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