227 lines
6.5 KiB
C++
227 lines
6.5 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 CERN
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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.or/licenses/>.
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*/
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#include <boost/foreach.hpp>
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#include <boost/optional.hpp>
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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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using boost::optional;
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void PNS_WALKAROUND::start( const PNS_LINE& aInitialPath )
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{
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m_iteration = 0;
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m_iteration_limit = 50;
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}
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PNS_NODE::OptObstacle PNS_WALKAROUND::nearestObstacle( const PNS_LINE& aPath )
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{
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return m_world->NearestObstacle( &aPath,
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m_solids_only ? (PNS_ITEM::SOLID | PNS_ITEM::VIA) : PNS_ITEM::ANY );
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}
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PNS_WALKAROUND::WalkaroundStatus PNS_WALKAROUND::singleStep( PNS_LINE& aPath,
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bool aWindingDirection )
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{
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optional<PNS_OBSTACLE>& current_obs =
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aWindingDirection ? m_currentObstacle[0] : m_currentObstacle[1];
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bool& prev_recursive = aWindingDirection ? m_recursiveCollision[0] : m_recursiveCollision[1];
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if( !current_obs )
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return DONE;
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SHAPE_LINE_CHAIN path_pre[2], path_walk[2], path_post[2];
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VECTOR2I last = aPath.GetCLine().CPoint( -1 );
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if( ( current_obs->hull ).PointInside( last ) )
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{
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m_recursiveBlockageCount++;
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if( m_recursiveBlockageCount < 3 )
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aPath.GetLine().Append( current_obs->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 STUCK;
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}
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}
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aPath.NewWalkaround( current_obs->hull, path_pre[0], path_walk[0],
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path_post[0], aWindingDirection );
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aPath.NewWalkaround( current_obs->hull, path_pre[1], path_walk[1],
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path_post[1], !aWindingDirection );
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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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PNS_LINE walk_path( aPath, path_walk[1] );
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bool alt_collides = m_world->CheckColliding( &walk_path,
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m_solids_only ? PNS_ITEM::SOLID : PNS_ITEM::ANY );
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SHAPE_LINE_CHAIN pnew;
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if( !m_forceSingleDirection && 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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current_obs = nearestObstacle( PNS_LINE( aPath, path_post[1] ) );
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prev_recursive = false;
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}
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else
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{
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pnew = path_pre[0];
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pnew.Append( path_walk[0] );
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pnew.Append( path_post[0] );
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current_obs = nearestObstacle( PNS_LINE( aPath, path_walk[0] ) );
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if( !current_obs )
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{
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prev_recursive = false;
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current_obs = nearestObstacle( PNS_LINE( aPath, path_post[0] ) );
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}
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else
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prev_recursive = true;
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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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PNS_WALKAROUND::WalkaroundStatus PNS_WALKAROUND::Route( const PNS_LINE& aInitialPath,
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PNS_LINE& aWalkPath,
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bool aOptimize )
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{
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PNS_LINE path_cw( aInitialPath ), path_ccw( aInitialPath );
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WalkaroundStatus s_cw = IN_PROGRESS, s_ccw = IN_PROGRESS;
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SHAPE_LINE_CHAIN best_path;
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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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while( m_iteration < m_iteration_limit )
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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.GetCLine().Length();
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int len_ccw = path_ccw.GetCLine().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_iteration_limit )
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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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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.GetCLine();
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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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// PNSDisplayDebugLine( l, 3 );
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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.SetWorld( m_world );
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aWalkPath.GetLine().Simplify();
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WalkaroundStatus st = s_ccw == DONE || s_cw == DONE ? DONE : STUCK;
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if( aOptimize && st == DONE )
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PNS_OPTIMIZER::Optimize( &aWalkPath, PNS_OPTIMIZER::MERGE_OBTUSE, m_world );
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return st;
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}
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