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Diffstat (limited to 'pcbnew/router/pns_walkaround.cpp')
-rw-r--r-- | pcbnew/router/pns_walkaround.cpp | 273 |
1 files changed, 273 insertions, 0 deletions
diff --git a/pcbnew/router/pns_walkaround.cpp b/pcbnew/router/pns_walkaround.cpp new file mode 100644 index 0000000..c7e7e19 --- /dev/null +++ b/pcbnew/router/pns_walkaround.cpp @@ -0,0 +1,273 @@ +/* + * KiRouter - a push-and-(sometimes-)shove PCB router + * + * Copyright (C) 2013-2014 CERN + * Author: Tomasz Wlostowski <tomasz.wlostowski@cern.ch> + * + * This program is free software: you can redistribute it and/or modify it + * under the terms of the GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, but + * WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * General Public License for more details. + * + * You should have received a copy of the GNU General Public License along + * with this program. If not, see <http://www.gnu.org/licenses/>. + */ + +#include <boost/foreach.hpp> +#include <boost/optional.hpp> + +#include <geometry/shape_line_chain.h> + +#include "pns_walkaround.h" +#include "pns_optimizer.h" +#include "pns_utils.h" +#include "pns_router.h" +using boost::optional; + +void PNS_WALKAROUND::start( const PNS_LINE& aInitialPath ) +{ + m_iteration = 0; + m_iterationLimit = 50; +} + + +PNS_NODE::OPT_OBSTACLE PNS_WALKAROUND::nearestObstacle( const PNS_LINE& aPath ) +{ + PNS_NODE::OPT_OBSTACLE obs = m_world->NearestObstacle( &aPath, m_itemMask, m_restrictedSet.empty() ? NULL : &m_restrictedSet ); + + if( m_restrictedSet.empty() ) + return obs; + + else if( obs && m_restrictedSet.find ( obs->m_item ) != m_restrictedSet.end() ) + return obs; + + return PNS_NODE::OPT_OBSTACLE(); +} + + +PNS_WALKAROUND::WALKAROUND_STATUS PNS_WALKAROUND::singleStep( PNS_LINE& aPath, + bool aWindingDirection ) +{ + optional<PNS_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(); + + PNS_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( PNS_LINE( aPath, path_pre[1] ) ); + else + current_obs = nearestObstacle( PNS_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( PNS_LINE( aPath, path_pre[0] ) ); + else + current_obs = nearestObstacle( PNS_LINE( aPath, path_walk[0] ) ); + + if( !current_obs ) + { + prev_recursive = false; + current_obs = nearestObstacle( PNS_LINE( aPath, path_post[0] ) ); + } + else + prev_recursive = true; + } + + pnew.Simplify(); + aPath.SetShape( pnew ); + + return IN_PROGRESS; +} + + +PNS_WALKAROUND::WALKAROUND_STATUS PNS_WALKAROUND::Route( const PNS_LINE& aInitialPath, + PNS_LINE& aWalkPath, bool aOptimize ) +{ + PNS_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 ) + PNS_OPTIMIZER::Optimize( &aWalkPath, PNS_OPTIMIZER::MERGE_OBTUSE, m_world ); + } + + return st; +} |