bool PNS_DIFF_PAIR_PLACER::propagateDpHeadForces ( const VECTOR2I& aP, VECTOR2I& aNewP )
{
    PNS_VIA virtHead = makeVia( aP, -1 );

    if( m_placingVia )
        virtHead.SetDiameter( viaGap() + 2 * virtHead.Diameter() );
    else
    {
        virtHead.SetLayer( m_currentLayer );
        virtHead.SetDiameter( m_sizes.DiffPairGap() + 2 * m_sizes.TrackWidth() );
    }

    VECTOR2I lead( 0, 0 );// = aP - m_currentStart ;
    VECTOR2I force;
    bool solidsOnly = true;

    if( m_currentMode == RM_MarkObstacles )
    {
        aNewP = aP;
        return true;
    }
    else if( m_currentMode == RM_Walkaround )
    {
        solidsOnly = false;
    }

    // fixme: I'm too lazy to do it well. Circular approximaton will do for the moment.
    if( virtHead.PushoutForce( m_currentNode, lead, force, solidsOnly, 40 ) )
    {
        aNewP = aP + force;
        return true;
    }

    return false;
}
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;
}