kicad/pcbnew/router/pns_via.cpp

302 lines
8.3 KiB
C++

/*
* KiRouter - a push-and-(sometimes-)shove PCB router
*
* Copyright (C) 2013-2014 CERN
* Copyright (C) 2016-2023 KiCad Developers, see AUTHORS.txt for contributors.
* 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 "pns_via.h"
#include "pns_node.h"
#include "pns_utils.h"
#include "pns_router.h"
#include "pns_debug_decorator.h"
#include <geometry/shape_rect.h>
#include <math/box2.h>
namespace PNS {
int VIA::EffectiveLayer( int aLayer ) const
{
switch( m_stackMode )
{
default:
case STACK_MODE::NORMAL:
return ALL_LAYERS;
case STACK_MODE::FRONT_INNER_BACK:
if( aLayer == m_layers.Start() || aLayer == m_layers.End() )
return aLayer;
if( m_layers.Start() + 1 < m_layers.End() )
return m_layers.Start() + 1;
return m_layers.Start();
case STACK_MODE::CUSTOM:
return m_layers.Overlaps( aLayer ) ? aLayer : m_layers.Start();
}
}
std::vector<int> VIA::UniqueShapeLayers() const
{
switch( m_stackMode )
{
default:
case STACK_MODE::NORMAL:
return { ALL_LAYERS };
case STACK_MODE::FRONT_INNER_BACK:
return { ALL_LAYERS, INNER_LAYERS, m_layers.End() };
case STACK_MODE::CUSTOM:
std::vector<int> ret;
for( int l = m_layers.Start(); l <= m_layers.End(); l++ )
ret.push_back( l );
return ret;
}
}
void VIA::SetStackMode( STACK_MODE aStackMode )
{
m_stackMode = aStackMode;
wxASSERT_MSG( m_stackMode != STACK_MODE::FRONT_INNER_BACK || m_layers.Start() == 0,
wxT( "Cannot use FRONT_INNER_BACK with blind/buried vias!" ) );
// In theory, it might be good to do some housekeeping on m_diameters and m_shapes here,
// but it's not yet clear if the stack mode needs to be changed after initial creation.
}
bool VIA::PadstackMatches( const VIA& aOther ) const
{
std::vector<int> myLayers = UniqueShapeLayers();
std::vector<int> otherLayers = aOther.UniqueShapeLayers();
if( !std::equal( myLayers.begin(), myLayers.end(), otherLayers.begin() ) )
return false;
for( int i : myLayers )
{
if( Diameter( i ) != aOther.Diameter( i ) )
return false;
}
return true;
}
bool VIA::PushoutForce( NODE* aNode, const ITEM* aOther, VECTOR2I& aForce )
{
int clearance = aNode->GetClearance( this, aOther, false );
VECTOR2I elementForce;
for( int layer : RelevantShapeLayers( aOther ) )
{
aOther->Shape( layer )->Collide( Shape( layer ), clearance, &elementForce );
if( elementForce.SquaredEuclideanNorm() > aForce.SquaredEuclideanNorm() )
aForce = elementForce;
}
return ( aForce != VECTOR2I( 0, 0 ) );
}
bool VIA::PushoutForce( NODE* aNode, const VECTOR2I& aDirection, VECTOR2I& aForce,
int aCollisionMask, int aMaxIterations )
{
int iter = 0;
VIA mv( *this );
VECTOR2I totalForce;
auto dbg = ROUTER::GetInstance()->GetInterface()->GetDebugDecorator();
PNS_DBG( dbg, AddPoint, Pos(), YELLOW, 100000, wxString::Format( "via-force-init-pos, iter %d", aMaxIterations ) );
while( iter < aMaxIterations )
{
COLLISION_SEARCH_OPTIONS opt;
opt.m_limitCount = 1;
opt.m_kindMask = aCollisionMask;
opt.m_useClearanceEpsilon = false;
NODE::OPT_OBSTACLE obs = aNode->CheckColliding( &mv, opt );
if( !obs )
break;
VECTOR2I force;
bool collFound = mv.PushoutForce( aNode, obs->m_item, force );
if( !collFound )
{
if( obs )
{
// might happen (although rarely) that we see a collision, but the MTV
// is zero... Assume force propagation has failed in such case.
return false;
}
PNS_DBG( dbg, Message, wxString::Format( "no-coll %d", iter ) );
break;
}
// TODO(JE) padstacks -- what is the correct logic here?
const int threshold = Diameter( EffectiveLayer( 0 ) ) / 4; // another stupid heuristic.
const int forceMag = force.EuclideanNorm();
// We've been through a lot of iterations already and our pushout force is still too big?
// Perhaps the barycentric force goes in the wrong direction, let's try to move along
// the 'lead' vector instead (usually backwards to the cursor)
if( iter > aMaxIterations / 2 && forceMag > threshold )
{
VECTOR2I l = aDirection.Resize( threshold );
totalForce += l;
SHAPE_LINE_CHAIN ff;
ff.Append( mv.Pos() );
ff.Append( mv.Pos() + l );
mv.SetPos( mv.Pos() + l );
PNS_DBG( dbg, AddShape, &ff, YELLOW, 100000, "via-force-lead" );
}
else if( collFound ) // push along the minmum translation vector
{
// Limit the force magnitude to, say, 25% of the via diameter
// This adds a few iterations for large areas (e.g. keepouts)
// But makes the algorithm more predictable and less 'jumpy'
if( forceMag > threshold )
{
force.Resize( threshold );
}
totalForce += force;
SHAPE_LINE_CHAIN ff;
ff.Append( mv.Pos() );
ff.Append( mv.Pos() + force );
mv.SetPos( mv.Pos() + force );
PNS_DBG( dbg, AddShape, &ff, WHITE, 100000, "via-force-coll" );
}
iter++;
}
if( iter == aMaxIterations )
return false;
PNS_DBG( dbg, AddPoint, ( Pos() + totalForce ), WHITE, 1000000, "via-force-new" );
aForce = totalForce;
return true;
}
const SHAPE_LINE_CHAIN VIA::Hull( int aClearance, int aWalkaroundThickness, int aLayer ) const
{
wxASSERT_MSG( aLayer >= 0 || m_stackMode == STACK_MODE::NORMAL,
wxT( "Warning: VIA::Hull called with invalid layer but viastack is complex" ) );
int cl = ( aClearance + aWalkaroundThickness / 2 );
int width = Diameter( aLayer );
if( m_hole && !ROUTER::GetInstance()->GetInterface()->IsFlashedOnLayer( this, aLayer ) )
width = m_hole->Radius() * 2;
// Chamfer = width * ( 1 - sqrt(2)/2 ) for equilateral octagon
return OctagonalHull( m_pos - VECTOR2I( width / 2, width / 2 ),
VECTOR2I( width, width ),
cl, ( 2 * cl + width ) * ( 1.0 - M_SQRT1_2 ) );
}
VIA* VIA::Clone() const
{
VIA* v = new VIA();
v->m_uid = m_uid; // fixme: oop
v->SetNet( Net() );
v->SetLayers( Layers() );
v->m_pos = m_pos;
v->m_stackMode = m_stackMode;
v->m_diameters = m_diameters;
v->m_drill = m_drill;
for( const auto& [layer, shape] : m_shapes )
v->m_shapes[layer] = SHAPE_CIRCLE( m_pos, shape.GetRadius() );
v->SetHole( HOLE::MakeCircularHole( m_pos, m_drill / 2, m_layers ) );
v->m_rank = m_rank;
v->m_marker = m_marker;
v->m_viaType = m_viaType;
v->m_parent = m_parent;
v->m_isFree = m_isFree;
v->m_isVirtual = m_isVirtual;
return v;
}
OPT_BOX2I VIA::ChangedArea( const VIA* aOther ) const
{
if( aOther->Pos() != Pos() )
{
BOX2I tmp;
for( int layer : UniqueShapeLayers() )
tmp.Merge( Shape( layer )->BBox() );
for( int layer : aOther->UniqueShapeLayers() )
tmp.Merge( aOther->Shape( layer )->BBox() );
return tmp;
}
return OPT_BOX2I();
}
const VIA_HANDLE VIA::MakeHandle() const
{
VIA_HANDLE h;
h.pos = Pos();
h.layers = Layers();
h.net = Net();
h.valid = true;
return h;
}
const std::string VIA::Format( ) const
{
std::stringstream ss;
ss << ITEM::Format() << " drill " << m_drill << " ";
// TODO(JE) padstacks
ss << Shape( 0 )->Format( false );
return ss.str();
}
}