void ROUTER::markViolations( NODE* aNode, ITEM_SET& aCurrent, NODE::ITEM_VECTOR& aRemoved ) { for( ITEM* item : aCurrent.Items() ) { NODE::OBSTACLES obstacles; aNode->QueryColliding( item, obstacles, ITEM::ANY_T ); if( item->OfKind( ITEM::LINE_T ) ) { LINE* l = static_cast<LINE*>( item ); if( l->EndsWithVia() ) { VIA v( l->Via() ); aNode->QueryColliding( &v, obstacles, ITEM::ANY_T ); } } for( OBSTACLE& obs : obstacles ) { int clearance = aNode->GetClearance( item, obs.m_item ); std::unique_ptr<ITEM> tmp( obs.m_item->Clone() ); tmp->Mark( MK_VIOLATION ); m_iface->DisplayItem( tmp.get(), -1, clearance ); aRemoved.push_back( obs.m_item ); } } }
POLYGON compute_poly(const LINE& l) { POLYGON sb; int o1,o2,o3,o4; list<POINT> poly; POINT inter; cout << "line:" << l << "\n"; o1=orientation(l,p_xmin_ymin); if (o1!= -1) poly.push(p_xmin_ymin); o2=orientation(l,p_xmin_ymax); if (o1 != o2 && o1 != 0 && o2 != 0) { //poly.push(point(min_dbl, l.y_proj(min_dbl))); l.intersection(LG1,inter); poly.push(inter); } if (o2 != -1) poly.push(p_xmin_ymax); o3=orientation(l,p_xmax_ymax); if (o2 != o3 && o2 != 0 && o3 != 0) { //poly.push(point(l.x_proj(max_dbl),max_dbl)); l.intersection(LG2,inter); poly.push(inter); } if (o3 != -1) poly.push(p_xmax_ymax); o4=orientation(l,p_xmax_ymin); if (o3 != o4 && o3 != 0 && o4 != 0) { //poly.push(point(max_dbl,l.y_proj(max_dbl))); l.intersection(LG3,inter); poly.push(inter); } if (o4 != -1) poly.push(p_xmax_ymin); if (o1 != o4 && o1 != 0 && o4 != 0) { //poly.push(point(l.x_proj(min_dbl),min_dbl)); l.intersection(LG4,inter); poly.push(inter); } cout << o1 << " " << o2 << " " << o3 << " " << o4 << "\n"; cout << "points:" << poly.size() << "\n"; cout.flush(); cout << "Poly" << poly << "\n"; cout.flush(); sb= POLYGON(poly); cout << "gen_polygon constructed!\n"; cout.flush(); return sb; }
void efodo(LINE & FODO) { double ang = 2*M_PI/12/2; double quadK = 5.0; double lBend = 0.4; double lQuad = 0.1; double lDrift_ = 0.2; ELEMENT temp; for(int i=0;i<12;i++){ temp.SetElem(DRIFT_,0.5*lDrift_);temp.Nint=30; FODO.Append(temp); temp.SetElem(eBEND_,lBend, ang);temp.Nint=120; FODO.Append(temp); temp.SetElem(DRIFT_,lDrift_);temp.Nint=60; FODO.Append(temp); temp.SetElem(eQUAD_,lQuad, quadK);temp.Nint=30; FODO.Append(temp); temp.SetElem(DRIFT_,lDrift_);temp.Nint=60; FODO.Append(temp); temp.SetElem(eBEND_,lBend, ang);temp.Nint=120; FODO.Append(temp); temp.SetElem(DRIFT_,lDrift_);temp.Nint=60; FODO.Append(temp); temp.SetElem(eQUAD_,lQuad, -quadK);temp.Nint=30; FODO.Append(temp); temp.SetElem(DRIFT_,0.5*lDrift_);temp.Nint=30; FODO.Append(temp); } const double cSpeed=299792458; const double revFreq = (BETA*cSpeed)/FODO.Length; temp.SetElem(RFcav_,1000.0, 3.0*revFreq, 0.0); FODO.Append(temp); }
WALKAROUND::WALKAROUND_STATUS WALKAROUND::singleStep( LINE& aPath, bool aWindingDirection ) { optional<OBSTACLE>& current_obs = aWindingDirection ? m_currentObstacle[0] : m_currentObstacle[1]; bool& prev_recursive = aWindingDirection ? m_recursiveCollision[0] : m_recursiveCollision[1]; if( !current_obs ) return DONE; SHAPE_LINE_CHAIN path_pre[2], path_walk[2], path_post[2]; VECTOR2I last = aPath.CPoint( -1 ); if( ( current_obs->m_hull ).PointInside( last ) || ( current_obs->m_hull ).PointOnEdge( last ) ) { m_recursiveBlockageCount++; if( m_recursiveBlockageCount < 3 ) aPath.Line().Append( current_obs->m_hull.NearestPoint( last ) ); else { aPath = aPath.ClipToNearestObstacle( m_world ); return DONE; } } aPath.Walkaround( current_obs->m_hull, path_pre[0], path_walk[0], path_post[0], aWindingDirection ); aPath.Walkaround( current_obs->m_hull, path_pre[1], path_walk[1], path_post[1], !aWindingDirection ); #ifdef DEBUG m_logger.NewGroup( aWindingDirection ? "walk-cw" : "walk-ccw", m_iteration ); m_logger.Log( &path_walk[0], 0, "path-walk" ); m_logger.Log( &path_pre[0], 1, "path-pre" ); m_logger.Log( &path_post[0], 4, "path-post" ); m_logger.Log( ¤t_obs->m_hull, 2, "hull" ); m_logger.Log( current_obs->m_item, 3, "item" ); #endif int len_pre = path_walk[0].Length(); int len_alt = path_walk[1].Length(); LINE walk_path( aPath, path_walk[1] ); bool alt_collides = static_cast<bool>( m_world->CheckColliding( &walk_path, m_itemMask ) ); SHAPE_LINE_CHAIN pnew; if( !m_forceLongerPath && len_alt < len_pre && !alt_collides && !prev_recursive ) { pnew = path_pre[1]; pnew.Append( path_walk[1] ); pnew.Append( path_post[1] ); if( !path_post[1].PointCount() || !path_walk[1].PointCount() ) current_obs = nearestObstacle( LINE( aPath, path_pre[1] ) ); else current_obs = nearestObstacle( LINE( aPath, path_post[1] ) ); prev_recursive = false; } else { pnew = path_pre[0]; pnew.Append( path_walk[0] ); pnew.Append( path_post[0] ); if( !path_post[0].PointCount() || !path_walk[0].PointCount() ) current_obs = nearestObstacle( LINE( aPath, path_pre[0] ) ); else current_obs = nearestObstacle( LINE( aPath, path_walk[0] ) ); if( !current_obs ) { prev_recursive = false; current_obs = nearestObstacle( LINE( aPath, path_post[0] ) ); } else prev_recursive = true; } pnew.Simplify(); aPath.SetShape( pnew ); return IN_PROGRESS; }
WALKAROUND::WALKAROUND_STATUS WALKAROUND::Route( const LINE& aInitialPath, LINE& aWalkPath, bool aOptimize ) { LINE path_cw( aInitialPath ), path_ccw( aInitialPath ); WALKAROUND_STATUS s_cw = IN_PROGRESS, s_ccw = IN_PROGRESS; SHAPE_LINE_CHAIN best_path; // special case for via-in-the-middle-of-track placement if( aInitialPath.PointCount() <= 1 ) { if( aInitialPath.EndsWithVia() && m_world->CheckColliding( &aInitialPath.Via(), m_itemMask ) ) return STUCK; aWalkPath = aInitialPath; return DONE; } start( aInitialPath ); m_currentObstacle[0] = m_currentObstacle[1] = nearestObstacle( aInitialPath ); m_recursiveBlockageCount = 0; aWalkPath = aInitialPath; if( m_forceWinding ) { s_cw = m_forceCw ? IN_PROGRESS : STUCK; s_ccw = m_forceCw ? STUCK : IN_PROGRESS; m_forceSingleDirection = true; } else { m_forceSingleDirection = false; } while( m_iteration < m_iterationLimit ) { if( s_cw != STUCK ) s_cw = singleStep( path_cw, true ); if( s_ccw != STUCK ) s_ccw = singleStep( path_ccw, false ); if( ( s_cw == DONE && s_ccw == DONE ) || ( s_cw == STUCK && s_ccw == STUCK ) ) { int len_cw = path_cw.CLine().Length(); int len_ccw = path_ccw.CLine().Length(); if( m_forceLongerPath ) aWalkPath = ( len_cw > len_ccw ? path_cw : path_ccw ); else aWalkPath = ( len_cw < len_ccw ? path_cw : path_ccw ); break; } else if( s_cw == DONE && !m_forceLongerPath ) { aWalkPath = path_cw; break; } else if( s_ccw == DONE && !m_forceLongerPath ) { aWalkPath = path_ccw; break; } m_iteration++; } if( m_iteration == m_iterationLimit ) { int len_cw = path_cw.CLine().Length(); int len_ccw = path_ccw.CLine().Length(); if( m_forceLongerPath ) aWalkPath = ( len_cw > len_ccw ? path_cw : path_ccw ); else aWalkPath = ( len_cw < len_ccw ? path_cw : path_ccw ); } if( m_cursorApproachMode ) { // int len_cw = path_cw.GetCLine().Length(); // int len_ccw = path_ccw.GetCLine().Length(); bool found = false; SHAPE_LINE_CHAIN l = aWalkPath.CLine(); for( int i = 0; i < l.SegmentCount(); i++ ) { const SEG s = l.Segment( i ); VECTOR2I nearest = s.NearestPoint( m_cursorPos ); VECTOR2I::extended_type dist_a = ( s.A - m_cursorPos ).SquaredEuclideanNorm(); VECTOR2I::extended_type dist_b = ( s.B - m_cursorPos ).SquaredEuclideanNorm(); VECTOR2I::extended_type dist_n = ( nearest - m_cursorPos ).SquaredEuclideanNorm(); if( dist_n <= dist_a && dist_n < dist_b ) { l.Remove( i + 1, -1 ); l.Append( nearest ); l.Simplify(); found = true; break; } } if( found ) { aWalkPath = aInitialPath; aWalkPath.SetShape( l ); } } aWalkPath.Line().Simplify(); if( aWalkPath.SegmentCount() < 1 ) return STUCK; if( aWalkPath.CPoint( -1 ) != aInitialPath.CPoint( -1 ) ) return STUCK; if( aWalkPath.CPoint( 0 ) != aInitialPath.CPoint( 0 ) ) return STUCK; WALKAROUND_STATUS st = s_ccw == DONE || s_cw == DONE ? DONE : STUCK; if( st == DONE ) { if( aOptimize ) OPTIMIZER::Optimize( &aWalkPath, OPTIMIZER::MERGE_OBTUSE, m_world ); } return st; }
OPT_BOX2I ChangedArea( const LINE& aLineA, const LINE& aLineB ) { return aLineA.ChangedArea( &aLineB ); }