNode, int aMask ) :
m_ourItem( aOurItem ),
m_collidingItem( nullptr ),
m_node( aNode ),
m_mask( aMask )
{}
bool operator()( ITEM* aOtherItem )
{
if( !( m_mask & aOtherItem->Kind() ) )
return true;
if( !aOtherItem->Collide( m_ourItem, m_node ) )
return true;
m_collidingItem = aOtherItem;
return false;
}
const ITEM* m_ourItem;
ITEM* m_collidingItem;
NODE* m_node;
int m_mask;
};
void OPTIMIZER::cacheAdd( ITEM* aItem, bool aIsStatic = false )
{
if( m_cacheTags.find( aItem ) != m_cacheTags.end() )
return;
m_cache.Add( aItem );
m_cacheTags[aItem].m_hits = 1;
m_cacheTags[aItem].m_isStatic = aIsStatic;
}
void OPTIMIZER::removeCachedSegments( LINE* aLine, int aStartVertex, int aEndVertex )
{
if( !aLine->IsLinked() )
return;
auto links = aLine->Links();
if( aEndVertex < 0 )
aEndVertex += aLine->PointCount();
for( int i = aStartVertex; i < aEndVertex - 1; i++ )
{
LINKED_ITEM* s = links[i];
m_cacheTags.erase( s );
m_cache.Remove( s );
}
}
void OPTIMIZER::CacheRemove( ITEM* aItem )
{
if( aItem->Kind() == ITEM::LINE_T )
removeCachedSegments( static_cast<LINE*>( aItem ) );
}
void OPTIMIZER::ClearCache( bool aStaticOnly )
{
if( !aStaticOnly )
{
m_cacheTags.clear();
m_cache.Clear();
return;
}
for( auto i = m_cacheTags.begin(); i!= m_cacheTags.end(); ++i )
{
if( i->second.m_isStatic )
{
m_cache.Remove( i->first );
m_cacheTags.erase( i->first );
}
}
}
bool AREA_CONSTRAINT::Check( int aVertex1, int aVertex2, const LINE* aOriginLine,
const SHAPE_LINE_CHAIN& aCurrentPath,
const SHAPE_LINE_CHAIN& aReplacement )
{
const VECTOR2I& p1 = aOriginLine->CPoint( aVertex1 );
const VECTOR2I& p2 = aOriginLine->CPoint( aVertex2 );
bool p1_in = m_allowedArea.Contains( p1 );
bool p2_in = m_allowedArea.Contains( p2 );
if( m_allowedAreaStrict ) // strict restriction? both points must be inside the restricted area
return p1_in && p2_in;
else // loose restriction
return p1_in || p2_in;
}
bool PRESERVE_VERTEX_CONSTRAINT::Check( int aVertex1, int aVertex2, const LINE* aOriginLine,
const SHAPE_LINE_CHAIN& aCurrentPath,
const SHAPE_LINE_CHAIN& aReplacement )
{
bool cv = false;
for( int i = aVertex1; i < aVertex2; i++ )
{
SEG::ecoord dist = aCurrentPath.CSegment(i).SquaredDistance( m_v );
if ( dist <= 1 )
{
cv = true;
break;
}
}
if( !cv )
return true;
for( int i = 0; i < aReplacement.SegmentCount(); i++ )
{
SEG::ecoord dist = aReplacement.CSegment(i).SquaredDistance( m_v );
if ( dist <= 1 )
return true;
}
return false;
}
bool RESTRICT_VERTEX_RANGE_CONSTRAINT::Check( int aVertex1, int aVertex2, const LINE* aOriginLine,
const SHAPE_LINE_CHAIN& aCurrentPath,
const SHAPE_LINE_CHAIN& aReplacement )
{
return true;
}
bool CORNER_COUNT_LIMIT_CONSTRAINT::Check( int aVertex1, int aVertex2, const LINE* aOriginLine,
const SHAPE_LINE_CHAIN& aCurrentPath,
const SHAPE_LINE_CHAIN& aReplacement )
{
LINE newPath( *aOriginLine, aCurrentPath );
newPath.Line().Replace( aVertex1, aVertex2, aReplacement );
int cc = newPath.CountCorners( m_angleMask );
if( cc >= m_minCorners && cc <= m_maxCorners )
return true;
return false;
}
/**
* Determine if a point is located within a given polygon
*
* @todo fixme: integrate into SHAPE_LINE_CHAIN, check corner cases against current PointInside
* implementation
*
* @param aL Polygon
* @param aP Point to check for location within the polygon
*
* @return false if point is not polygon boundary aL, true if within or on the polygon boundary
*/
static bool pointInside2( const SHAPE_LINE_CHAIN& aL, const VECTOR2I& aP )
{
if( !aL.IsClosed() || aL.SegmentCount() < 3 )
return false;
int result = 0;
size_t cnt = aL.PointCount();
VECTOR2I ip = aL.CPoint( 0 );
for( size_t i = 1; i <= cnt; ++i )
{
VECTOR2I ipNext = (i == cnt ? aL.CPoint( 0 ) : aL.CPoint( i ));
if( ipNext.y == aP.y )
{
if( (ipNext.x ==aP.x) || ( ip.y == aP.y && ( (ipNext.x >aP.x) == (ip.x <aP.x) ) ) )
return true; // pt on polyground boundary
}
if( (ip.y <aP.y) != (ipNext.y <aP.y) )
{
if( ip.x >=aP.x )
{
if( ipNext.x >aP.x )
{
result = 1 - result;
}
else
{
double d = static_cast<double>( ip.x - aP.x ) *
static_cast<double>( ipNext.y - aP.y ) -
static_cast<double>( ipNext.x - aP.x ) *
static_cast<double>( ip.y - aP.y );
if( !d )
return true; // pt on polyground boundary
if( ( d > 0 ) == ( ipNext.y > ip.y ) )
result = 1 - result;
}
}
else
{
if( ipNext.x >aP.x )
{
double d = ((double)ip.x -aP.x) * ((double)ipNext.y -aP.y) -
((double)ipNext.x -aP.x) * ((double)ip.y -aP.y);
if( !d )
return true; // pt on polyground boundary
if( ( d > 0 ) == ( ipNext.y > ip.y ) )
result = 1 - result;
}
}
}
ip = ipNext;
}
return result > 0;
}
bool KEEP_TOPOLOGY_CONSTRAINT::Check( int aVertex1, int aVertex2, const LINE* aOriginLine,
const SHAPE_LINE_CHAIN& aCurrentPath,
const SHAPE_LINE_CHAIN& aReplacement )
{
SHAPE_LINE_CHAIN encPoly = aOriginLine->CLine().Slice( aVertex1, aVertex2 );
// fixme: this is a remarkably shitty implementation...
encPoly.Append( aReplacement.Reverse() );
encPoly.SetClosed( true );
BOX2I bb = encPoly.BBox();
std::vector<JOINT*> joints;
int cnt = m_world->QueryJoints( bb, joints, aOriginLine->Layers(), ITEM::SOLID_T );
if( !cnt )
return true;
for( JOINT* j : joints )
{
if( j->Net() == aOriginLine->Net() )
continue;
if( pointInside2( encPoly, j->Pos() ) )
{
bool falsePositive = false;
for( int k = 0; k < encPoly.PointCount(); k++ )
{
if( encPoly.CPoint(k) == j->Pos() )
{
falsePositive = true;
break;
}
}
if( !falsePositive )
{
//dbg->AddPoint(j->Pos(), 5);
return false;
}
}
}
return true;
}
bool OPTIMIZER::checkColliding( ITEM* aItem, bool aUpdateCache )
{
CACHE_VISITOR v( aItem, m_world, m_collisionKindMask );
return static_cast<bool>( m_world->CheckColliding( aItem ) );
}
void OPTIMIZER::ClearConstraints()
{
for( OPT_CONSTRAINT* c : m_constraints )
delete c;
m_constraints.clear();
}
void OPTIMIZER::AddConstraint ( OPT_CONSTRAINT *aConstraint )
{
m_constraints.push_back( aConstraint );
}
bool OPTIMIZER::checkConstraints( int aVertex1, int aVertex2, LINE* aOriginLine,
const SHAPE_LINE_CHAIN& aCurrentPath,
const SHAPE_LINE_CHAIN& aReplacement )
{
for( OPT_CONSTRAINT* c : m_constraints )
{
if( !c->Check( aVertex1, aVertex2, aOriginLine, aCurrentPath, aReplacement ) )
return false;
}
return true;
}
bool OPTIMIZER::checkColliding( LINE* aLine, const SHAPE_LINE_CHAIN& aOptPath )
{
LINE tmp( *aLine, aOptPath );
return checkColliding( &tmp );
}
bool OPTIMIZER::mergeObtuse( LINE* aLine )
{
SHAPE_LINE_CHAIN& line = aLine->Line();
int step = line.PointCount() - 3;
int iter = 0;
int segs_pre = line.SegmentCount();
if( step < 0 )
return false;
SHAPE_LINE_CHAIN current_path( line );
while( 1 )
{
iter++;
int n_segs = current_path.SegmentCount();
int max_step = n_segs - 2;
if( step > max_step )
step = max_step;
if( step < 2 )
{
line = current_path;
return current_path.SegmentCount() < segs_pre;
}
bool found_anything = false;
for( int n = 0; n < n_segs - step; n++ )
{
const SEG s1 = current_path.CSegment( n );
const SEG s2 = current_path.CSegment( n + step );
SEG s1opt, s2opt;
if( DIRECTION_45( s1 ).IsObtuse( DIRECTION_45( s2 ) ) )
{
VECTOR2I ip = *s1.IntersectLines( s2 );
s1opt = SEG( s1.A, ip );
s2opt = SEG( ip, s2.B );
if( DIRECTION_45( s1opt ).IsObtuse( DIRECTION_45( s2opt ) ) )
{
SHAPE_LINE_CHAIN opt_path;
opt_path.Append( s1opt.A );
opt_path.Append( s1opt.B );
opt_path.Append( s2opt.B );
LINE opt_track( *aLine, opt_path );
if( !checkColliding( &opt_track ) )
{
current_path.Replace( s1.Index() + 1, s2.Index(), ip );
// removeCachedSegments(aLine, s1.Index(), s2.Index());
n_segs = current_path.SegmentCount();
found_anything = true;
break;
}
}
}
}
if( !found_anything )
{
if( step <= 2 )
{
line = current_path;
return line.SegmentCount() < segs_pre;
}
step--;
}
}
return line.SegmentCount() < segs_pre;
}
bool OPTIMIZER::mergeFull( LINE* aLine )
{
SHAPE_LINE_CHAIN& line = aLine->Line();
int step = line.SegmentCount() - 1;
int segs_pre = line.SegmentCount();
line.Simplify();
if( step < 0 )
return false;
SHAPE_LINE_CHAIN current_path( line );
while( 1 )
{
int n_segs = current_path.SegmentCount();
int max_step = n_segs - 2;
if( step > max_step )
step = max_step;
if( step < 1 )
break;
bool found_anything = mergeStep( aLine, current_path, step );
if( !found_anything )
step--;
if( !step )
break;
}
aLine->SetShape( current_path );
return current_path.SegmentCount() < segs_pre;
}
bool OPTIMIZER::mergeColinear( LINE* aLine )
{
SHAPE_LINE_CHAIN& line = aLine->Line();
int nSegs = line.SegmentCount();
for( int segIdx = 0; segIdx < line.SegmentCount() - 1; ++segIdx )
{
SEG s1 = line.CSegment( segIdx );
SEG s2 = line.CSegment( segIdx + 1 );
// Skip zero-length segs caused by abutting arcs
if( s1.SquaredLength() == 0 || s2.SquaredLength() == 0 )
continue;
if( s1.Collinear( s2 ) )
{
// We should not see a collinear vertex inside an arc
wxASSERT( !line.IsPtOnArc( segIdx + 1 ) );
line.Remove( segIdx + 1 );
}
}
return line.SegmentCount() < nSegs;
}
bool OPTIMIZER::Optimize( LINE* aLine, LINE* aResult, LINE* aRoot )
{
DEBUG_DECORATOR* dbg = ROUTER::GetInstance()->GetInterface()->GetDebugDecorator();
if( aRoot )
{
PNS_DBG( dbg, AddLine, aRoot->CLine(), BLUE, 100000, "root-line" );
}
if( !aResult )
{
aResult = aLine;
}
else
{
*aResult = *aLine;
aResult->ClearLinks();
}
bool hasArcs = aLine->ArcCount();
bool rv = false;
if( (m_effortLevel & LIMIT_CORNER_COUNT) && aRoot )
{
const int angleMask = DIRECTION_45::ANG_OBTUSE;
int rootObtuseCorners = aRoot->CountCorners( angleMask );
auto c = new CORNER_COUNT_LIMIT_CONSTRAINT( m_world, rootObtuseCorners,
aLine->SegmentCount(), angleMask );
AddConstraint( c );
}
if( m_effortLevel & PRESERVE_VERTEX )
{
auto c = new PRESERVE_VERTEX_CONSTRAINT( m_world, m_preservedVertex );
AddConstraint( c );
}
if( m_effortLevel & RESTRICT_VERTEX_RANGE )
{
auto c = new RESTRICT_VERTEX_RANGE_CONSTRAINT( m_world, m_restrictedVertexRange.first,
m_restrictedVertexRange.second );
AddConstraint( c );
}
if( m_effortLevel & RESTRICT_AREA )
{
auto c = new AREA_CONSTRAINT( m_world, m_restrictArea, m_restrictAreaIsStrict );
AddConstraint( c );
}
if( m_effortLevel & KEEP_TOPOLOGY )
{
auto c = new KEEP_TOPOLOGY_CONSTRAINT( m_world );
AddConstraint( c );
}
// TODO: Fix for arcs
if( !hasArcs && m_effortLevel & MERGE_SEGMENTS )
rv |= mergeFull( aResult );
// TODO: Fix for arcs
if( !hasArcs && m_effortLevel & MERGE_OBTUSE )
rv |= mergeObtuse( aResult );
if( m_effortLevel & MERGE_COLINEAR )
rv |= mergeColinear( aResult );
// TODO: Fix for arcs
if( !hasArcs && m_effortLevel & SMART_PADS )
rv |= runSmartPads( aResult );
// TODO: Fix for arcs
if( !hasArcs && m_effortLevel & FANOUT_CLEANUP )
rv |= fanoutCleanup( aResult );
return rv;
}
bool OPTIMIZER::mergeStep( LINE* aLine, SHAPE_LINE_CHAIN& aCurrentPath, int step )
{
int n_segs = aCurrentPath.SegmentCount();
int cost_orig = COST_ESTIMATOR::CornerCost( aCurrentPath );
if( aLine->SegmentCount() < 2 )
return false;
DIRECTION_45 orig_start( aLine->CSegment( 0 ) );
DIRECTION_45 orig_end( aLine->CSegment( -1 ) );
for( int n = 0; n < n_segs - step; n++ )
{
// Do not attempt to merge false segments that are part of an arc
if( aCurrentPath.IsArcSegment( n )
|| aCurrentPath.IsArcSegment( static_cast<std::size_t>( n ) + step ) )
{
continue;
}
const SEG s1 = aCurrentPath.CSegment( n );
const SEG s2 = aCurrentPath.CSegment( n + step );
SHAPE_LINE_CHAIN path[2];
SHAPE_LINE_CHAIN* picked = nullptr;
int cost[2];
for( int i = 0; i < 2; i++ )
{
SHAPE_LINE_CHAIN bypass = DIRECTION_45().BuildInitialTrace( s1.A, s2.B, i );
cost[i] = INT_MAX;
bool ok = false;
if( !checkColliding( aLine, bypass ) )
{
//printf("Chk-constraints: %d %d\n", n, n+step+1 );
ok = checkConstraints ( n, n + step + 1, aLine, aCurrentPath, bypass );
}
if( ok )
{
path[i] = aCurrentPath;
path[i].Replace( s1.Index(), s2.Index(), bypass );
path[i].Simplify();
cost[i] = COST_ESTIMATOR::CornerCost( path[i] );
}
}
if( cost[0] < cost_orig && cost[0] < cost[1] )
picked = &path[0];
else if( cost[1] < cost_orig )
picked = &path[1];
if( picked )
{
n_segs = aCurrentPath.SegmentCount();
aCurrentPath = *picked;
return true;
}
}
return false;
}
OPTIMIZER::BREAKOUT_LIST OPTIMIZER::circleBreakouts( int aWidth, const SHAPE* aShape,
bool aPermitDiagonal ) const
{
BREAKOUT_LIST breakouts;
for( int angle = 0; angle < 360; angle += 45 )
{
const SHAPE_CIRCLE* cir = static_cast<const SHAPE_CIRCLE*>( aShape );
SHAPE_LINE_CHAIN l;
VECTOR2I p0 = cir->GetCenter();
VECTOR2I v0( cir->GetRadius() * M_SQRT2, 0 );
l.Append( p0 );
l.Append( p0 + v0.Rotate( angle * M_PI / 180.0 ) );
breakouts.push_back( l );
}
return breakouts;
}
OPTIMIZER::BREAKOUT_LIST OPTIMIZER::customBreakouts( int aWidth, const ITEM* aItem,
bool aPermitDiagonal ) const
{
BREAKOUT_LIST breakouts;
const SHAPE_SIMPLE* convex = static_cast<const SHAPE_SIMPLE*>( aItem->Shape() );
BOX2I bbox = convex->BBox( 0 );
VECTOR2I p0 = static_cast<const SOLID*>( aItem )->Pos();
// must be large enough to guarantee intersecting the convex polygon
int length = std::max( bbox.GetWidth(), bbox.GetHeight() ) / 2 + 5;
for( int angle = 0; angle < 360; angle += ( aPermitDiagonal ? 45 : 90 ) )
{
SHAPE_LINE_CHAIN l;
VECTOR2I v0( p0 + VECTOR2I( length, 0 ).Rotate( angle * M_PI / 180.0 ) );
SHAPE_LINE_CHAIN::INTERSECTIONS intersections;
int n = convex->Vertices().Intersect( SEG( p0, v0 ), intersections );
// if n == 1 intersected a segment
// if n == 2 intersected the common point of 2 segments
// n == 0 can not happen I think, but...
if( n > 0 )
{
l.Append( p0 );
// for a breakout distance relative to the distance between
// center and polygon edge
//l.Append( intersections[0].p + (v0 - p0).Resize( (intersections[0].p - p0).EuclideanNorm() * 0.4 ) );
// for an absolute breakout distance, e.g. 0.1 mm
//l.Append( intersections[0].p + (v0 - p0).Resize( 100000 ) );
// for the breakout right on the polygon edge
l.Append( intersections[0].p );
breakouts.push_back( l );
}
}
return breakouts;
}
OPTIMIZER::BREAKOUT_LIST OPTIMIZER::rectBreakouts( int aWidth, const SHAPE* aShape,
bool aPermitDiagonal ) const
{
const SHAPE_RECT* rect = static_cast<const SHAPE_RECT*>(aShape);
VECTOR2I s = rect->GetSize();
VECTOR2I c = rect->GetPosition() + VECTOR2I( s.x / 2, s.y / 2 );
BREAKOUT_LIST breakouts;
VECTOR2I d_offset;
d_offset.x = ( s.x > s.y ) ? ( s.x - s.y ) / 2 : 0;
d_offset.y = ( s.x < s.y ) ? ( s.y - s.x ) / 2 : 0;
VECTOR2I d_vert = VECTOR2I( 0, s.y / 2 + aWidth );
VECTOR2I d_horiz = VECTOR2I( s.x / 2 + aWidth, 0 );
breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c + d_horiz } ) );
breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c - d_horiz } ) );
breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c + d_vert } ) );
breakouts.emplace_back( SHAPE_LINE_CHAIN( { c, c - d_vert } ) );
if( aPermitDiagonal )
{
int l = aWidth + std::min( s.x, s.y ) / 2;
VECTOR2I d_diag;
if( s.x >= s.y )
{
breakouts.emplace_back(
SHAPE_LINE_CHAIN( { c, c + d_offset, c + d_offset + VECTOR2I( l, l ) } ) );
breakouts.emplace_back(
SHAPE_LINE_CHAIN( { c, c + d_offset, c + d_offset - VECTOR2I( -l, l ) } ) );
breakouts.emplace_back(
SHAPE_LINE_CHAIN( { c, c - d_offset, c - d_offset + VECTOR2I( -l, l ) } ) );
breakouts.emplace_back(
SHAPE_LINE_CHAIN( { c, c - d_offset, c - d_offset - VECTOR2I( l, l ) } ) );
}
else
{
// fixme: this could be done more efficiently
breakouts.emplace_back(
SHAPE_LINE_CHAIN( { c, c + d_offset, c + d_offset + VECTOR2I( l, l ) } ) );
breakouts.emplace_back(
SHAPE_LINE_CHAIN( { c, c - d_offset, c - d_offset - VECTOR2I( -l, l ) } ) );
breakouts.emplace_back(
SHAPE_LINE_CHAIN( { c, c + d_offset, c + d_offset + VECTOR2I( -l, l ) } ) );
breakouts.emplace_back(
SHAPE_LINE_CHAIN( { c, c - d_offset, c - d_offset - VECTOR2I( l, l ) } ) );
}
}
return breakouts;
}
OPTIMIZER::BREAKOUT_LIST OPTIMIZER::computeBreakouts( int aWidth, const ITEM* aItem,
bool aPermitDiagonal ) const
{
switch( aItem->Kind() )
{
case ITEM::VIA_T:
{
const VIA* via = static_cast<const VIA*>( aItem );
return circleBreakouts( aWidth, via->Shape(), aPermitDiagonal );
}
case ITEM::SOLID_T:
{
const SHAPE* shape = aItem->Shape();
switch( shape->Type() )
{
case SH_RECT:
return rectBreakouts( aWidth, shape, aPermitDiagonal );
case SH_SEGMENT:
{
const SHAPE_SEGMENT* seg = static_cast<const SHAPE_SEGMENT*> (shape);
const SHAPE_RECT rect = ApproximateSegmentAsRect ( *seg );
return rectBreakouts( aWidth, &rect, aPermitDiagonal );
}
case SH_CIRCLE:
return circleBreakouts( aWidth, shape, aPermitDiagonal );
case SH_SIMPLE:
return customBreakouts( aWidth, aItem, aPermitDiagonal );
default:
break;
}
break;
}
default:
break;
}
return BREAKOUT_LIST();
}
ITEM* OPTIMIZER::findPadOrVia( int aLayer, int aNet, const VECTOR2I& aP ) const
{
JOINT* jt = m_world->FindJoint( aP, aLayer, aNet );
if( !jt )
return nullptr;
for( ITEM* item : jt->LinkList() )
{
if( item->OfKind( ITEM::VIA_T | ITEM::SOLID_T ) )
return item;
}
return nullptr;
}
int OPTIMIZER::smartPadsSingle( LINE* aLine, ITEM* aPad, bool aEnd, int aEndVertex )
{
DIRECTION_45 dir;
const int ForbiddenAngles = DIRECTION_45::ANG_ACUTE | DIRECTION_45::ANG_RIGHT |
DIRECTION_45::ANG_HALF_FULL | DIRECTION_45::ANG_UNDEFINED;
typedef std::tuple<int, long long int, SHAPE_LINE_CHAIN> RtVariant;
std::vector<RtVariant> variants;
SOLID* solid = dyn_cast<SOLID*>( aPad );
// don't do optimized connections for offset pads
if( solid && solid->Offset() != VECTOR2I( 0, 0 ) )
return -1;
// don't do optimization on vias, they are always round at the moment and the optimizer
// will possibly mess up an intended via exit posture
if( aPad->Kind() == ITEM::VIA_T )
return -1;
BREAKOUT_LIST breakouts = computeBreakouts( aLine->Width(), aPad, true );
SHAPE_LINE_CHAIN line = ( aEnd ? aLine->CLine().Reverse() : aLine->CLine() );
int p_end = std::min( aEndVertex, std::min( 3, line.PointCount() - 1 ) );
// Start at 1 to find a potentially better breakout (0 is the pad connection)
for( int p = 1; p <= p_end; p++ )
{
// If the line is contained inside the pad, don't optimize
if( solid && solid->Shape() && !solid->Shape()->Collide(
SEG( line.CPoint( 0 ), line.CPoint( p ) ), aLine->Width() / 2 ) )
{
continue;
}
for( SHAPE_LINE_CHAIN & breakout : breakouts )
{
for( int diag = 0; diag < 2; diag++ )
{
SHAPE_LINE_CHAIN v;
SHAPE_LINE_CHAIN connect = dir.BuildInitialTrace(
breakout.CPoint( -1 ), line.CPoint( p ), diag == 0 );
DIRECTION_45 dir_bkout( breakout.CSegment( -1 ) );
if( !connect.SegmentCount() )
continue;
int ang1 = dir_bkout.Angle( DIRECTION_45( connect.CSegment( 0 ) ) );
if( ang1 & ForbiddenAngles )
continue;
if( breakout.Length() > line.Length() )
continue;
v = breakout;
v.Append( connect );
for( int i = p + 1; i < line.PointCount(); i++ )
v.Append( line.CPoint( i ) );
LINE tmp( *aLine, v );
int cc = tmp.CountCorners( ForbiddenAngles );
if( cc == 0 )
{
RtVariant vp;
std::get<0>( vp ) = p;
std::get<1>( vp ) = breakout.Length();
std::get<2>( vp ) = aEnd ? v.Reverse() : v;
std::get<2>( vp ).Simplify();
variants.push_back( vp );
}
}
}
}
// We attempt to minimize the corner cost (minimizes the segments and types of corners)
// but given two, equally valid costs, we want to pick the longer pad exit. The logic
// here is that if the pad is oblong, the track should not exit the shorter side and parallel
// the pad but should follow the pad's preferential direction before exiting.
// The baseline guess is to start with the existing line the user has drawn.
int min_cost = COST_ESTIMATOR::CornerCost( *aLine );
long long int max_length = 0;
bool found = false;
int p_best = -1;
SHAPE_LINE_CHAIN l_best;
for( RtVariant& vp : variants )
{
LINE tmp( *aLine, std::get<2>( vp ) );
int cost = COST_ESTIMATOR::CornerCost( std::get<2>( vp ) );
long long int len = std::get<1>( vp );
if( !checkColliding( &tmp ) )
{
if( cost < min_cost || ( cost == min_cost && len > max_length ) )
{
l_best = std::get<2>( vp );
p_best = std::get<0>( vp );
found = true;
if( cost <= min_cost )
max_length = std::max<int>( len, max_length );
min_cost = std::min( cost, min_cost );
}
}
}
if( found )
{
aLine->SetShape( l_best );
return p_best;
}
return -1;
}
bool OPTIMIZER::runSmartPads( LINE* aLine )
{
SHAPE_LINE_CHAIN& line = aLine->Line();
if( line.PointCount() < 3 )
return false;
VECTOR2I p_start = line.CPoint( 0 ), p_end = line.CPoint( -1 );
ITEM* startPad = findPadOrVia( aLine->Layer(), aLine->Net(), p_start );
ITEM* endPad = findPadOrVia( aLine->Layer(), aLine->Net(), p_end );
int vtx = -1;
if( startPad )
vtx = smartPadsSingle( aLine, startPad, false, 3 );
if( endPad )
smartPadsSingle( aLine, endPad, true,
vtx < 0 ? line.PointCount() - 1 : line.PointCount() - 1 - vtx );
aLine->Line().Simplify();
return true;
}
bool OPTIMIZER::Optimize( LINE* aLine, int aEffortLevel, NODE* aWorld, const VECTOR2I aV )
{
OPTIMIZER opt( aWorld );
opt.SetEffortLevel( aEffortLevel );
opt.SetCollisionMask( -1 );
if( aEffortLevel & OPTIMIZER::PRESERVE_VERTEX )
opt.SetPreserveVertex( aV );
return opt.Optimize( aLine );
}
bool OPTIMIZER::fanoutCleanup( LINE* aLine )
{
if( aLine->PointCount() < 3 )
return false;
VECTOR2I p_start = aLine->CPoint( 0 ), p_end = aLine->CPoint( -1 );
ITEM* startPad = findPadOrVia( aLine->Layer(), aLine->Net(), p_start );
ITEM* endPad = findPadOrVia( aLine->Layer(), aLine->Net(), p_end );
int thr = aLine->Width() * 10;
int len = aLine->CLine().Length();
if( !startPad )
return false;
bool startMatch = startPad->OfKind( ITEM::VIA_T | ITEM::SOLID_T );
bool endMatch = false;
if(endPad)
{
endMatch = endPad->OfKind( ITEM::VIA_T | ITEM::SOLID_T );
}
else
{
endMatch = aLine->EndsWithVia();
}
if( startMatch && endMatch && len < thr )
{
for( int i = 0; i < 2; i++ )
{
SHAPE_LINE_CHAIN l2 = DIRECTION_45().BuildInitialTrace( p_start, p_end, i );
LINE repl;
repl = LINE( *aLine, l2 );
if( !m_world->CheckColliding( &repl ) )
{
aLine->SetShape( repl.CLine() );
return true;
}
}
}
return false;
}
int findCoupledVertices( const VECTOR2I& aVertex, const SEG& aOrigSeg,
const SHAPE_LINE_CHAIN& aCoupled, DIFF_PAIR* aPair, int* aIndices )
{
int count = 0;
for ( int i = 0; i < aCoupled.SegmentCount(); i++ )
{
SEG s = aCoupled.CSegment( i );
VECTOR2I projOverCoupled = s.LineProject ( aVertex );
if( s.ApproxParallel( aOrigSeg ) )
{
int64_t dist =
int64_t{ ( ( projOverCoupled - aVertex ).EuclideanNorm() ) } - aPair->Width();
if( aPair->GapConstraint().Matches( dist ) )
{
*aIndices++ = i;
count++;
}
}
}
return count;
}
bool verifyDpBypass( NODE* aNode, DIFF_PAIR* aPair, bool aRefIsP, const SHAPE_LINE_CHAIN& aNewRef,
const SHAPE_LINE_CHAIN& aNewCoupled )
{
LINE refLine ( aRefIsP ? aPair->PLine() : aPair->NLine(), aNewRef );
LINE coupledLine ( aRefIsP ? aPair->NLine() : aPair->PLine(), aNewCoupled );
if( refLine.Collide( &coupledLine, aNode ) )
return false;
if( aNode->CheckColliding ( &refLine ) )
return false;
if( aNode->CheckColliding ( &coupledLine ) )
return false;
return true;
}
bool coupledBypass( NODE* aNode, DIFF_PAIR* aPair, bool aRefIsP, const SHAPE_LINE_CHAIN& aRef,
const SHAPE_LINE_CHAIN& aRefBypass, const SHAPE_LINE_CHAIN& aCoupled,
SHAPE_LINE_CHAIN& aNewCoupled )
{
int vStartIdx[1024]; // fixme: possible overflow
int nStarts = findCoupledVertices( aRefBypass.CPoint( 0 ),
aRefBypass.CSegment( 0 ),
aCoupled, aPair, vStartIdx );
DIRECTION_45 dir( aRefBypass.CSegment( 0 ) );
int64_t bestLength = -1;
bool found = false;
SHAPE_LINE_CHAIN bestBypass;
int si, ei;
for( int i=0; i< nStarts; i++ )
{
for( int j = 1; j < aCoupled.PointCount() - 1; j++ )
{
int delta = std::abs ( vStartIdx[i] - j );
if( delta > 1 )
{
const VECTOR2I& vs = aCoupled.CPoint( vStartIdx[i] );
SHAPE_LINE_CHAIN bypass = dir.BuildInitialTrace( vs, aCoupled.CPoint(j),
dir.IsDiagonal() );
int64_t coupledLength = aPair->CoupledLength( aRef, bypass );
SHAPE_LINE_CHAIN newCoupled = aCoupled;
si = vStartIdx[i];
ei = j;
if(si < ei)
newCoupled.Replace( si, ei, bypass );
else
newCoupled.Replace( ei, si, bypass.Reverse() );
if( coupledLength > bestLength && verifyDpBypass( aNode, aPair, aRefIsP, aRef,
newCoupled) )
{
bestBypass = newCoupled;
bestLength = coupledLength;
found = true;
}
}
}
}
if( found )
aNewCoupled = bestBypass;
return found;
}
bool checkDpColliding( NODE* aNode, DIFF_PAIR* aPair, bool aIsP, const SHAPE_LINE_CHAIN& aPath )
{
LINE tmp ( aIsP ? aPair->PLine() : aPair->NLine(), aPath );
return static_cast<bool>( aNode->CheckColliding( &tmp ) );
}
bool OPTIMIZER::mergeDpStep( DIFF_PAIR* aPair, bool aTryP, int step )
{
int n = 1;
SHAPE_LINE_CHAIN currentPath = aTryP ? aPair->CP() : aPair->CN();
SHAPE_LINE_CHAIN coupledPath = aTryP ? aPair->CN() : aPair->CP();
int n_segs = currentPath.SegmentCount() - 1;
int64_t clenPre = aPair->CoupledLength( currentPath, coupledPath );
int64_t budget = clenPre / 10; // fixme: come up with something more intelligent here...
while( n < n_segs - step )
{
const SEG s1 = currentPath.CSegment( n );
const SEG s2 = currentPath.CSegment( n + step );
DIRECTION_45 dir1( s1 );
DIRECTION_45 dir2( s2 );
if( dir1.IsObtuse( dir2 ) )
{
SHAPE_LINE_CHAIN bypass = DIRECTION_45().BuildInitialTrace( s1.A, s2.B,
dir1.IsDiagonal() );
SHAPE_LINE_CHAIN newRef;
SHAPE_LINE_CHAIN newCoup;
int64_t deltaCoupled = -1, deltaUni = -1;
newRef = currentPath;
newRef.Replace( s1.Index(), s2.Index(), bypass );
deltaUni = aPair->CoupledLength ( newRef, coupledPath ) - clenPre + budget;
if( coupledBypass( m_world, aPair, aTryP, newRef, bypass, coupledPath, newCoup ) )
{
deltaCoupled = aPair->CoupledLength( newRef, newCoup ) - clenPre + budget;
if( deltaCoupled >= 0 )
{
newRef.Simplify();
newCoup.Simplify();
aPair->SetShape( newRef, newCoup, !aTryP );
return true;
}
}
else if( deltaUni >= 0 && verifyDpBypass( m_world, aPair, aTryP, newRef, coupledPath ) )
{
newRef.Simplify();
coupledPath.Simplify();
aPair->SetShape( newRef, coupledPath, !aTryP );
return true;
}
}
n++;
}
return false;
}
bool OPTIMIZER::mergeDpSegments( DIFF_PAIR* aPair )
{
int step_p = aPair->CP().SegmentCount() - 2;
int step_n = aPair->CN().SegmentCount() - 2;
while( 1 )
{
int n_segs_p = aPair->CP().SegmentCount();
int n_segs_n = aPair->CN().SegmentCount();
int max_step_p = n_segs_p - 2;
int max_step_n = n_segs_n - 2;
if( step_p > max_step_p )
step_p = max_step_p;
if( step_n > max_step_n )
step_n = max_step_n;
if( step_p < 1 && step_n < 1 )
break;
bool found_anything_p = false;
bool found_anything_n = false;
if( step_p > 1 )
found_anything_p = mergeDpStep( aPair, true, step_p );
if( step_n > 1 )
found_anything_n = mergeDpStep( aPair, false, step_n );
if( !found_anything_n && !found_anything_p )
{
step_n--;
step_p--;
}
}
return true;
}
bool OPTIMIZER::Optimize( DIFF_PAIR* aPair )
{
return mergeDpSegments( aPair );
}
static int64_t shovedArea( const SHAPE_LINE_CHAIN& aOld, const SHAPE_LINE_CHAIN& aNew )
{
int64_t area = 0;
const int oc = aOld.PointCount();
const int nc = aNew.PointCount();
const int total = oc + nc;
for(int i = 0; i < total; i++)
{
int i_next = (i + 1 == total ? 0 : i + 1);
const VECTOR2I &v0 = i < oc ? aOld.CPoint(i)
: aNew.CPoint( nc - 1 - (i - oc) );
const VECTOR2I &v1 = i_next < oc ? aOld.CPoint ( i_next )
: aNew.CPoint( nc - 1 - (i_next - oc) );
area += -(int64_t) v0.y * v1.x + (int64_t) v0.x * v1.y;
}
return std::abs( area / 2 );
}
bool tightenSegment( bool dir, NODE *aNode, const LINE& cur, const SHAPE_LINE_CHAIN& in,
SHAPE_LINE_CHAIN& out )
{
SEG a = in.CSegment(0);
SEG center = in.CSegment(1);
SEG b = in.CSegment(2);
DIRECTION_45 dirA ( a );
DIRECTION_45 dirCenter ( center );
DIRECTION_45 dirB ( b );
if (!dirA.IsObtuse( dirCenter) || !dirCenter.IsObtuse(dirB))
return false;
//VECTOR2I perp = (center.B - center.A).Perpendicular();
VECTOR2I guideA, guideB ;
SEG guide;
int initial;
//auto dbg = ROUTER::GetInstance()->GetInterface()->GetDebugDecorator();
if ( dirA.Angle ( dirB ) != DIRECTION_45::ANG_RIGHT )
return false;
{
/*
auto rC = *a.IntersectLines( b );
dbg->AddSegment ( SEG( center.A, rC ), 1 );
dbg->AddSegment ( SEG( center.B, rC ), 2 );
auto perp = dirCenter.Left().Left();
SEG sperp ( center.A, center.A + perp.ToVector() );
auto vpc = sperp.LineProject( rC );
auto vpa = sperp.LineProject( a.A );
auto vpb = sperp.LineProject( b.B );
auto da = (vpc - vpa).EuclideanNorm();
auto db = (vpc - vpb).EuclideanNorm();
auto vp = (da < db) ? vpa : vpb;
dbg->AddSegment ( SEG( vpc, vp ), 5 );
guide = SEG ( vpc, vp );
*/
}
int da = a.Length();
int db = b.Length();
if( da < db )
guide = a;
else
guide = b;
initial = guide.Length();
int step = initial;
int current = step;
SHAPE_LINE_CHAIN snew;
while( step > 1 )
{
LINE l( cur );
snew.Clear();
snew.Append( a.A );
snew.Append( a.B + ( a.A - a.B ).Resize( current ) );
snew.Append( b.A + ( b.B - b.A ).Resize( current ) );
snew.Append( b.B );
step /= 2;
l.SetShape(snew);
if( aNode->CheckColliding(&l) )
current -= step;
else if ( current + step >= initial )
current = initial;
else
current += step;
//dbg->AddSegment ( SEG( center.A , a.LineProject( center.A + gr ) ), 3 );
//dbg->AddSegment ( SEG( center.A , center.A + guideA ), 3 );
//dbg->AddSegment ( SEG( center.B , center.B + guideB ), 4 );
if ( current == initial )
break;
}
out = snew;
//dbg->AddLine ( snew, 3, 100000 );
return true;
}
void Tighten( NODE *aNode, const SHAPE_LINE_CHAIN& aOldLine, const LINE& aNewLine,
LINE& aOptimized )
{
LINE tmp;
if( aNewLine.SegmentCount() < 3 )
return;
SHAPE_LINE_CHAIN current ( aNewLine.CLine() );
for( int step = 0; step < 3; step++ )
{
current.Simplify();
for( int i = 0; i <= current.SegmentCount() - 3; i++ )
{
SHAPE_LINE_CHAIN l_in, l_out;
l_in = current.Slice( i, i + 3 );
for( int dir = 0; dir <= 1; dir++ )
{
if( tightenSegment( dir ? true : false, aNode, aNewLine, l_in, l_out ) )
{
SHAPE_LINE_CHAIN opt = current;
opt.Replace( i, i + 3, l_out );
auto optArea = std::abs( shovedArea( aOldLine, opt ) );
auto prevArea = std::abs( shovedArea( aOldLine, current ) );
if( optArea < prevArea )
current = opt;
break;
}
}
}
}
aOptimized = LINE( aNewLine, current );
//auto dbg = ROUTER::GetInstance()->GetInterface()->GetDebugDecorator();
//dbg->AddLine ( current, 4, 100000 );
}
}