312 lines
8.4 KiB
C++
312 lines
8.4 KiB
C++
/*
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* KiRouter - a push-and-(sometimes-)shove PCB router
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*
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* Copyright (C) 2013-2017 CERN
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* Copyright (C) 2016-2023 KiCad Developers, see AUTHORS.txt for contributors.
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*
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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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#ifndef __PNS_ITEM_H
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#define __PNS_ITEM_H
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#include <memory>
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#include <unordered_set>
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#include <math/vector2d.h>
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#include <geometry/shape.h>
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#include <geometry/shape_line_chain.h>
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#include "pns_layerset.h"
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class BOARD_ITEM;
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namespace PNS {
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class NODE;
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enum LineMarker {
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MK_HEAD = ( 1 << 0 ),
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MK_VIOLATION = ( 1 << 3 ),
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MK_LOCKED = ( 1 << 4 ),
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MK_DP_COUPLED = ( 1 << 5 )
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};
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class ITEM;
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class HOLE;
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struct COLLISION_SEARCH_CONTEXT;
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class ITEM_OWNER {};
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class OWNABLE_ITEM
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{
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public:
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OWNABLE_ITEM() :
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m_owner( nullptr )
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{}
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/**
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* Return the owner of this item, or NULL if there's none.
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*/
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const ITEM_OWNER* Owner() const { return m_owner; }
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/**
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* Set the node that owns this item. An item can belong to a single NODE or be unowned.
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*/
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void SetOwner( const ITEM_OWNER* aOwner ) { m_owner = aOwner; }
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/**
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* @return true if the item is owned by the node aNode.
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*/
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bool BelongsTo( const ITEM_OWNER* aNode ) const
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{
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return m_owner == aNode;
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}
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protected:
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const ITEM_OWNER *m_owner;
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};
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/**
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* Base class for PNS router board items.
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*
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* Implements the shared properties of all PCB items net, spanned layers, geometric shape and
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* reference to owning model.
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*/
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class ITEM : public OWNABLE_ITEM, public ITEM_OWNER
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{
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public:
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static const int UnusedNet = INT_MAX;
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///< Supported item types
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enum PnsKind
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{
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SOLID_T = 1,
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LINE_T = 2,
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JOINT_T = 4,
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SEGMENT_T = 8,
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ARC_T = 16,
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VIA_T = 32,
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DIFF_PAIR_T = 64,
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HOLE_T = 128,
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ANY_T = 0xffff
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};
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ITEM( PnsKind aKind )
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{
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m_net = UnusedNet;
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m_movable = true;
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m_kind = aKind;
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m_parent = nullptr;
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m_owner = nullptr;
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m_marker = 0;
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m_rank = -1;
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m_routable = true;
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m_isVirtual = false;
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m_isFreePad = false;
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m_isCompoundShapePrimitive = false;
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}
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ITEM( const ITEM& aOther )
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{
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m_layers = aOther.m_layers;
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m_net = aOther.m_net;
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m_movable = aOther.m_movable;
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m_kind = aOther.m_kind;
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m_parent = aOther.m_parent;
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m_owner = nullptr;
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m_marker = aOther.m_marker;
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m_rank = aOther.m_rank;
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m_routable = aOther.m_routable;
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m_isVirtual = aOther.m_isVirtual;
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m_isFreePad = aOther.m_isFreePad;
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m_isCompoundShapePrimitive = aOther.m_isCompoundShapePrimitive;
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}
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virtual ~ITEM();
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/**
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* Return a deep copy of the item.
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*/
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virtual ITEM* Clone() const = 0;
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/*
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* Returns a convex polygon "hull" of a the item, that is used as the walk-around path.
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*
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* @param aClearance defines how far from the body of the item the hull should be,
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* @param aWalkaroundThickness is the width of the line that walks around this hull.
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*/
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virtual const SHAPE_LINE_CHAIN Hull( int aClearance = 0, int aWalkaroundThickness = 0,
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int aLayer = -1 ) const
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{
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return SHAPE_LINE_CHAIN();
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}
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/**
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* Return the type (kind) of the item.
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*/
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PnsKind Kind() const
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{
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return m_kind;
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}
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/**
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* @return true if the item's type matches the mask \a aKindMask.
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*/
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bool OfKind( int aKindMask ) const
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{
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return ( aKindMask & m_kind ) != 0;
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}
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/**
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* @return the kind of the item, as string
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*/
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std::string KindStr() const;
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void SetParent( BOARD_ITEM* aParent ) { m_parent = aParent; }
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BOARD_ITEM* Parent() const { return m_parent; }
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/**
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* @return the BOARD_ITEM, even if it's not the direct parent.
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*/
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virtual BOARD_ITEM* BoardItem() const { return m_parent; }
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void SetNet( int aNet ) { m_net = aNet; }
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virtual int Net() const { return m_net; }
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const LAYER_RANGE& Layers() const { return m_layers; }
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void SetLayers( const LAYER_RANGE& aLayers ) { m_layers = aLayers; }
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void SetLayer( int aLayer ) { m_layers = LAYER_RANGE( aLayer, aLayer ); }
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virtual int Layer() const { return Layers().Start(); }
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/**
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* Return true if the set of layers spanned by aOther overlaps our layers.
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*/
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bool LayersOverlap( const ITEM* aOther ) const
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{
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return Layers().Overlaps( aOther->Layers() );
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}
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/**
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* Check for a collision (clearance violation) with between us and item \a aOther.
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*
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* Collision checking takes all PCB stuff into account (layers, nets, DRC rules).
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* Optionally returns a minimum translation vector for force propagation algorithm.
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*
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* @param aOther is the item to check collision against.
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* @return true, if a collision was found.
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*/
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bool Collide( const ITEM* aHead, const NODE* aNode,
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COLLISION_SEARCH_CONTEXT* aCtx = nullptr ) const;
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/**
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* Return the geometrical shape of the item. Used for collision detection and spatial indexing.
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*/
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virtual const SHAPE* Shape() const
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{
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return nullptr;
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}
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virtual void Mark( int aMarker ) const { m_marker = aMarker; }
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virtual void Unmark( int aMarker = -1 ) const { m_marker &= ~aMarker; }
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virtual int Marker() const { return m_marker; }
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virtual void SetRank( int aRank ) { m_rank = aRank; }
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virtual int Rank() const { return m_rank; }
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virtual VECTOR2I Anchor( int n ) const
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{
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return VECTOR2I();
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}
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virtual int AnchorCount() const
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{
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return 0;
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}
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bool IsLocked() const
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{
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return Marker() & MK_LOCKED;
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}
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void SetRoutable( bool aRoutable ) { m_routable = aRoutable; }
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bool IsRoutable() const { return m_routable; }
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void SetIsFreePad( bool aIsFreePad = true ) { m_isFreePad = aIsFreePad; }
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bool IsFreePad() const { return m_isFreePad; }
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virtual ITEM* ParentPadVia() const { return nullptr; }
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virtual bool HasSameParentPadVia( const ITEM* aOther ) const
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{
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return ParentPadVia() && aOther->ParentPadVia()
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&& ParentPadVia()->Parent() == aOther->ParentPadVia()->Parent();
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}
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bool IsVirtual() const
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{
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return m_isVirtual;
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}
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void SetIsCompoundShapePrimitive() { m_isCompoundShapePrimitive = true; }
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bool IsCompoundShapePrimitive() const { return m_isCompoundShapePrimitive; }
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virtual bool HasHole() const { return false; }
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virtual HOLE *Hole() const { return nullptr; }
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virtual void SetHole( HOLE* aHole ) {};
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virtual const std::string Format() const;
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private:
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bool collideSimple( const ITEM* aHead, const NODE* aNode,
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COLLISION_SEARCH_CONTEXT* aCtx ) const;
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protected:
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PnsKind m_kind;
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BOARD_ITEM* m_parent;
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LAYER_RANGE m_layers;
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bool m_movable;
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int m_net;
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mutable int m_marker;
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int m_rank;
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bool m_routable;
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bool m_isVirtual;
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bool m_isFreePad;
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bool m_isCompoundShapePrimitive;
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};
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template<typename T, typename S>
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std::unique_ptr<T> ItemCast( std::unique_ptr<S> aPtr )
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{
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static_assert( std::is_base_of<ITEM, S>::value, "Need to be handed a ITEM!" );
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static_assert( std::is_base_of<ITEM, T>::value, "Need to cast to an ITEM!" );
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return std::unique_ptr<T>( static_cast<T*>( aPtr.release() ) );
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}
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template<typename T>
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std::unique_ptr< typename std::remove_const<T>::type > Clone( const T& aItem )
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{
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static_assert( std::is_base_of<ITEM, T>::value, "Need to be handed an ITEM!" );
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return std::unique_ptr<typename std::remove_const<T>::type>( aItem.Clone() );
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}
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}
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#endif // __PNS_ITEM_H
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