344 lines
12 KiB
C++
344 lines
12 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) 2019 Jean-Pierre Charras, jean-pierre.charras@ujf-grenoble.fr
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* Copyright (C) 2013 SoftPLC Corporation, Dick Hollenbeck <dick@softplc.com>
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* Copyright (C) 2013 Wayne Stambaugh <stambaughw@verizon.net>
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*
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* Copyright (C) 1992-2019 KiCad Developers, see AUTHORS.txt for contributors.
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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 2
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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-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 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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/**
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* @file spread_footprints.cpp
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* @brief functions to spread footprints on free areas outside a board.
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* this is usefull after reading a netlist, when new footprints are loaded
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* and stacked at 0,0 coordinate.
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* Often, spread them on a free area near the board being edited make more easy
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* their selection.
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*/
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#include <algorithm>
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#include <convert_to_biu.h>
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#include <confirm.h>
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#include <pcb_edit_frame.h>
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#include <board.h>
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#include <footprint.h>
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#include <rect_placement/rect_placement.h>
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struct TSubRect : public CRectPlacement::TRect
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{
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int n; // Original index of this subrect, before sorting
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TSubRect() : TRect(),
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n( 0 )
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{
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}
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TSubRect( int _w, int _h, int _n ) :
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TRect( 0, 0, _w, _h ), n( _n ) { }
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};
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typedef std::vector<TSubRect> CSubRectArray;
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// Use 0.01 mm units to calculate placement, to avoid long calculation time
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const int scale = (int)(0.01 * IU_PER_MM);
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const int PADDING = (int)(1 * IU_PER_MM);
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// Populates a list of rectangles, from a list of footprints
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void fillRectList( CSubRectArray& vecSubRects, std::vector <FOOTPRINT*>& aFootprintList )
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{
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vecSubRects.clear();
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for( unsigned ii = 0; ii < aFootprintList.size(); ii++ )
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{
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EDA_RECT fpBox = aFootprintList[ii]->GetFootprintRect();
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TSubRect fpRect( ( fpBox.GetWidth() + PADDING ) / scale,
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( fpBox.GetHeight() + PADDING ) / scale, ii );
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vecSubRects.push_back( fpRect );
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}
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}
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// Populates a list of rectangles, from a list of EDA_RECT
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void fillRectList( CSubRectArray& vecSubRects, std::vector <EDA_RECT>& aRectList )
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{
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vecSubRects.clear();
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for( unsigned ii = 0; ii < aRectList.size(); ii++ )
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{
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EDA_RECT& rect = aRectList[ii];
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TSubRect fpRect( rect.GetWidth()/scale, rect.GetHeight()/scale, ii );
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vecSubRects.push_back( fpRect );
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}
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}
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// Spread a list of rectangles inside a placement area
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void spreadRectangles( CRectPlacement& aPlacementArea,
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CSubRectArray& vecSubRects,
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int areaSizeX, int areaSizeY )
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{
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areaSizeX/= scale;
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areaSizeY/= scale;
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// Sort the subRects based on dimensions, larger dimension goes first.
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std::sort( vecSubRects.begin(), vecSubRects.end(), CRectPlacement::TRect::Greater );
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// gives the initial size to the area
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aPlacementArea.Init( areaSizeX, areaSizeY );
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// Add all subrects
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CSubRectArray::iterator it;
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for( it = vecSubRects.begin(); it != vecSubRects.end(); )
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{
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CRectPlacement::TRect r( 0, 0, it->w, it->h );
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bool bPlaced = aPlacementArea.AddAtEmptySpotAutoGrow( &r, areaSizeX, areaSizeY );
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if( !bPlaced ) // No room to place the rectangle: enlarge area and retry
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{
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bool retry = false;
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if( areaSizeX < INT_MAX/2 )
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{
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retry = true;
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areaSizeX = areaSizeX * 1.2;
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}
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if( areaSizeX < INT_MAX/2 )
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{
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retry = true;
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areaSizeY = areaSizeY * 1.2;
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}
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if( retry )
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{
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aPlacementArea.Init( areaSizeX, areaSizeY );
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it = vecSubRects.begin();
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continue;
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}
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}
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// When correctly placed in a placement area, the coords are returned in r.x and r.y
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// Store them.
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it->x = r.x;
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it->y = r.y;
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it++;
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}
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}
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void moveFootprintsInArea( CRectPlacement& aPlacementArea, std::vector <FOOTPRINT*>& aFootprintList,
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EDA_RECT& aFreeArea, bool aFindAreaOnly )
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{
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CSubRectArray vecSubRects;
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fillRectList( vecSubRects, aFootprintList );
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spreadRectangles( aPlacementArea, vecSubRects, aFreeArea.GetWidth(), aFreeArea.GetHeight() );
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if( aFindAreaOnly )
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return;
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for( unsigned it = 0; it < vecSubRects.size(); ++it )
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{
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wxPoint pos( vecSubRects[it].x, vecSubRects[it].y );
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pos.x *= scale;
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pos.y *= scale;
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FOOTPRINT* footprint = aFootprintList[vecSubRects[it].n];
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EDA_RECT fpBBox = footprint->GetFootprintRect();
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wxPoint mod_pos = pos + ( footprint->GetPosition() - fpBBox.GetOrigin() )
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+ aFreeArea.GetOrigin();
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footprint->Move( mod_pos - footprint->GetPosition() );
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}
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}
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static bool sortFootprintsbySheetPath( FOOTPRINT* ref, FOOTPRINT* compare );
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/**
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* Footprints (after loaded by reading a netlist for instance) are moved
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* to be in a small free area (outside the current board) without overlapping.
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* @param aBoard is the board to edit.
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* @param aFootprints: a list of footprints to be spread out.
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* @param aSpreadAreaPosition the position of the upper left corner of the
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* area allowed to spread footprints
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*/
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void SpreadFootprints( std::vector<FOOTPRINT*>* aFootprints, wxPoint aSpreadAreaPosition )
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{
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// Build candidate list
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// calculate also the area needed by these footprints
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std::vector <FOOTPRINT*> footprintList;
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for( FOOTPRINT* footprint : *aFootprints )
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{
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if( footprint->IsLocked() )
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continue;
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footprint->CalculateBoundingBox();
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footprintList.push_back( footprint );
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}
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if( footprintList.empty() )
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return;
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// sort footprints by sheet path. we group them later by sheet
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sort( footprintList.begin(), footprintList.end(), sortFootprintsbySheetPath );
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// Extract and place footprints by sheet
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std::vector <FOOTPRINT*> footprintListBySheet;
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std::vector <EDA_RECT> placementSheetAreas;
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double subsurface;
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double placementsurface = 0.0;
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// The placement uses 2 passes:
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// the first pass creates the rectangular areas to place footprints
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// each sheet in schematic creates one rectangular area.
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// the second pass moves footprints inside these areas
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for( int pass = 0; pass < 2; pass++ )
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{
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int subareaIdx = 0;
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footprintListBySheet.clear();
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subsurface = 0.0;
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int fp_max_width = 0;
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int fp_max_height = 0;
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for( unsigned ii = 0; ii < footprintList.size(); ii++ )
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{
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FOOTPRINT* footprint = footprintList[ii];
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bool islastItem = false;
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if( ii == footprintList.size() - 1 ||
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( footprintList[ii]->GetPath().AsString().BeforeLast( '/' ) !=
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footprintList[ii+1]->GetPath().AsString().BeforeLast( '/' ) ) )
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islastItem = true;
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footprintListBySheet.push_back( footprint );
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subsurface += footprint->GetArea( PADDING );
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// Calculate min size of placement area:
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EDA_RECT bbox = footprint->GetFootprintRect();
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fp_max_width = std::max( fp_max_width, bbox.GetWidth() );
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fp_max_height = std::max( fp_max_height, bbox.GetHeight() );
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if( islastItem )
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{
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// end of the footprint sublist relative to the same sheet path
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// calculate placement of the current sublist
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EDA_RECT freeArea;
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int Xsize_allowed = (int) ( sqrt( subsurface ) * 4.0 / 3.0 );
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Xsize_allowed = std::max( fp_max_width, Xsize_allowed );
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int Ysize_allowed = (int) ( subsurface / Xsize_allowed );
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Ysize_allowed = std::max( fp_max_height, Ysize_allowed );
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freeArea.SetWidth( Xsize_allowed );
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freeArea.SetHeight( Ysize_allowed );
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CRectPlacement placementArea;
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if( pass == 1 )
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{
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wxPoint areapos = placementSheetAreas[subareaIdx].GetOrigin()
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+ aSpreadAreaPosition;
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freeArea.SetOrigin( areapos );
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}
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bool findAreaOnly = pass == 0;
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moveFootprintsInArea( placementArea, footprintListBySheet, freeArea, findAreaOnly );
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if( pass == 0 )
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{
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// Populate sheet placement areas list
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EDA_RECT sub_area;
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sub_area.SetWidth( placementArea.GetW()*scale );
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sub_area.SetHeight( placementArea.GetH()*scale );
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// Add a margin around the sheet placement area:
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sub_area.Inflate( Millimeter2iu( 1.5 ) );
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placementSheetAreas.push_back( sub_area );
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placementsurface += (double) sub_area.GetWidth()*
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sub_area.GetHeight();
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}
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// Prepare buffers for next sheet
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subsurface = 0.0;
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footprintListBySheet.clear();
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subareaIdx++;
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}
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}
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// End of pass:
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// At the end of the first pass, we have to find position of each sheet
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// placement area
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if( pass == 0 )
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{
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int Xsize_allowed = (int) ( sqrt( placementsurface ) * 4.0 / 3.0 );
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if( Xsize_allowed < 0 || Xsize_allowed > INT_MAX/2 )
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Xsize_allowed = INT_MAX/2;
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int Ysize_allowed = (int) ( placementsurface / Xsize_allowed );
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if( Ysize_allowed < 0 || Ysize_allowed > INT_MAX/2 )
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Ysize_allowed = INT_MAX/2;
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CRectPlacement placementArea;
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CSubRectArray vecSubRects;
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fillRectList( vecSubRects, placementSheetAreas );
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spreadRectangles( placementArea, vecSubRects, Xsize_allowed, Ysize_allowed );
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for( unsigned it = 0; it < vecSubRects.size(); ++it )
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{
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TSubRect& srect = vecSubRects[it];
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wxPoint pos( srect.x*scale, srect.y*scale );
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wxSize size( srect.w*scale, srect.h*scale );
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// Avoid too large coordinates: Overlapping components
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// are better than out of screen components
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if( (uint64_t)pos.x + (uint64_t)size.x > INT_MAX/2 )
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pos.x = 0;
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if( (uint64_t)pos.y + (uint64_t)size.y > INT_MAX/2 )
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pos.y = 0;
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placementSheetAreas[srect.n].SetOrigin( pos );
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placementSheetAreas[srect.n].SetSize( size );
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}
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}
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} // End pass
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}
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// Sort function, used to group footprints by sheet.
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// Footprints are sorted by their sheet path.
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// (the full sheet path restricted to the time stamp of the sheet itself,
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// without the time stamp of the footprint ).
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static bool sortFootprintsbySheetPath( FOOTPRINT* ref, FOOTPRINT* compare )
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{
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return ref->GetPath() < compare->GetPath();
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}
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