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/*
* KiRouter - a push-and-(sometimes-)shove PCB router * * Copyright (C) 2013-2019 CERN * Copyright (C) 2016-2023 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/>.
*/
#include <vector>
#include <cassert>
#include <utility>
#include <math/vector2d.h>
#include <geometry/seg.h>
#include <geometry/shape_line_chain.h>
#include <zone.h>
#include <wx/log.h>
#include "pns_arc.h"
#include "pns_item.h"
#include "pns_itemset.h"
#include "pns_line.h"
#include "pns_node.h"
#include "pns_via.h"
#include "pns_solid.h"
#include "pns_joint.h"
#include "pns_index.h"
#include "pns_debug_decorator.h"
#include "pns_router.h"
#include "pns_utils.h"
namespace PNS {
#ifdef DEBUG
static std::unordered_set<const NODE*> allocNodes;#endif
NODE::NODE(){ m_depth = 0; m_root = this; m_parent = nullptr; m_maxClearance = 800000; // fixme: depends on how thick traces are.
m_ruleResolver = nullptr; m_index = new INDEX;
#ifdef DEBUG
allocNodes.insert( this );#endif
}
NODE::~NODE(){ if( !m_children.empty() ) { wxLogTrace( wxT( "PNS" ), wxT( "attempting to free a node that has kids." ) ); assert( false ); }
#ifdef DEBUG
if( allocNodes.find( this ) == allocNodes.end() ) { wxLogTrace( wxT( "PNS" ), wxT( "attempting to free an already-free'd node." ) ); assert( false ); }
allocNodes.erase( this );#endif
m_joints.clear();
std::vector<const ITEM*> toDelete;
toDelete.reserve( m_index->Size() );
for( ITEM* item : *m_index ) { if( item->BelongsTo( this ) && item->OfKind( ITEM::HOLE_T ) ) {#ifdef DEBUG
HOLE* hole = static_cast<HOLE*>( item );
// If a hole is no longer owned by the same NODE as its parent then we're in a
// heap of trouble.
if( hole->ParentPadVia() && !hole->ParentPadVia()->BelongsTo( this ) ) assert( false );#endif
toDelete.push_back( item ); } }
for( const ITEM* item : toDelete ) { wxLogTrace( wxT( "PNS" ), wxT( "del item %p type %s" ), item, item->KindStr().c_str() ); delete item; }
if( m_ruleResolver ) { m_ruleResolver->ClearCacheForItems( toDelete ); }
releaseGarbage(); unlinkParent();
delete m_index;}
int NODE::GetClearance( const ITEM* aA, const ITEM* aB, bool aUseClearanceEpsilon ) const{ if( !m_ruleResolver ) return 100000;
if( aA->IsVirtual() || aB->IsVirtual() ) return 0;
int cl = m_ruleResolver->Clearance( aA, aB, aUseClearanceEpsilon );
return cl;}
NODE* NODE::Branch(){ NODE* child = new NODE;
m_children.insert( child );
child->m_depth = m_depth + 1; child->m_parent = this; child->m_ruleResolver = m_ruleResolver; child->m_root = isRoot() ? this : m_root; child->m_maxClearance = m_maxClearance;
// Immediate offspring of the root branch needs not copy anything. For the rest, deep-copy
// joints, overridden item maps and pointers to stored items.
if( !isRoot() ) { JOINT_MAP::iterator j;
for( ITEM* item : *m_index ) child->m_index->Add( item );
child->m_joints = m_joints; child->m_override = m_override; }
#if 0
wxLogTrace( wxT( "PNS" ), wxT( "%d items, %d joints, %d overrides" ), child->m_index->Size(), (int) child->m_joints.size(), (int) child->m_override.size() );#endif
return child;}
void NODE::unlinkParent(){ if( isRoot() ) return;
m_parent->m_children.erase( this );}
OBSTACLE_VISITOR::OBSTACLE_VISITOR( const ITEM* aItem ) : m_item( aItem ), m_node( nullptr ), m_override( nullptr ){}
void OBSTACLE_VISITOR::SetWorld( const NODE* aNode, const NODE* aOverride ){ m_node = aNode; m_override = aOverride;}
bool OBSTACLE_VISITOR::visit( ITEM* aCandidate ){ // check if there is a more recent branch with a newer (possibly modified) version of this
// item.
if( m_override && m_override->Overrides( aCandidate ) ) return true;
return false;}
// function object that visits potential obstacles and performs the actual collision refining
struct NODE::DEFAULT_OBSTACLE_VISITOR : public OBSTACLE_VISITOR{ COLLISION_SEARCH_CONTEXT* m_ctx;
DEFAULT_OBSTACLE_VISITOR( COLLISION_SEARCH_CONTEXT* aCtx, const ITEM* aItem ) : OBSTACLE_VISITOR( aItem ), m_ctx( aCtx ) { }
virtual ~DEFAULT_OBSTACLE_VISITOR() { }
bool operator()( ITEM* aCandidate ) override { if( !aCandidate->OfKind( m_ctx->options.m_kindMask ) ) return true;
// Collisions with self aren't a thing; don't spend time on them.
if( m_item == aCandidate ) return true;
if( m_ctx->options.m_filter && !m_ctx->options.m_filter( aCandidate ) ) return true;
if( visit( aCandidate ) ) return true;
if( !aCandidate->Collide( m_item, m_node, m_layerContext.value_or( -1 ), m_ctx ) ) return true;
if( m_ctx->options.m_limitCount > 0 && m_ctx->obstacles.size() >= m_ctx->options.m_limitCount ) return false;
return true; };};
int NODE::QueryColliding( const ITEM* aItem, NODE::OBSTACLES& aObstacles, const COLLISION_SEARCH_OPTIONS& aOpts ) const{ COLLISION_SEARCH_CONTEXT ctx( aObstacles, aOpts );
/// By default, virtual items cannot collide
if( aItem->IsVirtual() ) return 0;
DEFAULT_OBSTACLE_VISITOR visitor( &ctx, aItem );
#ifdef DEBUG
assert( allocNodes.find( this ) != allocNodes.end() );#endif
visitor.SetWorld( this, nullptr );
// first, look for colliding items in the local index
m_index->Query( aItem, m_maxClearance, visitor );
// if we haven't found enough items, look in the root branch as well.
if( !isRoot() && ( ctx.obstacles.size() < aOpts.m_limitCount || aOpts.m_limitCount < 0 ) ) { visitor.SetWorld( m_root, this ); m_root->m_index->Query( aItem, m_maxClearance, visitor ); }
return aObstacles.size();}
NODE::OPT_OBSTACLE NODE::NearestObstacle( const LINE* aLine, const COLLISION_SEARCH_OPTIONS& aOpts ){ DIRECTION_45::CORNER_MODE cornerMode = ROUTER::GetInstance()->Settings().GetCornerMode(); const int clearanceEpsilon = GetRuleResolver()->ClearanceEpsilon(); OBSTACLES obstacleList;
for( int i = 0; i < aLine->CLine().SegmentCount(); i++ ) { // Note: Clearances between &s and other items are cached,
// which means they'll be the same for all segments in the line.
// Disabling the cache will lead to slowness.
const SEGMENT s( *aLine, aLine->CLine().CSegment( i ) ); QueryColliding( &s, obstacleList, aOpts ); }
if( aLine->EndsWithVia() ) QueryColliding( &aLine->Via(), obstacleList, aOpts );
if( obstacleList.empty() ) return OPT_OBSTACLE();
OBSTACLE nearest; nearest.m_head = nullptr; nearest.m_item = nullptr; nearest.m_distFirst = INT_MAX; nearest.m_maxFanoutWidth = 0;
auto updateNearest = [&]( const SHAPE_LINE_CHAIN::INTERSECTION& pt, const OBSTACLE& obstacle ) { int dist = aLine->CLine().PathLength( pt.p, pt.index_their );
if( dist < nearest.m_distFirst ) { nearest = obstacle; nearest.m_distFirst = dist; nearest.m_ipFirst = pt.p; } };
SHAPE_LINE_CHAIN obstacleHull; DEBUG_DECORATOR* debugDecorator = ROUTER::GetInstance()->GetInterface()->GetDebugDecorator(); std::vector<SHAPE_LINE_CHAIN::INTERSECTION> intersectingPts; int layer = aLine->Layer();
for( const OBSTACLE& obstacle : obstacleList ) { int clearance = GetClearance( obstacle.m_item, aLine, aOpts.m_useClearanceEpsilon ) + aLine->Width() / 2;
obstacleHull = obstacle.m_item->Hull( clearance, 0, layer );
if( cornerMode == DIRECTION_45::MITERED_90 || cornerMode == DIRECTION_45::ROUNDED_90 ) { BOX2I bbox = obstacleHull.BBox(); obstacleHull.Clear(); obstacleHull.Append( bbox.GetLeft(), bbox.GetTop() ); obstacleHull.Append( bbox.GetRight(), bbox.GetTop() ); obstacleHull.Append( bbox.GetRight(), bbox.GetBottom() ); obstacleHull.Append( bbox.GetLeft(), bbox.GetBottom() ); } //debugDecorator->AddLine( obstacleHull, 2, 40000, "obstacle-hull-test" );
//debugDecorator->AddLine( aLine->CLine(), 5, 40000, "obstacle-test-line" );
intersectingPts.clear(); HullIntersection( obstacleHull, aLine->CLine(), intersectingPts );
for( const auto& ip : intersectingPts ) { //debugDecorator->AddPoint( ip.p, ip.valid?3:6, 100000, (const char *) wxString::Format("obstacle-isect-point-%d" ).c_str() );
if( ip.valid ) updateNearest( ip, obstacle ); }
if( aLine->EndsWithVia() ) { const VIA& via = aLine->Via(); int viaClearance = GetClearance( obstacle.m_item, &via, aOpts.m_useClearanceEpsilon ) + via.Diameter( aLine->Layer() ) / 2;
obstacleHull = obstacle.m_item->Hull( viaClearance, 0, layer );
if( cornerMode == DIRECTION_45::MITERED_90 || cornerMode == DIRECTION_45::ROUNDED_90 ) { BOX2I bbox = obstacleHull.BBox(); obstacleHull.Clear(); obstacleHull.Append( bbox.GetLeft(), bbox.GetTop() ); obstacleHull.Append( bbox.GetRight(), bbox.GetTop() ); obstacleHull.Append( bbox.GetRight(), bbox.GetBottom() ); obstacleHull.Append( bbox.GetLeft(), bbox.GetBottom() ); } //debugDecorator->AddLine( obstacleHull, 3 );
intersectingPts.clear(); HullIntersection( obstacleHull, aLine->CLine(), intersectingPts );
for( const SHAPE_LINE_CHAIN::INTERSECTION& ip : intersectingPts ) updateNearest( ip, obstacle ); } }
if( nearest.m_distFirst == INT_MAX ) nearest = (*obstacleList.begin());
return nearest;}
NODE::OPT_OBSTACLE NODE::CheckColliding( const ITEM_SET& aSet, int aKindMask ){ for( const ITEM* item : aSet.CItems() ) { OPT_OBSTACLE obs = CheckColliding( item, aKindMask );
if( obs ) return obs; }
return OPT_OBSTACLE();}
NODE::OPT_OBSTACLE NODE::CheckColliding( const ITEM* aItemA, int aKindMask ){ COLLISION_SEARCH_OPTIONS opts;
opts.m_kindMask = aKindMask; opts.m_limitCount = 1;
return CheckColliding( aItemA, opts );}
NODE::OPT_OBSTACLE NODE::CheckColliding( const ITEM* aItemA, const COLLISION_SEARCH_OPTIONS& aOpts ){ OBSTACLES obs;
if( aItemA->Kind() == ITEM::LINE_T ) { int n = 0; const LINE* line = static_cast<const LINE*>( aItemA ); const SHAPE_LINE_CHAIN& l = line->CLine();
for( int i = 0; i < l.SegmentCount(); i++ ) { // Note: Clearances between &s and other items are cached,
// which means they'll be the same for all segments in the line.
// Disabling the cache will lead to slowness.
const SEGMENT s( *line, l.CSegment( i ) ); n += QueryColliding( &s, obs, aOpts );
if( n ) return OPT_OBSTACLE( *obs.begin() ); }
if( line->EndsWithVia() ) { n += QueryColliding( &line->Via(), obs, aOpts );
if( n ) return OPT_OBSTACLE( *obs.begin() ); } } else if( QueryColliding( aItemA, obs, aOpts ) > 0 ) { return OPT_OBSTACLE( *obs.begin() ); }
return OPT_OBSTACLE();}
struct HIT_VISITOR : public OBSTACLE_VISITOR{ ITEM_SET& m_items; const VECTOR2I& m_point;
HIT_VISITOR( ITEM_SET& aTab, const VECTOR2I& aPoint ) : OBSTACLE_VISITOR( nullptr ), m_items( aTab ), m_point( aPoint ) {}
virtual ~HIT_VISITOR() { }
bool operator()( ITEM* aItem ) override { SHAPE_CIRCLE cp( m_point, 0 );
int cl = 0;
// TODO(JE) padstacks -- this may not work
if( aItem->Shape( -1 )->Collide( &cp, cl ) ) m_items.Add( aItem );
return true; }};
const ITEM_SET NODE::HitTest( const VECTOR2I& aPoint ) const{ ITEM_SET items;
// fixme: we treat a point as an infinitely small circle - this is inefficient.
SHAPE_CIRCLE s( aPoint, 0 ); HIT_VISITOR visitor( items, aPoint ); visitor.SetWorld( this, nullptr );
m_index->Query( &s, m_maxClearance, visitor );
if( !isRoot() ) // fixme: could be made cleaner
{ ITEM_SET items_root; visitor.SetWorld( m_root, nullptr ); HIT_VISITOR visitor_root( items_root, aPoint ); m_root->m_index->Query( &s, m_maxClearance, visitor_root );
for( ITEM* item : items_root.Items() ) { if( !Overrides( item ) ) items.Add( item ); } }
return items;}
void NODE::addSolid( SOLID* aSolid ){ if( aSolid->HasHole() ) { assert( aSolid->Hole()->BelongsTo( aSolid ) ); addHole( aSolid->Hole() ); }
if( aSolid->IsRoutable() ) linkJoint( aSolid->Pos(), aSolid->Layers(), aSolid->Net(), aSolid );
aSolid->SetOwner( this ); m_index->Add( aSolid );}
void NODE::Add( std::unique_ptr< SOLID > aSolid ){ aSolid->SetOwner( this ); addSolid( aSolid.release() );}
void NODE::addVia( VIA* aVia ){ if( aVia->HasHole() ) { if( ! aVia->Hole()->BelongsTo( aVia ) ) { assert( false ); } addHole( aVia->Hole() ); }
linkJoint( aVia->Pos(), aVia->Layers(), aVia->Net(), aVia ); aVia->SetOwner( this );
m_index->Add( aVia );}
void NODE::addHole( HOLE* aHole ){ // do we need holes in the connection graph?
//linkJoint( aHole->Pos(), aHole->Layers(), aHole->Net(), aHole );
aHole->SetOwner( this ); m_index->Add( aHole );}
void NODE::Add( std::unique_ptr< VIA > aVia ){ addVia( aVia.release() );}
void NODE::add( ITEM* aItem, bool aAllowRedundant ){ switch( aItem->Kind() ) { case ITEM::ARC_T: addArc( static_cast<ARC*>( aItem ) ); break; case ITEM::SEGMENT_T: addSegment( static_cast<SEGMENT*>( aItem ) ); break; case ITEM::VIA_T: addVia( static_cast<VIA*>( aItem ) ); break; case ITEM::SOLID_T: addSolid( static_cast<SOLID*>( aItem ) ); break; case ITEM::HOLE_T: // added by parent VIA_T or SOLID_T (pad)
break; default: assert( false ); }}
void NODE::Add( LINE& aLine, bool aAllowRedundant ){ assert( !aLine.IsLinked() );
SHAPE_LINE_CHAIN& l = aLine.Line();
for( size_t i = 0; i < l.ArcCount(); i++ ) { auto s = l.Arc( i ); ARC* rarc;
if( !aAllowRedundant && ( rarc = findRedundantArc( s.GetP0(), s.GetP1(), aLine.Layers(), aLine.Net() ) ) ) { aLine.Link( rarc ); } else { auto newarc = std::make_unique< ARC >( aLine, s ); aLine.Link( newarc.get() ); Add( std::move( newarc ), true ); } }
for( int i = 0; i < l.SegmentCount(); i++ ) { if( l.IsArcSegment( i ) ) continue;
SEG s = l.CSegment( i );
if( s.A != s.B ) { SEGMENT* rseg;
if( !aAllowRedundant && ( rseg = findRedundantSegment( s.A, s.B, aLine.Layers(), aLine.Net() ) ) ) { // another line could be referencing this segment too :(
aLine.Link( rseg ); } else { std::unique_ptr<SEGMENT> newseg = std::make_unique<SEGMENT>( aLine, s ); aLine.Link( newseg.get() ); Add( std::move( newseg ), true ); } } }}
void NODE::addSegment( SEGMENT* aSeg ){ aSeg->SetOwner( this );
linkJoint( aSeg->Seg().A, aSeg->Layers(), aSeg->Net(), aSeg ); linkJoint( aSeg->Seg().B, aSeg->Layers(), aSeg->Net(), aSeg );
m_index->Add( aSeg );}
bool NODE::Add( std::unique_ptr< SEGMENT > aSegment, bool aAllowRedundant ){ if( aSegment->Seg().A == aSegment->Seg().B ) { wxLogTrace( wxT( "PNS" ), wxT( "attempting to add a segment with same end coordinates, ignoring." ) ); return false; }
if( !aAllowRedundant && findRedundantSegment( aSegment.get() ) ) return false;
addSegment( aSegment.release() );
return true;}
void NODE::addArc( ARC* aArc ){ aArc->SetOwner( this );
linkJoint( aArc->Anchor( 0 ), aArc->Layers(), aArc->Net(), aArc ); linkJoint( aArc->Anchor( 1 ), aArc->Layers(), aArc->Net(), aArc );
m_index->Add( aArc );}
bool NODE::Add( std::unique_ptr< ARC > aArc, bool aAllowRedundant ){ const SHAPE_ARC& arc = aArc->CArc();
if( !aAllowRedundant && findRedundantArc( arc.GetP0(), arc.GetP1(), aArc->Layers(), aArc->Net() ) ) { return false; }
addArc( aArc.release() ); return true;}
void NODE::AddEdgeExclusion( std::unique_ptr<SHAPE> aShape ){ m_edgeExclusions.push_back( std::move( aShape ) );}
bool NODE::QueryEdgeExclusions( const VECTOR2I& aPos ) const{ for( const std::unique_ptr<SHAPE>& edgeExclusion : m_edgeExclusions ) { if( edgeExclusion->Collide( aPos ) ) return true; }
return false;}
void NODE::doRemove( ITEM* aItem ){ bool holeRemoved = false; // fixme: better logic, I don't like this
// case 1: removing an item that is stored in the root node from any branch:
// mark it as overridden, but do not remove
if( aItem->BelongsTo( m_root ) && !isRoot() ) { m_override.insert( aItem );
if( aItem->HasHole() ) m_override.insert( aItem->Hole() ); }
// case 2: the item belongs to this branch or a parent, non-root branch,
// or the root itself and we are the root: remove from the index
else if( !aItem->BelongsTo( m_root ) || isRoot() ) { m_index->Remove( aItem );
if( aItem->HasHole() ) { m_index->Remove( aItem->Hole() ); holeRemoved = true; } }
// the item belongs to this particular branch: un-reference it
if( aItem->BelongsTo( this ) ) { aItem->SetOwner( nullptr ); m_root->m_garbageItems.insert( aItem ); HOLE *hole = aItem->Hole();
if( hole ) { if( ! holeRemoved ) { m_index->Remove( hole ); // hole is not directly owned by NODE but by the parent SOLID/VIA.
}
hole->SetOwner( aItem ); } }}
void NODE::removeSegmentIndex( SEGMENT* aSeg ){ unlinkJoint( aSeg->Seg().A, aSeg->Layers(), aSeg->Net(), aSeg ); unlinkJoint( aSeg->Seg().B, aSeg->Layers(), aSeg->Net(), aSeg );}
void NODE::removeArcIndex( ARC* aArc ){ unlinkJoint( aArc->Anchor( 0 ), aArc->Layers(), aArc->Net(), aArc ); unlinkJoint( aArc->Anchor( 1 ), aArc->Layers(), aArc->Net(), aArc );}
void NODE::rebuildJoint( const JOINT* aJoint, const ITEM* aItem ){ // We have to split a single joint (associated with a via or a pad, binding together multiple
// layers) into multiple independent joints. As I'm a lazy bastard, I simply delete the
// via/solid and all its links and re-insert them.
std::vector<ITEM*> links( aJoint->LinkList() ); JOINT::HASH_TAG tag; NET_HANDLE net = aItem->Net();
tag.net = net; tag.pos = aJoint->Pos();
bool split;
do { split = false; auto range = m_joints.equal_range( tag );
if( range.first == m_joints.end() ) break;
// find and remove all joints containing the via to be removed
for( auto f = range.first; f != range.second; ++f ) { if( aItem->LayersOverlap( &f->second ) ) { m_joints.erase( f ); split = true; break; } } } while( split );
bool completelyErased = false;
if( !isRoot() && m_joints.find( tag ) == m_joints.end() ) { JOINT jtDummy( tag.pos, PNS_LAYER_RANGE(-1), tag.net );
m_joints.insert( TagJointPair( tag, jtDummy ) ); completelyErased = true; }
// and re-link them, using the former via's link list
for( ITEM* link : links ) { if( link != aItem ) linkJoint( tag.pos, link->Layers(), net, link ); else if( !completelyErased ) unlinkJoint( tag.pos, link->Layers(), net, link ); }}
void NODE::removeViaIndex( VIA* aVia ){ const JOINT* jt = FindJoint( aVia->Pos(), aVia->Layers().Start(), aVia->Net() ); assert( jt ); rebuildJoint( jt, aVia );}
void NODE::removeSolidIndex( SOLID* aSolid ){ if( !aSolid->IsRoutable() ) return;
// fixme: redundant code
const JOINT* jt = FindJoint( aSolid->Pos(), aSolid->Layers().Start(), aSolid->Net() ); assert( jt ); rebuildJoint( jt, aSolid );}
void NODE::Replace( ITEM* aOldItem, std::unique_ptr< ITEM > aNewItem ){ Remove( aOldItem ); add( aNewItem.release() );}
void NODE::Replace( LINE& aOldLine, LINE& aNewLine ){ Remove( aOldLine ); Add( aNewLine );}
void NODE::Remove( SOLID* aSolid ){ removeSolidIndex( aSolid ); doRemove( aSolid );}
void NODE::Remove( VIA* aVia ){ removeViaIndex( aVia ); doRemove( aVia );
if( !aVia->Owner() ) { assert( aVia->Hole()->BelongsTo( aVia ) ); }}
void NODE::Remove( SEGMENT* aSegment ){ removeSegmentIndex( aSegment ); doRemove( aSegment );}
void NODE::Remove( ARC* aArc ){ removeArcIndex( aArc ); doRemove( aArc );}
void NODE::Remove( ITEM* aItem ){ switch( aItem->Kind() ) { case ITEM::ARC_T: Remove( static_cast<ARC*>( aItem ) ); break;
case ITEM::SOLID_T: { SOLID* solid = static_cast<SOLID*>( aItem );
if( solid->HasHole() ) { Remove( solid->Hole() ); solid->Hole()->SetOwner( solid ); }
Remove( static_cast<SOLID*>( aItem ) ); break; }
case ITEM::SEGMENT_T: Remove( static_cast<SEGMENT*>( aItem ) ); break;
case ITEM::LINE_T: { LINE* l = static_cast<LINE*>( aItem );
for ( LINKED_ITEM* s : l->Links() ) Remove( s );
break; }
case ITEM::VIA_T: { VIA* via = static_cast<VIA*>( aItem );
if( via->HasHole() ) { Remove( via->Hole() ); via->Hole()->SetOwner( via ); }
Remove( static_cast<VIA*>( aItem ) ); break; }
default: break; }}
void NODE::Remove( LINE& aLine ){ // LINE does not have a separate remover, as LINEs are never truly a member of the tree
std::vector<LINKED_ITEM*>& segRefs = aLine.Links();
for( LINKED_ITEM* li : segRefs ) { if( li->OfKind( ITEM::SEGMENT_T ) ) Remove( static_cast<SEGMENT*>( li ) ); else if( li->OfKind( ITEM::ARC_T ) ) Remove( static_cast<ARC*>( li ) ); else if( li->OfKind( ITEM::VIA_T ) ) Remove( static_cast<VIA*>( li ) ); }
aLine.SetOwner( nullptr ); aLine.ClearLinks();}
void NODE::followLine( LINKED_ITEM* aCurrent, bool aScanDirection, int& aPos, int aLimit, VECTOR2I* aCorners, LINKED_ITEM** aSegments, bool* aArcReversed, bool& aGuardHit, bool aStopAtLockedJoints, bool aFollowLockedSegments ){ bool prevReversed = false;
const VECTOR2I guard = aCurrent->Anchor( aScanDirection );
for( int count = 0 ; ; ++count ) { const VECTOR2I p = aCurrent->Anchor( aScanDirection ^ prevReversed ); const JOINT* jt = FindJoint( p, aCurrent );
if( !jt ) break;
aCorners[aPos] = jt->Pos(); aSegments[aPos] = aCurrent; aArcReversed[aPos] = false;
if( aCurrent->Kind() == ITEM::ARC_T ) { if( ( aScanDirection && jt->Pos() == aCurrent->Anchor( 0 ) ) || ( !aScanDirection && jt->Pos() == aCurrent->Anchor( 1 ) ) ) { aArcReversed[aPos] = true; } }
aPos += ( aScanDirection ? 1 : -1 );
if( count && guard == p ) { if( aPos >= 0 && aPos < aLimit ) aSegments[aPos] = nullptr;
aGuardHit = true; break; }
bool locked = aStopAtLockedJoints ? jt->IsLocked() : false;
if( locked || aPos < 0 || aPos == aLimit ) break;
aCurrent = jt->NextSegment( aCurrent, aFollowLockedSegments );
if( !aCurrent ) break;
prevReversed = ( aCurrent && jt->Pos() == aCurrent->Anchor( aScanDirection ) ); }}
const LINE NODE::AssembleLine( LINKED_ITEM* aSeg, int* aOriginSegmentIndex, bool aStopAtLockedJoints, bool aFollowLockedSegments ){ const int MaxVerts = 1024 * 16;
std::array<VECTOR2I, MaxVerts + 1> corners; std::array<LINKED_ITEM*, MaxVerts + 1> segs; std::array<bool, MaxVerts + 1> arcReversed;
LINE pl; bool guardHit = false;
int i_start = MaxVerts / 2; int i_end = i_start + 1;
pl.SetWidth( aSeg->Width() ); pl.SetLayers( aSeg->Layers() ); pl.SetNet( aSeg->Net() ); pl.SetOwner( this );
followLine( aSeg, false, i_start, MaxVerts, corners.data(), segs.data(), arcReversed.data(), guardHit, aStopAtLockedJoints, aFollowLockedSegments );
if( !guardHit ) { followLine( aSeg, true, i_end, MaxVerts, corners.data(), segs.data(), arcReversed.data(), guardHit, aStopAtLockedJoints, aFollowLockedSegments ); }
int n = 0;
LINKED_ITEM* prev_seg = nullptr; bool originSet = false;
SHAPE_LINE_CHAIN& line = pl.Line();
for( int i = i_start + 1; i < i_end; i++ ) { const VECTOR2I& p = corners[i]; LINKED_ITEM* li = segs[i];
if( !li || li->Kind() != ITEM::ARC_T ) line.Append( p );
if( li && prev_seg != li ) { if( li->Kind() == ITEM::ARC_T ) { const ARC* arc = static_cast<const ARC*>( li ); const SHAPE_ARC* sa = static_cast<const SHAPE_ARC*>( arc->Shape( -1 ) );
int nSegs = line.PointCount(); VECTOR2I last = nSegs ? line.CPoint( -1 ) : VECTOR2I(); ssize_t lastShape = nSegs ? line.ArcIndex( static_cast<ssize_t>( nSegs ) - 1 ) : -1;
line.Append( arcReversed[i] ? sa->Reversed() : *sa ); }
pl.Link( li );
// latter condition to avoid loops
if( li == aSeg && aOriginSegmentIndex && !originSet ) { wxASSERT( n < line.SegmentCount() || ( n == line.SegmentCount() && li->Kind() == ITEM::SEGMENT_T ) ); *aOriginSegmentIndex = line.PointCount() - 1; originSet = true; } }
prev_seg = li; }
// Remove duplicate verts, but do NOT remove colinear segments here!
pl.Line().RemoveDuplicatePoints();
// TODO: maintain actual segment index under simplification system
if( aOriginSegmentIndex && *aOriginSegmentIndex >= pl.SegmentCount() ) *aOriginSegmentIndex = pl.SegmentCount() - 1;
wxASSERT_MSG( pl.SegmentCount() != 0, "assembled line should never be empty" );
return pl;}
void NODE::FindLineEnds( const LINE& aLine, JOINT& aA, JOINT& aB ){ aA = *FindJoint( aLine.CPoint( 0 ), &aLine ); aB = *FindJoint( aLine.CPoint( -1 ), &aLine );}
int NODE::FindLinesBetweenJoints( const JOINT& aA, const JOINT& aB, std::vector<LINE>& aLines ){ for( ITEM* item : aA.LinkList() ) { if( item->Kind() == ITEM::SEGMENT_T || item->Kind() == ITEM::ARC_T ) { LINKED_ITEM* li = static_cast<LINKED_ITEM*>( item ); LINE line = AssembleLine( li );
if( !line.Layers().Overlaps( aB.Layers() ) ) continue;
JOINT j_start, j_end;
FindLineEnds( line, j_start, j_end );
int id_start = line.CLine().Find( aA.Pos() ); int id_end = line.CLine().Find( aB.Pos() );
if( id_end < id_start ) std::swap( id_end, id_start );
if( id_start >= 0 && id_end >= 0 ) { line.ClipVertexRange( id_start, id_end ); aLines.push_back( line ); } } }
return 0;}
void NODE::FixupVirtualVias(){ const SEGMENT* locked_seg = nullptr; std::vector<VVIA*> vvias;
for( auto& jointPair : m_joints ) { JOINT joint = jointPair.second;
if( joint.Layers().IsMultilayer() ) continue;
int n_seg = 0, n_solid = 0, n_vias = 0; int prev_w = -1; int max_w = -1; bool is_width_change = false; bool is_locked = false;
for( const ITEM* item : joint.LinkList() ) { if( item->OfKind( ITEM::VIA_T ) ) { n_vias++; } else if( item->OfKind( ITEM::SOLID_T ) ) { n_solid++; } else if( const auto t = dyn_cast<const PNS::SEGMENT*>( item ) ) { int w = t->Width();
if( prev_w >= 0 && w != prev_w ) { is_width_change = true; }
max_w = std::max( w, max_w ); prev_w = w;
is_locked = t->IsLocked(); locked_seg = t; } }
if( ( is_width_change || n_seg >= 3 || is_locked ) && n_solid == 0 && n_vias == 0 ) { // fixme: the hull margin here is an ugly temporary workaround. The real fix
// is to use octagons for via force propagation.
vvias.push_back( new VVIA( joint.Pos(), joint.Layers().Start(), max_w + 2 * PNS_HULL_MARGIN, joint.Net() ) ); }
if( is_locked ) { const VECTOR2I& secondPos = ( locked_seg->Seg().A == joint.Pos() ) ? locked_seg->Seg().B : locked_seg->Seg().A;
vvias.push_back( new VVIA( secondPos, joint.Layers().Start(), max_w + 2 * PNS_HULL_MARGIN, joint.Net() ) ); } }
for( auto vvia : vvias ) { Add( ItemCast<VIA>( std::move( std::unique_ptr<VVIA>( vvia ) ) ) ); }}
const JOINT* NODE::FindJoint( const VECTOR2I& aPos, int aLayer, NET_HANDLE aNet ) const{ JOINT::HASH_TAG tag;
tag.net = aNet; tag.pos = aPos;
JOINT_MAP::const_iterator f = m_joints.find( tag ), end = m_joints.end();
if( f == end && !isRoot() ) { end = m_root->m_joints.end(); f = m_root->m_joints.find( tag ); // m_root->FindJoint(aPos, aLayer, aNet);
}
while( f != end ) { if( f->second.Pos() == aPos && f->second.Net() == aNet && f->second.Layers().Overlaps( aLayer ) ) return &f->second;
f++; }
return nullptr;}
void NODE::LockJoint( const VECTOR2I& aPos, const ITEM* aItem, bool aLock ){ JOINT& jt = touchJoint( aPos, aItem->Layers(), aItem->Net() ); jt.Lock( aLock );}
JOINT& NODE::touchJoint( const VECTOR2I& aPos, const PNS_LAYER_RANGE& aLayers, NET_HANDLE aNet ){ JOINT::HASH_TAG tag;
tag.pos = aPos; tag.net = aNet;
// try to find the joint in this node.
JOINT_MAP::iterator f = m_joints.find( tag );
std::pair<JOINT_MAP::iterator, JOINT_MAP::iterator> range;
// not found and we are not root? find in the root and copy results here.
if( f == m_joints.end() && !isRoot() ) { range = m_root->m_joints.equal_range( tag );
for( f = range.first; f != range.second; ++f ) m_joints.insert( *f ); }
// now insert and combine overlapping joints
JOINT jt( aPos, aLayers, aNet );
bool merged;
do { merged = false; range = m_joints.equal_range( tag );
if( range.first == m_joints.end() ) break;
for( f = range.first; f != range.second; ++f ) { if( aLayers.Overlaps( f->second.Layers() ) ) { jt.Merge( f->second ); m_joints.erase( f ); merged = true; break; } } } while( merged );
return m_joints.insert( TagJointPair( tag, jt ) )->second;}
void JOINT::Dump() const{ wxLogTrace( wxT( "PNS" ), wxT( "joint layers %d-%d, net %d, pos %s, links: %d" ), m_layers.Start(), m_layers.End(), m_tag.net, m_tag.pos.Format().c_str(), LinkCount() );}
void NODE::linkJoint( const VECTOR2I& aPos, const PNS_LAYER_RANGE& aLayers, NET_HANDLE aNet, ITEM* aWhere ){ JOINT& jt = touchJoint( aPos, aLayers, aNet );
jt.Link( aWhere );}
void NODE::unlinkJoint( const VECTOR2I& aPos, const PNS_LAYER_RANGE& aLayers, NET_HANDLE aNet, ITEM* aWhere ){ // fixme: remove dangling joints
JOINT& jt = touchJoint( aPos, aLayers, aNet );
jt.Unlink( aWhere );}
void NODE::Dump( bool aLong ){#if 0
std::unordered_set<SEGMENT*> all_segs; SHAPE_INDEX_LIST<ITEM*>::iterator i;
for( i = m_items.begin(); i != m_items.end(); i++ ) { if( (*i)->GetKind() == ITEM::SEGMENT_T ) all_segs.insert( static_cast<SEGMENT*>( *i ) ); }
if( !isRoot() ) { for( i = m_root->m_items.begin(); i != m_root->m_items.end(); i++ ) { if( (*i)->GetKind() == ITEM::SEGMENT_T && !overrides( *i ) ) all_segs.insert( static_cast<SEGMENT*>(*i) ); } }
JOINT_MAP::iterator j;
if( aLong ) { for( j = m_joints.begin(); j != m_joints.end(); ++j ) { wxLogTrace( wxT( "PNS" ), wxT( "joint : %s, links : %d\n" ), j->second.GetPos().Format().c_str(), j->second.LinkCount() ); JOINT::LINKED_ITEMS::const_iterator k;
for( k = j->second.GetLinkList().begin(); k != j->second.GetLinkList().end(); ++k ) { const ITEM* m_item = *k;
switch( m_item->GetKind() ) { case ITEM::SEGMENT_T: { const SEGMENT* seg = static_cast<const SEGMENT*>( m_item ); wxLogTrace( wxT( "PNS" ), wxT( " -> seg %s %s\n" ), seg->GetSeg().A.Format().c_str(), seg->GetSeg().B.Format().c_str() ); break; }
default: break; } } } }
int lines_count = 0;
while( !all_segs.empty() ) { SEGMENT* s = *all_segs.begin(); LINE* l = AssembleLine( s );
LINE::LinkedSegments* seg_refs = l->GetLinkedSegments();
if( aLong ) { wxLogTrace( wxT( "PNS" ), wxT( "Line: %s, net %d " ), l->GetLine().Format().c_str(), l->GetNet() ); }
for( std::vector<SEGMENT*>::iterator j = seg_refs->begin(); j != seg_refs->end(); ++j ) { wxLogTrace( wxT( "PNS" ), wxT( "%s " ), (*j)->GetSeg().A.Format().c_str() );
if( j + 1 == seg_refs->end() ) wxLogTrace( wxT( "PNS" ), wxT( "%s\n" ), (*j)->GetSeg().B.Format().c_str() );
all_segs.erase( *j ); }
lines_count++; }
wxLogTrace( wxT( "PNS" ), wxT( "Local joints: %d, lines : %d \n" ), m_joints.size(), lines_count );#endif
}
void NODE::GetUpdatedItems( ITEM_VECTOR& aRemoved, ITEM_VECTOR& aAdded ){ if( isRoot() ) return;
if( m_override.size() ) aRemoved.reserve( m_override.size() );
if( m_index->Size() ) aAdded.reserve( m_index->Size() );
for( ITEM* item : m_override ) aRemoved.push_back( item );
for( ITEM* item : *m_index ) aAdded.push_back( item );}
void NODE::releaseChildren(){ // copy the kids as the NODE destructor erases the item from the parent node.
std::set<NODE*> kids = m_children;
for( NODE* node : kids ) { node->releaseChildren(); delete node; }}
void NODE::releaseGarbage(){ if( !isRoot() ) return;
std::vector<const ITEM*> cacheCheckItems; cacheCheckItems.reserve( m_garbageItems.size() );
for( ITEM* item : m_garbageItems ) { if( !item->BelongsTo( this ) ) delete item; }
m_garbageItems.clear();
if( m_ruleResolver ) { m_ruleResolver->ClearCacheForItems( cacheCheckItems ); }}
void NODE::Commit( NODE* aNode ){ if( aNode->isRoot() ) return;
for( ITEM* item : aNode->m_override ) Remove( item );
for( ITEM* item : *aNode->m_index ) { if( item->HasHole() ) { item->Hole()->SetOwner( item ); }
item->SetRank( -1 ); item->Unmark(); add( item ); }
releaseChildren(); releaseGarbage();}
void NODE::KillChildren(){ releaseChildren();}
void NODE::AllItemsInNet( NET_HANDLE aNet, std::set<ITEM*>& aItems, int aKindMask ){ INDEX::NET_ITEMS_LIST* l_cur = m_index->GetItemsForNet( aNet );
if( l_cur ) { for( ITEM* item : *l_cur ) { if( item->OfKind( aKindMask ) && item->IsRoutable() ) aItems.insert( item ); } }
if( !isRoot() ) { INDEX::NET_ITEMS_LIST* l_root = m_root->m_index->GetItemsForNet( aNet );
if( l_root ) { for( ITEM* item : *l_root ) { if( !Overrides( item ) && item->OfKind( aKindMask ) && item->IsRoutable() ) aItems.insert( item ); } } }}
void NODE::ClearRanks( int aMarkerMask ){ for( ITEM* item : *m_index ) { item->SetRank( -1 ); item->Mark( item->Marker() & ~aMarkerMask ); }}
void NODE::RemoveByMarker( int aMarker ){ std::vector<ITEM*> garbage;
for( ITEM* item : *m_index ) { if( item->Marker() & aMarker ) garbage.emplace_back( item ); }
for( ITEM* item : garbage ) Remove( item );}
SEGMENT* NODE::findRedundantSegment( const VECTOR2I& A, const VECTOR2I& B, const PNS_LAYER_RANGE& lr, NET_HANDLE aNet ){ const JOINT* jtStart = FindJoint( A, lr.Start(), aNet );
if( !jtStart ) return nullptr;
for( ITEM* item : jtStart->LinkList() ) { if( item->OfKind( ITEM::SEGMENT_T ) ) { SEGMENT* seg2 = (SEGMENT*)item;
const VECTOR2I a2( seg2->Seg().A ); const VECTOR2I b2( seg2->Seg().B );
if( seg2->Layers().Start() == lr.Start() && ( ( A == a2 && B == b2 ) || ( A == b2 && B == a2 ) ) ) { return seg2; } } }
return nullptr;}
SEGMENT* NODE::findRedundantSegment( SEGMENT* aSeg ){ return findRedundantSegment( aSeg->Seg().A, aSeg->Seg().B, aSeg->Layers(), aSeg->Net() );}
ARC* NODE::findRedundantArc( const VECTOR2I& A, const VECTOR2I& B, const PNS_LAYER_RANGE& lr, NET_HANDLE aNet ){ const JOINT* jtStart = FindJoint( A, lr.Start(), aNet );
if( !jtStart ) return nullptr;
for( ITEM* item : jtStart->LinkList() ) { if( item->OfKind( ITEM::ARC_T ) ) { ARC* seg2 = static_cast<ARC*>( item );
const VECTOR2I a2( seg2->Anchor( 0 ) ); const VECTOR2I b2( seg2->Anchor( 1 ) );
if( seg2->Layers().Start() == lr.Start() && ( ( A == a2 && B == b2 ) || ( A == b2 && B == a2 ) ) ) { return seg2; } } }
return nullptr;}
ARC* NODE::findRedundantArc( ARC* aArc ){ return findRedundantArc( aArc->Anchor( 0 ), aArc->Anchor( 1 ), aArc->Layers(), aArc->Net() );}
int NODE::QueryJoints( const BOX2I& aBox, std::vector<JOINT*>& aJoints, PNS_LAYER_RANGE aLayerMask, int aKindMask ){ int n = 0;
aJoints.clear();
for( JOINT_MAP::value_type& j : m_joints ) { if( !j.second.Layers().Overlaps( aLayerMask ) ) continue;
if( aBox.Contains( j.second.Pos() ) && j.second.LinkCount( aKindMask ) ) { aJoints.push_back( &j.second ); n++; } }
if( isRoot() ) return n;
for( JOINT_MAP::value_type& j : m_root->m_joints ) { if( !Overrides( &j.second ) && j.second.Layers().Overlaps( aLayerMask ) ) { if( aBox.Contains( j.second.Pos() ) && j.second.LinkCount( aKindMask ) ) { aJoints.push_back( &j.second ); n++; } } }
return n;}
ITEM *NODE::FindItemByParent( const BOARD_ITEM* aParent ){ if( aParent && aParent->IsConnected() ) { const BOARD_CONNECTED_ITEM* cItem = static_cast<const BOARD_CONNECTED_ITEM*>( aParent ); INDEX::NET_ITEMS_LIST* l_cur = m_index->GetItemsForNet( cItem->GetNet() );
if( l_cur ) { for( ITEM* item : *l_cur ) { if( item->Parent() == aParent ) return item; } } }
return nullptr;}
std::vector<ITEM*> NODE::FindItemsByZone( const ZONE* aParent ){ std::vector<ITEM*> ret;
for( ITEM* item : *m_index ) { if( item->Parent() == aParent ) ret.push_back( item ); }
return ret;}
VIA* NODE::FindViaByHandle ( const VIA_HANDLE& handle ) const{ const JOINT* jt = FindJoint( handle.pos, handle.layers.Start(), handle.net );
if( !jt ) return nullptr;
for( ITEM* item : jt->LinkList() ) { if( item->OfKind( ITEM::VIA_T ) ) { if( item->Net() == handle.net && item->Layers().Overlaps(handle.layers) ) return static_cast<VIA*>( item ); } }
return nullptr;}
}
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