kicad/pcbnew/router/pns_node.h

511 lines
15 KiB
C++

/*
* KiRouter - a push-and-(sometimes-)shove PCB router
*
* Copyright (C) 2013-2014 CERN
* Copyright (C) 2016 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/>.
*/
#ifndef __PNS_NODE_H
#define __PNS_NODE_H
#include <vector>
#include <list>
#include <unordered_set>
#include <unordered_map>
#include <core/optional.h>
#include <geometry/shape.h>
#include <geometry/shape_line_chain.h>
#include <geometry/shape_index.h>
#include "pns_item.h"
#include "pns_joint.h"
#include "pns_itemset.h"
namespace PNS {
class SEGMENT;
class LINE;
class SOLID;
class VIA;
class INDEX;
class ROUTER;
class NODE;
/**
* Class RULE_RESOLVER
*
* An abstract function object, returning a design rule (clearance, diff pair gap, etc) required between two items.
**/
class RULE_RESOLVER
{
public:
virtual ~RULE_RESOLVER() {}
virtual int Clearance( const ITEM* aA, const ITEM* aB ) const = 0;
virtual int Clearance( int aNetCode ) const = 0;
virtual void OverrideClearance( bool aEnable, int aNetA = 0, int aNetB = 0, int aClearance = 0 ) = 0;
virtual void UseDpGap( bool aUseDpGap ) = 0;
virtual int DpCoupledNet( int aNet ) = 0;
virtual int DpNetPolarity( int aNet ) = 0;
virtual bool DpNetPair( ITEM* aItem, int& aNetP, int& aNetN ) = 0;
virtual wxString NetName( int aNet ) = 0;
};
/**
* Struct OBSTACLE
*
* Holds an object colliding with another object, along with
* some useful data about the collision.
**/
struct OBSTACLE
{
///> Item we search collisions with
const ITEM* m_head;
///> Item found to be colliding with m_head
ITEM* m_item;
///> Hull of the colliding m_item
SHAPE_LINE_CHAIN m_hull;
///> First and last intersection point between the head item and the hull
///> of the colliding m_item
VECTOR2I m_ipFirst, m_ipLast;
///> ... and the distance thereof
int m_distFirst, m_distLast;
};
/**
* Struct OBSTACLE_VISITOR
**/
class OBSTACLE_VISITOR {
public:
OBSTACLE_VISITOR( const ITEM* aItem );
void SetWorld( const NODE* aNode, const NODE* aOverride = NULL );
virtual bool operator()( ITEM* aCandidate ) = 0;
protected:
bool visit( ITEM* aCandidate );
///> the item we are looking for collisions with
const ITEM* m_item;
///> node we are searching in (either root or a branch)
const NODE* m_node;
///> node that overrides root entries
const NODE* m_override;
///> additional clearance
int m_extraClearance;
};
/**
* Class NODE
*
* Keeps the router "world" - i.e. all the tracks, vias, solids in a
* hierarchical and indexed way.
* Features:
* - spatial-indexed container for PCB item shapes
* - collision search & clearance checking
* - assembly of lines connecting joints, finding loops and unique paths
* - lightweight cloning/branching (for recursive optimization and shove
* springback)
**/
class NODE
{
public:
typedef OPT<OBSTACLE> OPT_OBSTACLE;
typedef std::vector<ITEM*> ITEM_VECTOR;
typedef std::vector<OBSTACLE> OBSTACLES;
NODE();
~NODE();
///> Returns the expected clearance between items a and b.
int GetClearance( const ITEM* aA, const ITEM* aB ) const;
///> Returns the pre-set worst case clearance between any pair of items
int GetMaxClearance() const
{
return m_maxClearance;
}
///> Sets the worst-case clerance between any pair of items
void SetMaxClearance( int aClearance )
{
m_maxClearance = aClearance;
}
///> Assigns a clerance resolution function object
void SetRuleResolver( RULE_RESOLVER* aFunc )
{
m_ruleResolver = aFunc;
}
RULE_RESOLVER* GetRuleResolver()
{
return m_ruleResolver;
}
///> Returns the number of joints
int JointCount() const
{
return m_joints.size();
}
///> Returns the number of nodes in the inheritance chain (wrs to the root node)
int Depth() const
{
return m_depth;
}
/**
* Function QueryColliding()
*
* Finds items collliding (closer than clearance) with the item aItem.
* @param aItem item to check collisions against
* @param aObstacles set of colliding objects found
* @param aKindMask mask of obstacle types to take into account
* @param aLimitCount stop looking for collisions after finding this number of colliding items
* @return number of obstacles found
*/
int QueryColliding( const ITEM* aItem,
OBSTACLES& aObstacles,
int aKindMask = ITEM::ANY_T,
int aLimitCount = -1,
bool aDifferentNetsOnly = true,
int aForceClearance = -1 );
int QueryColliding( const ITEM* aItem,
OBSTACLE_VISITOR& aVisitor
);
/**
* Function NearestObstacle()
*
* Follows the line in search of an obstacle that is nearest to the starting to the line's starting
* point.
* @param aItem the item to find collisions with
* @param aKindMask mask of obstacle types to take into account
* @return the obstacle, if found, otherwise empty.
*/
OPT_OBSTACLE NearestObstacle( const LINE* aItem,
int aKindMask = ITEM::ANY_T,
const std::set<ITEM*>* aRestrictedSet = NULL );
/**
* Function CheckColliding()
*
* Checks if the item collides with anything else in the world,
* and if found, returns the obstacle.
* @param aItem the item to find collisions with
* @param aKindMask mask of obstacle types to take into account
* @return the obstacle, if found, otherwise empty.
*/
OPT_OBSTACLE CheckColliding( const ITEM* aItem,
int aKindMask = ITEM::ANY_T );
/**
* Function CheckColliding()
*
* Checks if any item in the set collides with anything else in the world,
* and if found, returns the obstacle.
* @param aSet set of items to find collisions with
* @param aKindMask mask of obstacle types to take into account
* @return the obstacle, if found, otherwise empty.
*/
OPT_OBSTACLE CheckColliding( const ITEM_SET& aSet,
int aKindMask = ITEM::ANY_T );
/**
* Function CheckColliding()
*
* Checks if 2 items collide.
* and if found, returns the obstacle.
* @param aItemA first item to find collisions with
* @param aItemB second item to find collisions with
* @param aKindMask mask of obstacle types to take into account
* @return the obstacle, if found, otherwise empty.
*/
bool CheckColliding( const ITEM* aItemA,
const ITEM* aItemB,
int aKindMask = ITEM::ANY_T,
int aForceClearance = -1 );
/**
* Function HitTest()
*
* Finds all items that contain the point aPoint.
* @param aPoint the point
* @return the items
*/
const ITEM_SET HitTest( const VECTOR2I& aPoint ) const;
/**
* Function Add()
*
* Adds an item to the current node.
* @param aSegment item to add
* @param aAllowRedundant if true, duplicate items are allowed (e.g. a segment or via
* @return true if added
* at the same coordinates as an existing one)
*/
bool Add( std::unique_ptr< SEGMENT > aSegment, bool aAllowRedundant = false );
void Add( std::unique_ptr< SOLID > aSolid );
void Add( std::unique_ptr< VIA > aVia );
void Add( LINE& aLine, bool aAllowRedundant = false );
private:
void Add( std::unique_ptr< ITEM > aItem, bool aAllowRedundant = false );
public:
/**
* Function Remove()
*
* Just as the name says, removes an item from this branch.
*/
void Remove( SOLID* aSolid );
void Remove( VIA* aVia );
void Remove( SEGMENT* aSegment );
void Remove( ITEM* aItem );
public:
/**
* Function Remove()
*
* Just as the name says, removes a line from this branch.
* @param aLine item to remove
*/
void Remove( LINE& aLine );
/**
* Function Replace()
*
* Just as the name says, replaces an item with another one.
* @param aOldItem item to be removed
* @param aNewItem item add instead
*/
void Replace( ITEM* aOldItem, std::unique_ptr< ITEM > aNewItem );
void Replace( LINE& aOldLine, LINE& aNewLine );
/**
* Function Branch()
*
* Creates a lightweight copy (called branch) of self that tracks
* the changes (added/removed items) wrs to the root. Note that if there are
* any branches in use, their parents must NOT be deleted.
* @return the new branch
*/
NODE* Branch();
/**
* Function AssembleLine()
*
* Follows the joint map to assemble a line connecting two non-trivial
* joints starting from segment aSeg.
* @param aSeg the initial segment
* @param aOriginSegmentIndex index of aSeg in the resulting line
* @return the line
*/
const LINE AssembleLine( SEGMENT* aSeg, int* aOriginSegmentIndex = NULL,
bool aStopAtLockedJoints = false );
///> Prints the contents and joints structure
void Dump( bool aLong = false );
/**
* Function GetUpdatedItems()
*
* Returns the lists of items removed and added in this branch, with
* respect to the root branch.
* @param aRemoved removed items
* @param aAdded added items
*/
void GetUpdatedItems( ITEM_VECTOR& aRemoved, ITEM_VECTOR& aAdded );
/**
* Function Commit()
*
* Applies the changes from a given branch (aNode) to the root branch. Called on
* a non-root branch will fail. Calling commit also kills all children nodes of the root branch.
* @param aNode node to commit changes from
*/
void Commit( NODE* aNode );
/**
* Function FindJoint()
*
* Searches for a joint at a given position, layer and belonging to given net.
* @return the joint, if found, otherwise empty
*/
JOINT* FindJoint( const VECTOR2I& aPos, int aLayer, int aNet );
void LockJoint( const VECTOR2I& aPos, const ITEM* aItem, bool aLock );
/**
* Function FindJoint()
*
* Searches for a joint at a given position, linked to given item.
* @return the joint, if found, otherwise empty
*/
JOINT* FindJoint( const VECTOR2I& aPos, const ITEM* aItem )
{
return FindJoint( aPos, aItem->Layers().Start(), aItem->Net() );
}
#if 0
void MapConnectivity( JOINT* aStart, std::vector<JOINT*> & aFoundJoints );
ITEM* NearestUnconnectedItem( JOINT* aStart, int* aAnchor = NULL,
int aKindMask = ITEM::ANY_T);
#endif
///> finds all lines between a pair of joints. Used by the loop removal procedure.
int FindLinesBetweenJoints( JOINT& aA,
JOINT& aB,
std::vector<LINE>& aLines );
///> finds the joints corresponding to the ends of line aLine
void FindLineEnds( const LINE& aLine, JOINT& aA, JOINT& aB );
///> Destroys all child nodes. Applicable only to the root node.
void KillChildren();
void AllItemsInNet( int aNet, std::set<ITEM*>& aItems );
void ClearRanks( int aMarkerMask = MK_HEAD | MK_VIOLATION );
int FindByMarker( int aMarker, ITEM_SET& aItems );
int RemoveByMarker( int aMarker );
ITEM* FindItemByParent( const BOARD_CONNECTED_ITEM* aParent );
bool HasChildren() const
{
return !m_children.empty();
}
///> checks if this branch contains an updated version of the m_item
///> from the root branch.
bool Overrides( ITEM* aItem ) const
{
return m_override.find( aItem ) != m_override.end();
}
private:
struct DEFAULT_OBSTACLE_VISITOR;
typedef std::unordered_multimap<JOINT::HASH_TAG, JOINT, JOINT::JOINT_TAG_HASH> JOINT_MAP;
typedef JOINT_MAP::value_type TagJointPair;
/// nodes are not copyable
NODE( const NODE& aB );
NODE& operator=( const NODE& aB );
///> tries to find matching joint and creates a new one if not found
JOINT& touchJoint( const VECTOR2I& aPos,
const LAYER_RANGE& aLayers,
int aNet );
///> touches a joint and links it to an m_item
void linkJoint( const VECTOR2I& aPos, const LAYER_RANGE& aLayers, int aNet, ITEM* aWhere );
///> unlinks an item from a joint
void unlinkJoint( const VECTOR2I& aPos, const LAYER_RANGE& aLayers, int aNet, ITEM* aWhere );
///> helpers for adding/removing items
void addSolid( SOLID* aSeg );
void addSegment( SEGMENT* aSeg );
void addVia( VIA* aVia );
void removeLine( LINE& aLine );
void removeSolidIndex( SOLID* aSeg );
void removeSegmentIndex( SEGMENT* aSeg );
void removeViaIndex( VIA* aVia );
void doRemove( ITEM* aItem );
void unlinkParent();
void releaseChildren();
void releaseGarbage();
bool isRoot() const
{
return m_parent == NULL;
}
SEGMENT* findRedundantSegment( const VECTOR2I& A, const VECTOR2I& B,
const LAYER_RANGE & lr, int aNet );
SEGMENT* findRedundantSegment( SEGMENT* aSeg );
///> scans the joint map, forming a line starting from segment (current).
void followLine( SEGMENT* aCurrent,
bool aScanDirection,
int& aPos,
int aLimit,
VECTOR2I* aCorners,
SEGMENT** aSegments,
bool& aGuardHit,
bool aStopAtLockedJoints );
///> hash table with the joints, linking the items. Joints are hashed by
///> their position, layer set and net.
JOINT_MAP m_joints;
///> node this node was branched from
NODE* m_parent;
///> root node of the whole hierarchy
NODE* m_root;
///> list of nodes branched from this one
std::set<NODE*> m_children;
///> hash of root's items that have been changed in this node
std::unordered_set<ITEM*> m_override;
///> worst case item-item clearance
int m_maxClearance;
///> Design rules resolver
RULE_RESOLVER* m_ruleResolver;
///> Geometric/Net index of the items
INDEX* m_index;
///> depth of the node (number of parent nodes in the inheritance chain)
int m_depth;
std::unordered_set<ITEM*> m_garbageItems;
};
}
#endif