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
}
PNS_WALKAROUND::WalkaroundStatus PNS_WALKAROUND::Route( const PNS_LINE& aInitialPath,
        PNS_LINE& aWalkPath,
        bool aOptimize )
{
    PNS_LINE path_cw( aInitialPath ), path_ccw( aInitialPath );
    WalkaroundStatus s_cw = IN_PROGRESS, s_ccw = IN_PROGRESS;
    SHAPE_LINE_CHAIN best_path;

    start( aInitialPath );

    m_currentObstacle[0] = m_currentObstacle[1] = nearestObstacle( aInitialPath );
    m_recursiveBlockageCount = 0;

    aWalkPath = aInitialPath;

    while( m_iteration < m_iteration_limit )
    {
        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.GetCLine().Length();
            int len_ccw = path_ccw.GetCLine().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_iteration_limit )
    {
        int len_cw  = path_cw.GetCLine().Length();
        int len_ccw = path_ccw.GetCLine().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.GetCLine();

        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 )
            {
                // PNSDisplayDebugLine( l, 3 );
                l.Remove( i + 1, -1 );
                l.Append( nearest );
                l.Simplify();
                found = true;
                break;
            }
        }

        if( found )
        {
            aWalkPath = aInitialPath;
            aWalkPath.SetShape( l );
        }
    }

    aWalkPath.SetWorld( m_world );
    aWalkPath.GetLine().Simplify();

    WalkaroundStatus st = s_ccw == DONE || s_cw == DONE ? DONE : STUCK;

    if( aOptimize && st == DONE )
        PNS_OPTIMIZER::Optimize( &aWalkPath, PNS_OPTIMIZER::MERGE_OBTUSE, m_world );

    return st;
}
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;
}
示例#4
0
bool PNS_DIFF_PAIR_PLACER::FixRoute( const VECTOR2I& aP, PNS_ITEM* aEndItem )
{
    if( !m_fitOk )
        return false;

    if( m_currentTrace.CP().SegmentCount() < 1 ||
            m_currentTrace.CN().SegmentCount() < 1 )
        return false;

    if( m_currentTrace.CP().SegmentCount() > 1 )
        m_initialDiagonal = !DIRECTION_45( m_currentTrace.CP().CSegment( -2 ) ).IsDiagonal();

    PNS_TOPOLOGY topo( m_lastNode );

    if( !m_snapOnTarget && !m_currentTrace.EndsWithVias() )
    {
        SHAPE_LINE_CHAIN newP ( m_currentTrace.CP() );
        SHAPE_LINE_CHAIN newN ( m_currentTrace.CN() );

        if( newP.SegmentCount() > 1 && newN.SegmentCount() > 1 )
        {
            newP.Remove( -1, -1 );
            newN.Remove( -1, -1 );
        }

        m_currentTrace.SetShape( newP, newN );
    }

    if( m_currentTrace.EndsWithVias() )
    {
        m_lastNode->Add( m_currentTrace.PLine().Via().Clone() );
        m_lastNode->Add( m_currentTrace.NLine().Via().Clone() );
        m_chainedPlacement = false;
    } else
        m_chainedPlacement = !m_snapOnTarget;

    PNS_LINE lineP( m_currentTrace.PLine() );
    PNS_LINE lineN( m_currentTrace.NLine() );

    m_lastNode->Add( &lineP );
    m_lastNode->Add( &lineN );

    topo.SimplifyLine( &lineP );
    topo.SimplifyLine( &lineN );

    m_prevPair = m_currentTrace.EndingPrimitives();

    Router()->CommitRouting( m_lastNode );

    m_lastNode = NULL;
    m_placingVia = false;

    if( m_snapOnTarget )
    {
        m_idle = true;
        return true;
    }
    else
    {
        initPlacement();
        return false;
    }
}
void PNS_LINE::DragSegment ( const VECTOR2I& aP, int aIndex, int aSnappingThreshold )
{
    SHAPE_LINE_CHAIN path( m_line );
    VECTOR2I target( aP );

    SEG guideA[2], guideB[2];
    int index = aIndex;

    target = snapToNeighbourSegments( path, aP, aIndex, aSnappingThreshold );

    if( index == 0 )
    {
        path.Insert( 0, path.CPoint( 0 ) );
        index++;
    }

    if( index == path.SegmentCount() - 1 )
    {
        path.Insert( path.PointCount() - 1, path.CPoint( -1 ) );
    }

    SEG dragged = path.CSegment( index );
    DIRECTION_45 drag_dir( dragged );

    SEG s_prev = path.CSegment( index - 1 );
    SEG s_next = path.CSegment( index + 1 );

    DIRECTION_45 dir_prev( s_prev );
    DIRECTION_45 dir_next( s_next );

    if( dir_prev == drag_dir )
    {
        dir_prev = dir_prev.Left();
        path.Insert( index, path.CPoint( index ) );
        index++;
    }

    if( dir_next == drag_dir )
    {
        dir_next = dir_next.Right();
        path.Insert( index + 1, path.CPoint( index + 1 ) );
    }

    s_prev = path.CSegment( index - 1 );
    s_next = path.CSegment( index + 1 );
    dragged = path.CSegment( index );

    bool lockEndpointA = true;
    bool lockEndpointB = true;

    if( aIndex == 0 )
    {
        if( !lockEndpointA )
            guideA[0] = guideA[1] = SEG( dragged.A, dragged.A + drag_dir.Right().Right().ToVector() );
        else
        {
            guideA[0] = SEG( dragged.A, dragged.A + drag_dir.Right().ToVector() );
            guideA[1] = SEG( dragged.A, dragged.A + drag_dir.Left().ToVector() );
        }
    }
    else
    {
        if( dir_prev.IsObtuse(drag_dir ) )
        {
            guideA[0] = SEG( s_prev.A, s_prev.A + drag_dir.Left().ToVector() );
            guideA[1] = SEG( s_prev.A, s_prev.A + drag_dir.Right().ToVector() );
        }
        else
            guideA[0] = guideA[1] = SEG( dragged.A, dragged.A + dir_prev.ToVector() );
    }

    if( aIndex == m_line.SegmentCount() - 1 )
    {
        if( !lockEndpointB )
            guideB[0] = guideB[1] = SEG( dragged.B, dragged.B + drag_dir.Right().Right().ToVector() );
        else
        {
            guideB[0] = SEG( dragged.B, dragged.B + drag_dir.Right().ToVector() );
            guideB[1] = SEG( dragged.B, dragged.B + drag_dir.Left().ToVector() );
        }
    }
    else
    {
        if( dir_next.IsObtuse( drag_dir ) )
        {
            guideB[0] = SEG( s_next.B, s_next.B + drag_dir.Left().ToVector() );
            guideB[1] = SEG( s_next.B, s_next.B + drag_dir.Right().ToVector() );
        }
        else
            guideB[0] = guideB[1] =    SEG( dragged.B, dragged.B + dir_next.ToVector() );
    }

    SEG s_current( target, target + drag_dir.ToVector() );

    int best_len = INT_MAX;
    SHAPE_LINE_CHAIN best;

    for( int i = 0; i < 2; i++ )
    {
        for( int j = 0; j < 2; j++ )
        {
            OPT_VECTOR2I ip1 = s_current.IntersectLines( guideA[i] );
            OPT_VECTOR2I ip2 = s_current.IntersectLines( guideB[j] );

            SHAPE_LINE_CHAIN np;

            if( !ip1 || !ip2 )
                continue;

            SEG s1( s_prev.A, *ip1 );
            SEG s2( *ip1, *ip2 );
            SEG s3( *ip2, s_next.B );

            OPT_VECTOR2I ip;

            if( (ip = s1.Intersect( s_next )) )
            {
                np.Append ( s1.A );
                np.Append ( *ip );
                np.Append ( s_next.B );
            }
            else if( (ip = s3.Intersect( s_prev )) )
            {
                np.Append ( s_prev.A );
                np.Append ( *ip );
                np.Append ( s3.B );
            }
            else if( (ip = s1.Intersect( s3 )) )
            {
                np.Append( s_prev.A );
                np.Append( *ip );
                np.Append( s_next.B );
            }
            else
            {
                np.Append( s_prev.A );
                np.Append( *ip1 );
                np.Append( *ip2 );
                np.Append( s_next.B );
            }

            if( np.Length() < best_len )
            {
                best_len = np.Length();
                best = np;
            }
        }
    }

    if( !lockEndpointA && aIndex == 0 )
        best.Remove( 0, 0 );
    if( !lockEndpointB && aIndex == m_line.SegmentCount() - 1 )
        best.Remove( -1, -1 );

    if( m_line.PointCount() == 1 )
        m_line = best;
    else if( aIndex == 0 )
        m_line.Replace( 0, 1, best );
    else if( aIndex == m_line.SegmentCount() - 1 )
        m_line.Replace( -2, -1, best );
    else
        m_line.Replace( aIndex, aIndex + 1, best );

    m_line.Simplify();
}