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-rw-r--r--pcbnew/router/pns_walkaround.cpp273
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diff --git a/pcbnew/router/pns_walkaround.cpp b/pcbnew/router/pns_walkaround.cpp
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+/*
+ * 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( &current_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;
+}