419 lines
11 KiB
C++
419 lines
11 KiB
C++
/*
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* KiRouter - a push-and-(sometimes-)shove PCB router
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*
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* Copyright (C) 2013-2014 CERN
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* Copyright (C) 2016-2020 KiCad Developers, see AUTHORS.txt for contributors.
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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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#include <core/optional.h>
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#include <geometry/shape_line_chain.h>
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#include "pns_walkaround.h"
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#include "pns_optimizer.h"
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#include "pns_utils.h"
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#include "pns_router.h"
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#include "pns_debug_decorator.h"
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namespace PNS {
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void WALKAROUND::start( const LINE& aInitialPath )
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{
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m_iteration = 0;
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m_iterationLimit = 50;
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}
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NODE::OPT_OBSTACLE WALKAROUND::nearestObstacle( const LINE& aPath )
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{
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NODE::OPT_OBSTACLE obs = m_world->NearestObstacle( &aPath, m_itemMask, m_restrictedSet.empty() ? NULL : &m_restrictedSet );
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if( m_restrictedSet.empty() )
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return obs;
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else if( obs && m_restrictedSet.find ( obs->m_item ) != m_restrictedSet.end() )
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return obs;
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return NODE::OPT_OBSTACLE();
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}
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WALKAROUND::WALKAROUND_STATUS WALKAROUND::singleStep( LINE& aPath,
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bool aWindingDirection )
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{
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OPT<OBSTACLE>& current_obs =
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aWindingDirection ? m_currentObstacle[0] : m_currentObstacle[1];
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if( !current_obs )
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return DONE;
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SHAPE_LINE_CHAIN path_walk[2];
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if( aPath.PointCount() > 1 )
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{
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VECTOR2I last = aPath.CPoint( -1 );
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if( ( current_obs->m_hull ).PointInside( last ) || ( current_obs->m_hull ).PointOnEdge( last ) )
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{
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m_recursiveBlockageCount++;
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if( m_recursiveBlockageCount < 3 )
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aPath.Line().Append( current_obs->m_hull.NearestPoint( last ) );
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else
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{
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aPath = aPath.ClipToNearestObstacle( m_world );
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return DONE;
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}
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}
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}
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aPath.Walkaround( current_obs->m_hull, path_walk[0],
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aWindingDirection );
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aPath.Walkaround( current_obs->m_hull, path_walk[1],
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!aWindingDirection );
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if( !aPath.Walkaround( current_obs->m_hull, path_walk[1], !aWindingDirection ) )
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return STUCK;
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auto l =aPath.CLine();
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#if 0
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if( m_logger )
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{
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m_logger->NewGroup( aWindingDirection ? "walk-cw" : "walk-ccw", m_iteration );
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m_logger->Log( &path_walk[0], 0, "path_walk" );
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m_logger->Log( &path_pre[0], 1, "path_pre" );
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m_logger->Log( &path_post[0], 4, "path_post" );
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m_logger->Log( ¤t_obs->m_hull, 2, "hull" );
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m_logger->Log( current_obs->m_item, 3, "item" );
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}
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#endif
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if ( Dbg() )
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{
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Dbg()->BeginGroup("hull/walk");
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char name[128];
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snprintf(name, sizeof(name), "hull-%s-%d", aWindingDirection ? "cw" : "ccw", m_iteration );
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Dbg()->AddLine( current_obs->m_hull, 1, 1, name);
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snprintf(name, sizeof(name), "path-%s-%d", aWindingDirection ? "cw" : "ccw", m_iteration );
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Dbg()->AddLine( aPath.CLine(), 2, 1, name );
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Dbg()->EndGroup();
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}
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int len_pre = path_walk[0].Length();
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int len_alt = path_walk[1].Length();
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LINE walk_path( aPath, path_walk[1] );
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bool alt_collides = static_cast<bool>( m_world->CheckColliding( &walk_path, m_itemMask ) );
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SHAPE_LINE_CHAIN pnew;
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/*if( !m_forceLongerPath && len_alt < len_pre && !alt_collides && !prev_recursive )
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{
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pnew = path_pre[1];
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pnew.Append( path_walk[1] );
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pnew.Append( path_post[1] );
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if( !path_post[1].PointCount() || !path_walk[1].PointCount() )
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current_obs = nearestObstacle( LINE( aPath, path_pre[1] ) );
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else
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current_obs = nearestObstacle( LINE( aPath, path_post[1] ) );
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}
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else*/
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{
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pnew = path_walk[0];
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current_obs = nearestObstacle( LINE( aPath, path_walk[0] ) );
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}
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pnew.Simplify();
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aPath.SetShape( pnew );
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return IN_PROGRESS;
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}
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bool clipToLoopStart( SHAPE_LINE_CHAIN& l )
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{
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auto ip = l.SelfIntersecting();
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if(!ip)
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return false;
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else {
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int pidx = l.Split( ip->p );
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auto lead = l.Slice(0, pidx);
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auto tail = l.Slice(pidx + 1, -1);
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int pidx2 = tail.Split( ip->p );
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auto dbg = ROUTER::GetInstance()->GetInterface()->GetDebugDecorator();
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dbg->AddPoint( ip->p, 5 );
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l = lead;
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l.Append( tail.Slice( 0, pidx2 ) );
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//l = l.Slice(0, pidx);
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return true;
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}
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}
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const WALKAROUND::RESULT WALKAROUND::Route( const LINE& aInitialPath )
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{
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LINE path_cw( aInitialPath ), path_ccw( aInitialPath );
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WALKAROUND_STATUS s_cw = IN_PROGRESS, s_ccw = IN_PROGRESS;
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SHAPE_LINE_CHAIN best_path;
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RESULT result;
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// special case for via-in-the-middle-of-track placement
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if( aInitialPath.PointCount() <= 1 )
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{
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if( aInitialPath.EndsWithVia() && m_world->CheckColliding( &aInitialPath.Via(), m_itemMask ) )
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return RESULT( STUCK, STUCK );
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return RESULT( DONE, DONE, aInitialPath, aInitialPath );
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}
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start( aInitialPath );
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m_currentObstacle[0] = m_currentObstacle[1] = nearestObstacle( aInitialPath );
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m_recursiveBlockageCount = 0;
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result.lineCw = aInitialPath;
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result.lineCcw = aInitialPath;
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if( m_forceWinding )
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{
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s_cw = m_forceCw ? IN_PROGRESS : STUCK;
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s_ccw = m_forceCw ? STUCK : IN_PROGRESS;
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m_forceSingleDirection = true;
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} else {
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m_forceSingleDirection = false;
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}
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while( m_iteration < m_iterationLimit )
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{
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if( s_cw != STUCK )
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s_cw = singleStep( path_cw, true );
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if( s_ccw != STUCK )
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s_ccw = singleStep( path_ccw, false );
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auto old = path_cw.CLine();
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if( clipToLoopStart( path_cw.Line() ) )
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s_cw = ALMOST_DONE;
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if( clipToLoopStart( path_ccw.Line() ) )
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s_ccw = ALMOST_DONE;
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if( s_cw != IN_PROGRESS )
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{
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result.lineCw = path_cw;
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result.statusCw = s_cw;
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}
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if( s_ccw != IN_PROGRESS )
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{
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result.lineCcw = path_ccw;
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result.statusCcw = s_ccw;
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}
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if( s_cw != IN_PROGRESS && s_ccw != IN_PROGRESS )
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break;
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m_iteration++;
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}
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if( s_cw == IN_PROGRESS )
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{
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result.lineCw = path_cw;
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result.statusCw = ALMOST_DONE;
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}
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if( s_ccw == IN_PROGRESS )
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{
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result.lineCcw = path_ccw;
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result.statusCcw = ALMOST_DONE;
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}
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result.lineCw.Line().Simplify();
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result.lineCcw.Line().Simplify();
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if( result.lineCw.SegmentCount() < 1 || result.lineCw.CPoint( 0 ) != aInitialPath.CPoint( 0 ) )
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{
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result.statusCw = STUCK;
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}
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if( result.lineCw.PointCount() > 0 && result.lineCw.CPoint( -1 ) != aInitialPath.CPoint( -1 ) )
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{
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result.statusCw = ALMOST_DONE;
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}
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if( result.lineCcw.SegmentCount() < 1 || result.lineCcw.CPoint( 0 ) != aInitialPath.CPoint( 0 ) )
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{
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result.statusCcw = STUCK;
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}
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if( result.lineCcw.PointCount() > 0 && result.lineCcw.CPoint( -1 ) != aInitialPath.CPoint( -1 ) )
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{
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result.statusCcw = ALMOST_DONE;
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}
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return result;
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}
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WALKAROUND::WALKAROUND_STATUS WALKAROUND::Route( const LINE& aInitialPath,
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LINE& aWalkPath, bool aOptimize )
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{
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LINE path_cw( aInitialPath ), path_ccw( aInitialPath );
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WALKAROUND_STATUS s_cw = IN_PROGRESS, s_ccw = IN_PROGRESS;
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SHAPE_LINE_CHAIN best_path;
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// special case for via-in-the-middle-of-track placement
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if( aInitialPath.PointCount() <= 1 )
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{
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if( aInitialPath.EndsWithVia() && m_world->CheckColliding( &aInitialPath.Via(), m_itemMask ) )
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return STUCK;
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aWalkPath = aInitialPath;
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return DONE;
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}
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start( aInitialPath );
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m_currentObstacle[0] = m_currentObstacle[1] = nearestObstacle( aInitialPath );
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m_recursiveBlockageCount = 0;
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aWalkPath = aInitialPath;
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if( m_forceWinding )
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{
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s_cw = m_forceCw ? IN_PROGRESS : STUCK;
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s_ccw = m_forceCw ? STUCK : IN_PROGRESS;
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m_forceSingleDirection = true;
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} else {
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m_forceSingleDirection = false;
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}
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while( m_iteration < m_iterationLimit )
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{
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if( s_cw != STUCK )
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s_cw = singleStep( path_cw, true );
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if( s_ccw != STUCK )
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s_ccw = singleStep( path_ccw, false );
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if( ( s_cw == DONE && s_ccw == DONE ) || ( s_cw == STUCK && s_ccw == STUCK ) )
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{
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int len_cw = path_cw.CLine().Length();
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int len_ccw = path_ccw.CLine().Length();
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if( m_forceLongerPath )
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aWalkPath = ( len_cw > len_ccw ? path_cw : path_ccw );
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else
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aWalkPath = ( len_cw < len_ccw ? path_cw : path_ccw );
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break;
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}
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else if( s_cw == DONE && !m_forceLongerPath )
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{
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aWalkPath = path_cw;
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break;
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}
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else if( s_ccw == DONE && !m_forceLongerPath )
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{
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aWalkPath = path_ccw;
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break;
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}
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m_iteration++;
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}
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if( m_iteration == m_iterationLimit )
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{
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int len_cw = path_cw.CLine().Length();
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int len_ccw = path_ccw.CLine().Length();
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if( m_forceLongerPath )
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aWalkPath = ( len_cw > len_ccw ? path_cw : path_ccw );
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else
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aWalkPath = ( len_cw < len_ccw ? path_cw : path_ccw );
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}
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if( m_cursorApproachMode )
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{
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// int len_cw = path_cw.GetCLine().Length();
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// int len_ccw = path_ccw.GetCLine().Length();
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bool found = false;
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SHAPE_LINE_CHAIN l = aWalkPath.CLine();
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for( int i = 0; i < l.SegmentCount(); i++ )
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{
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const SEG s = l.Segment( i );
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VECTOR2I nearest = s.NearestPoint( m_cursorPos );
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VECTOR2I::extended_type dist_a = ( s.A - m_cursorPos ).SquaredEuclideanNorm();
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VECTOR2I::extended_type dist_b = ( s.B - m_cursorPos ).SquaredEuclideanNorm();
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VECTOR2I::extended_type dist_n = ( nearest - m_cursorPos ).SquaredEuclideanNorm();
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if( dist_n <= dist_a && dist_n < dist_b )
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{
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l.Remove( i + 1, -1 );
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l.Append( nearest );
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l.Simplify();
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found = true;
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break;
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}
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}
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if( found )
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{
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aWalkPath = aInitialPath;
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aWalkPath.SetShape( l );
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}
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}
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aWalkPath.Line().Simplify();
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if( aWalkPath.SegmentCount() < 1 )
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return STUCK;
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if( aWalkPath.CPoint( -1 ) != aInitialPath.CPoint( -1 ) )
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return ALMOST_DONE;
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if( aWalkPath.CPoint( 0 ) != aInitialPath.CPoint( 0 ) )
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return STUCK;
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WALKAROUND_STATUS st = s_ccw == DONE || s_cw == DONE ? DONE : STUCK;
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if( st == DONE )
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{
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if( aOptimize )
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OPTIMIZER::Optimize( &aWalkPath, OPTIMIZER::MERGE_OBTUSE, m_world );
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}
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return st;
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}
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}
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