bool PNS_LINE_PLACER::handleViaPlacement( PNS_LINE& aHead )
{
    if( !m_placingVia )
        return true;

    PNS_VIA v ( makeVia ( aHead.CPoint( -1 ) ) );
    v.SetNet ( aHead.Net() );


    VECTOR2I force;
    VECTOR2I lead = aHead.CPoint( -1 ) - aHead.CPoint( 0 );

    bool solidsOnly = ( m_currentMode != RM_Walkaround );

    if( v.PushoutForce( m_currentNode, lead, force, solidsOnly, 40 ) )
    {
        SHAPE_LINE_CHAIN line = m_direction.BuildInitialTrace(
                aHead.CPoint( 0 ),
                aHead.CPoint( -1 ) + force );
        aHead = PNS_LINE( aHead, line );

        v.SetPos( v.Pos() + force );
        return true;
    }

    return false;
}
bool PNS_LINE_PLACER::buildInitialLine( const VECTOR2I& aP, PNS_LINE& aHead )
{
    SHAPE_LINE_CHAIN l;

    if( m_p_start == aP )
    {
        l.Clear();
    }
    else
    {
        if( Settings().GetFreeAngleMode() && Settings().Mode() == RM_MarkObstacles )
        {
            l = SHAPE_LINE_CHAIN( m_p_start, aP );
        }
        else
        {
            l = m_direction.BuildInitialTrace( m_p_start, aP );
        }

        if( l.SegmentCount() > 1 && m_orthoMode )
        {
            VECTOR2I newLast = l.CSegment( 0 ).LineProject( l.CPoint( -1 ) );

            l.Remove( -1, -1 );
            l.Point( 1 ) = newLast;
        }
    }

    aHead.SetShape( l );

    if( !m_placingVia )
        return true;

    PNS_VIA v( makeVia( aP ) );
    v.SetNet( aHead.Net() );

    if( m_currentMode == RM_MarkObstacles )
    {
        aHead.AppendVia( v );
        return true;
    }

    VECTOR2I force;
    VECTOR2I lead = aP - m_p_start;

    bool solidsOnly = ( m_currentMode != RM_Walkaround );

    if( v.PushoutForce( m_currentNode, lead, force, solidsOnly, 40 ) )
    {
        SHAPE_LINE_CHAIN line = m_direction.BuildInitialTrace( m_p_start, aP + force );
        aHead = PNS_LINE( aHead, line );

        v.SetPos( v.Pos() + force );
        return true;
    }

    return false; // via placement unsuccessful
}