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 ); } } }
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; }