kicad/pcbnew/minimun_spanning_tree.cpp

145 lines
4.0 KiB
C++

/**
* @file minimun_spanning_tree.cpp
*/
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2011 Jean-Pierre Charras
* Copyright (C) 2004-2011 KiCad Developers, see change_log.txt for contributors.
*
* derived from this article:
* http://compprog.wordpress.com/2007/11/09/minimal-spanning-trees-prims-algorithm
*
* 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 2
* 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, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include <limits.h>
#include <minimun_spanning_tree.h>
#include <class_pad.h>
/*
* The class MIN_SPAN_TREE calculates the rectilinear minimum spanning tree
* of a set of points (pads usually having the same net)
* using the Prim's algorithm.
*/
/*
* Prim's Algorithm
* Step 0
* Pick any vertex as a starting vertex. (Call it S).
* Mark it with any given flag, say 1.
*
* Step 1
* Find the nearest neighbour of S (call it P1).
* Mark both P1 and the edge SP1.
* cheapest unmarked edge in the graph that doesn't close a marked circuit.
* Mark this edge.
*
* Step 2
* Find the nearest unmarked neighbour to the marked subgraph
* (i.e., the closest vertex to any marked vertex).
* Mark it and the edge connecting the vertex.
*
* Step 3
* Repeat Step 2 until all vertices are marked.
* The marked subgraph is a minimum spanning tree.
*/
MIN_SPAN_TREE::MIN_SPAN_TREE()
{
MSP_Init( 0 );
}
void MIN_SPAN_TREE::MSP_Init( int aNodesCount )
{
m_Size = aNodesCount;
inTree.clear();
linkedTo.clear();
distTo.clear();
if( m_Size == 0 )
return;
// Reserve space in memory
inTree.reserve( m_Size );
linkedTo.reserve( m_Size );
distTo.reserve( m_Size );
// Initialize values:
for( int ii = 0; ii < m_Size; ii++ )
{
// Initialise dist with infinity:
distTo.push_back( INT_MAX );
// Mark all nodes as NOT beeing in the minimum spanning tree:
inTree.push_back( 0 );
linkedTo.push_back( 0 );
}
}
/* updateDistances(int target)
* should be called immediately after target is added to the tree;
* updates dist so that the values are correct (goes through target's
* neighbours making sure that the distances between them and the tree
* are indeed minimum)
*/
void MIN_SPAN_TREE::updateDistances( int target )
{
for( int ii = 0; ii < m_Size; ++ii )
{
if( !inTree[ii] ) // no need to evaluate weight for already in tree items
{
int weight = GetWeight( target, ii );
if( (weight > 0) && (distTo[ii] > weight ) )
{
distTo[ii] = weight;
linkedTo[ii] = target;
}
}
}
}
void MIN_SPAN_TREE::BuildTree()
{
/* Add the first node to the tree */
inTree[0] = 1;
updateDistances( 0 );
for( int treeSize = 1; treeSize < m_Size; ++treeSize )
{
// Find the node with the smallest distance to the tree
int min = -1;
for( int ii = 0; ii < m_Size; ++ii )
{
if( !inTree[ii] )
{
if( (min == -1) || (distTo[min] > distTo[ii]) )
min = ii;
}
}
inTree[min] = 1;
updateDistances( min );
}
}