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router.nim
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router.nim
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#
# File: router.nim
# A rubberband topological router based on the region concept mentioned in
# Tal Dayan's PhD thesis and other papers.
# See http://www.delorie.com/archives/browse.cgi?p=geda-user/2015/10/11/08:56:15
#
# (c) 2013 - 2032 Dr. Stefan Salewski
#
# Initial version was created in 2013, 2014 in Ruby.
# This is the code converted to Nim language.
#
# Testing with random data or seed parameter for reproduceable results:
# ./router
# ./router n
# Or generate many tests with:
# printf './router %s\n' {1..50} > genpic.txt
# bash genpic.txt
# eog pic*
#
# Source text reformat:
# sed -E 's/_([a-z])/\U\1/g' router.nim.bak > router.nim
# nimpretty --maxLineLen:130 router.nim
#
#
# Internal representation:
#
# Sizes are now in millimeters with float data types
#
#[
# Used termes, maybe outdated:
# traceClearance: copper free distance to next element -- in PCB file format there is a factor of 2
# viaDiameter: outer diameter of copper annulus; avoid unprecise term size
# viaDrillDiameter:
# viaClearance: copper free distance to next elemment
# viaMaskDiameter:
# we use the term "routing style" to name a set of {traceWidth, traceClearance, via...}
]#
import std/[sets, tables, hashes, random, times, heapqueue]
from std/math import `^`, round, arctan2, hypot, Tau, arccos, almostEqual, sqrt
from std/os import paramCount, paramStr
from std/strutils import parseInt
from std/sequtils import filter, mapIt, anyIt, applyIt, keepItIf, filterIt, delete, toSeq, deduplicate
from std/algorithm import sort, sorted, sortedByIt, reverse, reversed
import combinatorics
import gintro/[cairo]
from itertools import chunked, windowed
import minmax
import salewski
import cdt2/[dt, vectors, vertices, edges, types]
import quickhulldisk/[quickhulldisk, convexhullofdisks, circulardisk2d]
const
initVector = initVector3
const
NilInt = low(int)
NilFloat = 1e300#system.NaN
# Some global constants -- we try to use integer range less than 2 ** 30
# Note: Our internal unit is 0.01 mil
const
Maximum_Board_Diagonal = (2 ^ 30 - 2 ^ 24).float # something like our own Infinity
MBD = Maximum_Board_Diagonal
Average_Via_Diameter = 0.2#50_00 # 50 mil -- we may determine that value from actual PCB board data
AVD = Average_Via_Diameter
Average_Trace_Width = 0.1#10_00 # 10 mil -- we may determine that value from actual PCB board data
ATW = Average_Trace_Width
Board_Size = 2000 # cairo PNG picture
# the following constants are used for tests with random numbers, not for real PCB board
PCB_Size = 140#000 # size of our set of random vertices
Points = 64 # terminal count for test
Pin_Radius = 1.2
Trace_Width = 0.25
MinCutSize = 2
var Clearance = 0.3#800
var
Global_Rand: Rand
proc `<=>`(a, b: float): int =
(a > b).int - (a < b).int
#if a < b:
# -1
#elif a > b:
# 1
#else:
# 0
proc isEven(i: int): bool =
(i and 1) == 0
proc isOdd(i: int): bool =
(i and 1) != 0
proc minmax(a, b: float): (float, float) =
if a < b:
(a, b)
else:
(b, a)
proc failIf(b: bool) =
assert(not b)
iterator countup(a, b, step: float): float =
assert step > 0
var res = a
while res <= b:
yield res
res += step
iterator itemsReversed[T: not char](a: openArray[T]): T =
## Iterates over each item of `a` backwards.
var i = a.len
while i > 0:
dec(i)
yield a[i]
# from salewski module
# iterator xclusters*[T](a: openarray[T]; s: static[int]): array[s, T] {.inline.} =
iterator eachCons*[T](a: openarray[T]; s: static[int]): array[s, T] {.inline.} =
var result: array[s, T] # iterators have no default result variable
var i = 0
while i < len(a):
for j, x in mpairs(result):
x = a[(i + j) mod len(a)]
yield result
inc(i)
# from Mr. Behrends
#iterator permutations*[T](s: openarray[T]): seq[T] =
iterator permutations*[T](s: openarray[T]): seq[T] =
## Enumerates all possible permutations of `s`. Example:
##
## .. code-block:: nimrod
## for p in permutations(@[1,2,3]):
##
## ...generates this output:
##
## .. code-block::
## @[1, 2, 3]
## @[2, 1, 3]
## @[1, 3, 2]
## @[2, 3, 1]
## @[3, 2, 1]
## @[3, 1, 2]
let n = len(s)
var pos = newSeq[int](n)
var current = newSeq[T](n)
for i in 0..n-1:
pos[i] = i
while true:
for i in 0..n-1:
current[i] = current[pos[i]]
current[pos[i]] = s[i]
yield current
var i = 1
while i < n:
pos[i] -= 1
if pos[i] < 0:
pos[i] = i
i += 1
else:
break
if i >= n:
break
# Net connecting two terminals (2Net)
type
NetDesc* = object
t1Name*: string
t2Name*: string # name of terminals
destCid*: int # cluster ID
styleName: string
traceWidth: float
traceClearance: float
xid: int
pri*: float # used for sorting by length -- poor mans net ordering
flag: int # used for sorting of attached nets
type
NetDescList = seq[NetDesc]
# Incident or attached net of a terminal
# Terminal
var VertexClassID* = 0
var VertexClusterID = 0
type
# Terminal
XVertex* = ref object of types.Vertex # cdt2
xid: int # general unique xid number
cid*: int # cluster xid; -1 for plain pins, nonnegativ values if vertex is part of a pad/cluster
visFlag: int # for debugging, graphical color mark
core: float # outer copper of pin itself, without attached traces
radius: float # outer copper of outermost attached trace, equal to core when no attached nets exist
separation: float # outer clearance of pin itself or of outermost attached trace
neighbors: seq[XVertex] # XVertex/Terminal, the neighbors in the delaunay triangulation
incidentNets: seq[Step] # Step, nets incident to this terminal
attachedNets: seq[Step] # Step, nets attached to this terminal
name*: string # name of the Terminal, i.e. U7_3 -- pin 3 of IC U7
tradius: float
trgt: bool # temporary data
outer: bool # temporary data for routing,
lrTurn: Step # later copied to step
via: bool # vertex is a via
numInets*: int # how many incident nets should this vertex get
x*, y*: float
vc, vt: float
cornerfix*: float
# Incident or attached net of a terminal
Step = ref object
xid: int # xid of this net
netDesc: NetDesc
vertex: XVertex # the terminal we are attached or incident to
prev: XVertex
next: XVertex # terminal
pstep: Step
nstep: Step # previous and next step
a, b, g: int # for sorting, a few may be obsolete
dir, d: float
radius: float # radius of arc
score: float # for sorting attached nets of a terminal by angle
index: float # for sorting
origin: Step # also for sorting
rgt: bool # tangents of terminal for this step -- left or right side in forward direction
outer: bool # do we use the outer lane at this terminal
xt: bool # do tangents cross each other -- if so we can collapse this concave step
lrTurn: bool # left or right turn
# \|/ \|/
# | /\
# | | |
# _|/ _| |/
# |\ | |\
# when we route a net, we split regions along the path in left and right region.
# so new paths can not cross this path any more.
# problem: first and last terminal.
# Current solution: Use a hash to store forbidden paths for these terminals
#
type
Region = ref object
vertex: XVertex
neighbors: seq[Region]
incident: bool
outer: bool
g: float
ox: float
oy: float
rx: float
ry: float
lrTurn: bool
idirs: seq[(float, float)]
odirs: seq[(float, float)]
proc newXVertex*(x: float = 0, y: float = 0, r: float = Pin_Radius, c: float = Clearance): XVertex =
var v = XVertex()
v.x = x
v.y = y
v.numInets = 0
v.via = false
v.tradius = 0
v.visFlag = 0
v.xid = VertexClassID
v.cid = -1
VertexClassID += 1
v.radius = r
v.core = r
v.separation = c
v.name = ""
return v
# proc vertexAllocProc: XVertex = # was working with older compiler versions
proc vertexAllocProc: Vertex = # needed for compiler version >= 1.6
result = newXVertex()
proc hash(vt: Region): Hash =
var h: Hash = 0
h = h !& addr(vt[]).hash
result = !$h
proc hash(v: XVertex): Hash =
var h: Hash = 0
h = h !& addr(v[]).hash
result = !$h
proc hash(v: Step): Hash =
var h: Hash = 0
h = h !& addr(v[]).hash
result = !$h
proc `-`*[T](a, b: openArray[T]): seq[T] =
let s = b.toHashSet
result = newSeq[T](a.len)
var i = 0
for el in a:
if el notin s:
result[i] = el
inc(i)
result.setLen(i)
proc `-=`*[T](a: var seq[T]; b: openArray[T]) =
let s = b.toHashSet
var i = 0
var j = 0
while i < a.len:
if a[i] notin s:
a[j] = a[i]
inc(j)
inc(i)
a.setLen(a.len - (i - j))
proc newStep(prev, nxt: XVertex; xid: int): Step =
var s = Step()
s.prev = prev
s.next = nxt
s.xid = xid
s.radius = 0 # default for incident net
s.outer = false
return s
proc triangleArea2(a, b, o: Region): float =
var
ox = o.vertex.x
oy = o.vertex.y
ax = a.vertex.x - ox
ay = a.vertex.y - oy
bx = b.vertex.x - ox
by = b.vertex.y - oy
return (ax * by - ay * bx).abs
# b
# ^
# /
# o/--------> a
#
proc xbooleanReallySmartCrossProduct2dWithOffset(a, b, o: Region): bool =
var
ax = a.vertex.x + a.ox
ay = a.vertex.y + a.oy
bx = b.vertex.x + b.ox
by = b.vertex.y + b.oy ##################################### TYPO!!!
ox = o.vertex.x
oy = o.vertex.y
failif(ax == bx and ay == by) # undefined result, we should raise an exeption!
ax -= ox
ay -= oy
bx -= ox
by -= oy
failif((ax == 0 and ay == 0) or (bx == 0 and by == 0)) # zero length should not occur
let p = ax * by - ay * bx
if p != 0:
p > 0
else: # straight line -- ensure arbitrary but well defined result
if ax != bx:
ax < bx
else:
ay < by
proc addToCurrentCluster(v: XVertex) =
v.cid = VertexClusterID
proc xy(v: XVertex): (float, float) =
return (v.x, v.y)
# UGLY:
proc resetInitialSize(v: XVertex) =
v.radius = v.core
v.separation = Clearance
# UGLY: may be obsolete -- at least it is only an estimation
proc resize(v: XVertex) =
v.resetInitialSize
for step in items(v.attachedNets):
let net = step.netDesc
let traceSep = [v.separation, net.traceClearance].max
v.radius += traceSep + net.traceWidth
step.radius = v.radius - net.traceWidth / 2
v.separation = net.traceClearance
# UGLY:
# assume worst case order --> max radius
proc unfriendlyResize(v: XVertex) =
let cl = v.attachedNets.mapIt(it.netDesc.traceClearance)
v.radius = v.core
for n in v.attachedNets:
v.radius += n.netDesc.traceWidth
var s = 0.0
for p in cl.permutations:
for c in p.eachCons(2):
s += (c.max)
v.radius += s
v.separation = max(cl & v.separation)
# UGLY: may be obsolete -- at least it is only an estimation
proc update(v: XVertex; s: Step) =
let net = s.netDesc
let traceSep = [v.separation, net.traceClearance].max
v.radius += traceSep + net.traceWidth
s.radius = v.radius - net.traceWidth / 2
v.separation = net.traceClearance
# UGLY: returns step -- may become obsolete
proc net(v: XVertex; xid: int): Step =
for s in v.incidentNets:
if s.xid == xid:
return s
for s in v.attachedNets:
if s.xid == xid:
return s
# UGLY: delete step -- currently we need this, but we should try to avoid it, at least the expensive resize operation
proc newDeleteNet(v: XVertex; step: Step) =
v.incidentNets.keepItIf(step != it)
v.attachedNets.keepItIf(step != it)
v.resize
# (inner) angle 0 .. Pi, between two vectors a, b (custom tail)
# a (x1, y1)
# ^
# /
# /
#v-----> b (x2, y2)
# cos(alpha) = ab / (|a| * |b|)
proc innerAngle(x1, y1, x2, y2: float): float =
if x1 == x2 and y1 == y2: # U-turn
return 0 # avoid NaN due to rounding errors for this special case
# result = arccos((x1 * x2 + y1 * y2) / (hypot(x1, y1) * hypot(x2, y2)) * (1.0 - 1e-12)) # another option to avoid NaN
result = arccos((x1 * x2 + y1 * y2) / (hypot(x1, y1) * hypot(x2, y2)))
assert result == result # detect a NaN issue
# full difference angle, 0 .. 2 Pi, in counterclockwise orientation
proc fullAngle(x1, y1, x2, y2: float): float =
result = arctan2(y1, x1) - arctan2(y2, x2)
if result < 0:
result += math.TAU
#[
echo fullAngle(1000, 1, 1, 0) * 360/Tau, " 0.00..."
echo fullAngle(-1000, -1, -1, 0) * 360/Tau, " 0.00..."
echo fullAngle(1, 0, 1000, -1) * 360/Tau, " 0.00..."
echo fullAngle(1, 0, 1000, 1) * 360/Tau, " 359..."
echo fullAngle(-1, -1, -1, 0) * 360/Tau, " 45"
echo fullAngle(1000, -1, 1000, 1) * 360/Tau, " 360"
echo fullAngle(1, 0, -1, -1) * 360/Tau, " 135"
echo fullAngle(1, 0, 1, 1) * 360/Tau, " 315"
echo fullAngle(-1, 0, -1, -1) * 360/Tau, " 315"
]#
# inner angle for Step data type
proc innerAngle(v: XVertex; s: Step): float =
if s.next == nil or s.prev == nil:
return NilFloat
#assert s.vertex == v
let v = s.vertex
return innerAngle(s.next.x - v.x, s.next.y - v.y, s.prev.x - v.x, s.prev.y - v.y)
# next
# ^
# /
# /
#v-----> prev
# full angle for step
# prev v next on straight line will give angle of PI
proc fullAngle(v: XVertex; s: Step): float =
if s.next == nil or s.prev == nil:
return NilFloat
#assert s.vertex == v
let v = s.vertex
return fullAngle(s.next.x - v.x, s.next.y - v.y, s.prev.x - v.x, s.prev.y - v.y)
# Seems to work, 2023-JUN-13
proc OKsortAttachedNets(v: XVertex) =
if v.attachedNets.len > 1:
#if v.attachedNets[0].outer != v.attachedNets[1].outer: # shortcut should work
# return
for n in items(v.attachedNets):
assert(n.vertex == v)
#assert n.lrturn == (n.rgt == n.outer) # there are exceptions on PCB boards?
n.index = innerAngle(v, n) * (int(n.outer) * 2 - 1).float
v.attachedNets = v.attachedNets.sortedByIt(it.index)
if v.attachedNets.mapIt(it.index).deduplicate(isSorted = true).len == v.attachedNets.len:
return # not necessary, but maybe faster
# if all the angles are different, then we are already done. Else fine sorting by following traces is required.
for i, n in mpairs(v.attachedNets): n.index = i.float # keep sort order, but make key ascending, so we can resort subgroups
var shash: Table[(XVertex, XVertex), seq[Step]]
for n in mitems(v.attachedNets): # group attached nets with same angle (overlapping)
let l = n.prev # alias
let r = n.next
n.netDesc.flag = 1
if shash.hasKey((l, r)):
shash[(l, r)].add(n)
elif shash.hasKey((r, l)):
n.netDesc.flag = -1 # inverted direction
shash[(r, l)].add(n)
else:
shash[(l, r)] = @[n]
for group in shash.mvalues: # fine sort each group by following the traces
if group.len > 1:
group.reverse # for testing -- initialy reversing the group should give same result!
for el in items(group):
el.origin = el
var indices: seq[float] = group.mapIt(it.index)
indices.sort
var rel: Table[(Step, Step), int]
for direction in [-1, 1]:
var gr = group
let final = true # for first direction we may get only a preliminary order?
var unresolvedCombinations = false
while gr.len > 1:
for el in gr:
el.nstep.netDesc.flag = el.netDesc.flag
el.pstep.netDesc.flag = el.netDesc.flag
gr.applyIt(if it.netDesc.flag == direction: it.pstep else: it.nstep) # walk in one direction
for el in gr:
#assert el.nstep.origin != nil
if el.netDesc.flag == direction:
el.origin = el.nstep.origin
assert el.origin != nil
else:
el.origin = el.pstep.origin
assert el.origin != nil
for el in gr:
el.score = fullAngle(v, el)
unresolvedCombinations = false
for el in gr.combinations(2):
let (a, b) = (el[0], el[1])
let relation = rel.getOrDefault((a.origin, b.origin), NilInt)
if relation == NilInt or relation.abs < 2:
var c: int
if a.score == NilFloat:
c = (if (b.rgt == b.origin.rgt): 1 else: -1)
elif b.score == NilFloat:
c = (if (a.rgt == a.origin.rgt): -1 else: 1)
else:
#assert(a.origin.rgt == (a.netDesc.flag == 1)) # not always
#assert(b.origin.rgt == (b.netDesc.flag == 1))
if (a.score * a.netDesc.flag.float - b.score * b.netDesc.flag.float).abs < 1e-6: # type of flag is int
assert (a.score * a.netDesc.flag.float - b.score * b.netDesc.flag.float) == 0.0
c = 0
else:
c = ((a.score * (if a.origin.rgt: 1 else: -1)) <=> (b.score * (if b.origin.rgt: 1 else: -1)))
if c != 0:
if final: # indicate final relation
c *= 2
rel[(a.origin, b.origin)] = c
rel[(b.origin, a.origin)] = -c
else:
unresolvedCombinations = true
if not unresolvedCombinations:
break
gr.keepItIf(it.next != nil and it.prev != nil)
failif(unresolvedCombinations) # we should get at least a preliminary relation
if final: break # indeed always -- we have no preliminary relations
group.sort do (a, b: Step) -> int: # do we need rel[[a, b] <=> 0 to ensure -1,0,1 in block?
result = rel[(a, b)]
for i, el in group:
el.index = -indices[i]
v.attachedNets.sort do (a, b: Step) -> int:
result = cmp(a.index, b.index)
proc sortAttachedNets(v: XVertex) =
if v.attachedNets.len > 1:
#if v.attachedNets.len == 2 and v.attachedNets[0].outer != v.attachedNets[1].outer: # shortcut should work
# return
for n in items(v.attachedNets):
assert(n.vertex == v)
#assert n.lrturn == (n.rgt == n.outer) # there are exceptions on PCB boards?
#n.index = innerAngle(v, n) * (int(n.outer) * 2 - 1).float
n.index = -innerAngle(v, n)
if n.outer:
n.index = -n.index - math.TAU
echo v.xid, " ", n.index
v.attachedNets = v.attachedNets.sortedByIt(it.index)
if v.attachedNets.mapIt(it.index).deduplicate(isSorted = true).len == v.attachedNets.len:
return # not necessary, but maybe faster
# if all the angles are different, then we are already done. Else fine sorting by following traces is required.
for i, n in mpairs(v.attachedNets): n.index = i.float # keep sort order, but make key ascending, so we can resort subgroups
var shash: Table[(XVertex, XVertex), seq[Step]]
for n in mitems(v.attachedNets): # group attached nets with same angle (overlapping)
let l = n.prev # alias
let r = n.next
n.netDesc.flag = 1
if shash.hasKey((l, r)):
shash[(l, r)].add(n)
elif shash.hasKey((r, l)):
n.netDesc.flag = -1 # inverted direction
shash[(r, l)].add(n)
else:
shash[(l, r)] = @[n]
for group in shash.mvalues: # fine sort each group by following the traces
if group.len > 1:
group.reverse # for testing -- initialy reversing the group should give same result!
for el in items(group):
el.origin = el
let minGroupIndex = minValueByIt(group, it.index).index # we reorder the group entries, then rewrite back the index values
var rel: Table[(Step, Step), int]
for direction in [-1, 1]:
var gr = group
let final = true # for first direction we may get only a preliminary order?
var unresolvedCombinations = false
while gr.len > 1:
for el in gr:
el.nstep.netDesc.flag = el.netDesc.flag
el.pstep.netDesc.flag = el.netDesc.flag
gr.applyIt(if it.netDesc.flag == direction: it.pstep else: it.nstep) # walk in one direction
for el in gr:
#assert el.nstep.origin != nil
if el.netDesc.flag == direction:
el.origin = el.nstep.origin
assert el.origin != nil
else:
el.origin = el.pstep.origin
assert el.origin != nil
for el in gr:
el.score = fullAngle(v, el)
unresolvedCombinations = false
for el in gr.combinations(2):
let (a, b) = (el[0], el[1])
echo "outer ", a.outer, b.outer
let relation = rel.getOrDefault((a.origin, b.origin), NilInt)
if relation == NilInt or relation.abs < 2:
var c: int
if a.score == NilFloat:
c = (if (b.rgt == b.origin.rgt): 1 else: -1)
elif b.score == NilFloat:
c = (if (a.rgt == a.origin.rgt): -1 else: 1)
else:
#assert(a.origin.rgt == (a.netDesc.flag == 1)) # there are a few exceptions
#assert(b.origin.rgt == (b.netDesc.flag == 1))
if (a.score * a.netDesc.flag.float - b.score * b.netDesc.flag.float).abs < 1e-6: # type of flag is int
assert (a.score * a.netDesc.flag.float - b.score * b.netDesc.flag.float) == 0.0
c = 0
else:
c = ((a.score * (if a.origin.rgt: 1 else: -1)) <=> (b.score * (if b.origin.rgt: 1 else: -1)))
if c != 0:
if final: # indicate final relation
c *= 2
rel[(a.origin, b.origin)] = -c
rel[(b.origin, a.origin)] = c
else:
unresolvedCombinations = true
if not unresolvedCombinations:
break
gr.keepItIf(it.next != nil and it.prev != nil)
failif(unresolvedCombinations) # we should get at least a preliminary relation
if final: break # indeed always -- we have no preliminary relations
group.sort do (a, b: Step) -> int: # do we need rel[[a, b] <=> 0 to ensure -1,0,1 in block?
result = rel[(a, b)]
for i, el in group:
el.index = minGroupIndex + i.float # so following global sort will not detroy the group order
v.attachedNets.sort do (a, b: Step) -> int:
result = cmp(a.index, b.index)
proc newRegion(v: XVertex): Region =
var r = Region()
r.g = 1
r.ox = 0
r.oy = 0
r.vertex = v
r.rx = v.x
r.ry = v.y
r.neighbors = newSeq[Region]()
r.incident = true
r.outer = false
return r
iterator qbors(r: Region; old: Region): (Region, bool, bool) =
if old != nil:
let ox = r.vertex.x
let oy = r.vertex.y
let ax = old.rx - ox
let ay = old.ry - oy
for el in r.neighbors:
if el == old:
continue
var bx = el.rx - ox
var by = el.ry - oy
failif(old.vertex == el.vertex and r.idirs.len == 0)
let turn = xbooleanReallySmartCrossProduct2dWithOffset(old, el, r)
bx = el.rx - ox
by = el.ry - oy
var inner = true
var outer = r.incident
if r.odirs.len > 0:
outer = true
for (zx, zy) in r.odirs:
var j: bool
if turn:
j = ax * zy >= ay * zx and bx * zy <= by * zx # do we need = here?
else:
j = ax * zy <= ay * zx and bx * zy >= by * zx
outer = outer and j
if not outer: break
inner = not outer
for (zx, zy) in r.idirs:
var j: bool
if turn:
j = ax * zy >= ay * zx and bx * zy <= by * zx # do we need = here?
else:
j = ax * zy <= ay * zx and bx * zy >= by * zx
if j:
inner = false
else:
outer = false
if not (inner or outer):
continue
yield (el, inner, outer)
else:
for el in r.neighbors:
yield (el, true, true)
# note: the flow depends on the order of the traces -- trace with less clearance adjanced to trace with much clearance?
type
Cut = ref object
cap: float # vertex distance
freeCap: float # cap - vertex copper - copper of passing traces
cv1: float
cv2: float # clearance of the two adjanced vertices
cl: seq[float] # array of clearances for each trace passing -- order is important for overal space occupied
proc newCut(v1, v2: XVertex): Cut =
var c = Cut()
c.cap = hypot(v1.x - v2.x, v1.y - v2.y)
c.freeCap = c.cap - v1.core - v2.core
c.cv1 = Clearance # UGLY:
c.cv2 = Clearance
c.cl = newSeq[float]()
return c
# return Maximum_Board_Diagonal (MBD) when there is no space available, or
# a measure for squeeze -- multiple of Average_Via_Size going to zero if there is much space available
proc squeezeStrength(c: Cut; traceWidth, traceClearance: float): float =
var s: float
if c.cl.len == 0:
s = (if (c.cv1 < c.cv2 and c.cv1 < traceClearance): c.cv2 + traceClearance else: (if c.cv2 < traceClearance: c.cv1 + traceClearance else: c.cv1 + c.cv2))
else:
c.cl.add(traceClearance)
let ll = c.cl.len div 2
var hhh = c.cl.sorted
hhh.reverse
hhh = hhh[0..ll] & hhh[0..ll]
if c.cl.len.isEven:
discard hhh.pop
hhh.add(c.cv1)
hhh.add(c.cv2)
hhh.sort
hhh.delete(0)
hhh.delete(0)
s = 0
for el in hhh:
s += el
discard c.cl.pop
s = c.freeCap - traceWidth - s
if s < 0: MBD.float else: (10 * AVD * ATW).float / (ATW + s * 2).float
# we actually route that trace through this cut
proc use(c: Cut; traceWidth, traceClearance: float) =
c.freeCap -= traceWidth
c.cl.add(traceClearance)
# we put only one pin in each cell -- for testing
const
CS = 1#3 * Pin_Radius
type
Router* = ref object
filename*: string
b1x, b1y, b2x, b2y: float
nameId: int
path_ID: int
image: cairo.Surface
netlist*: NetDescList
pic*: cairo.Context # debugging
cell: Table[(int, int), int]
cdtHash: Table[(int, int), XVertex]
vertices: seq[XVertex]
regions: seq[Region]
allRoutes: seq[seq[(float, float)]]
#rstyles
#file: File # pcbLayoutDataFile
edgesInCluster: Table[(XVertex, XVertex), int] # diagonal edge in pad/cluster, forbidden path, we may consider removing it from triagulation
cdt*: dt.DelaunayTriangulation
newcuts: Table[(XVertex, XVertex), Cut]
rand: random.Rand
seed: int64
proc newRouter*(b1x, b1y, b2x, b2y: float): Router =
var r = Router()
VertexClassID = 0
VertexClusterID = 0
(r.b1x, r.b1y, r.b2x, r.b2y) = (b1x, b1y, b2x, b2y) # corners of the PCB board
r.nameId = 0
r.path_ID = 0
r.image = cairo.imageSurfaceCreate(Format.argb32, Board_Size, Board_Size)
r.pic = newContext(r.image)
r.pic.translate(40, 40)
r.pic.scale(0.9, 0.9)
let xExtent = (b2x - b1x).abs
let yExtent = (b2y - b1y).abs
let maxExtent = [xExtent, yExtent].max
r.pic.scale(Board_Size / (maxExtent), Board_Size / (maxExtent))
r.pic.translate(-b1x, -b1y)
r.pic.translate((maxExtent - xExtent) / 2, (maxExtent - yExtent) / 2)
r.pic.setSource(0.8, 0.8, 0.8, 1)
r.pic.paint
r.cdt = initDelaunayTriangulation(initVector(b1x, b1y), initVector(b2x, b2y), vertexAllocProc = vertexAllocProc)
for v in r.cdt.subdivision.vertices.values:
XVertex(v).x = v.point.x
XVertex(v).y = v.point.y
return r
proc initSeed(r: Router) =
var seed: int64
if paramCount() == 1:
seed = strutils.parseInt(paramStr(1))
if seed == 0:
let now = getTime()
seed = now.toUnix * 1_000_000_000 + now.nanosecond
seed = seed mod 100
r.rand = initRand(seed)
echo "Random seed: ", seed
r.seed = seed
proc nextName*(r: Router): string =
r.nameId += 1
return $r.nameId
# UGLY:
# insert some vertices on the boarder of the PCB board, should help
proc insertPcbBorder(r: Router) =
var (a, b) = minmax(r.b1x, r.b2x)
var d = (b - a) / (25)
a -= d
b += d
let dx = (b - a) / (10)
for x in countup(a, b, dx):
var v = XVertex(x: x, y: r.b1y - d)
v.name = "no"
discard r.cdt.insertPoint(Vector(x: v.x, y: v.y), v)
v = XVertex(x: x, y: r.b2y + d)
v.name = "no"
discard r.cdt.insertPoint(Vector(x: v.x, y: v.y), v)
(a, b) = minmax(r.b1y, r.b2y)
d = (b - a) / (25)
a -= d
b += d
let dy = (b - a) / (10)
a += dy
b -= dy
for y in countup(a, b, dy):
var v = XVertex(x: r.b1x - d, y: y)
v.name = "no"
discard r.cdt.insertPoint(Vector(x: v.x, y: v.y), v)
v = XVertex(x: r.b2x + d, y: y)
v.name = "no"
discard r.cdt.insertPoint(Vector(x: v.x, y: v.y), v)
#proc insertRescueVias(r: Router; l) =
# #return
# for x, y in l:
# #l.each{|x, y|
# insertPcbVertex("rescueVia", x, y, 1000, 1000)
# UGLY:
proc insertPcbVertex(r: Router; name: string; x, y, vt, vc: float) =
if r.cdtHash.hasKey((x.int, y.int)):
return
#return if @cdtHash.include?([x, y]) # occurs for t.pcb
var v = XVertex(x: x, y: y, vt: vt, vc: vc) # tracewidth and clearance?
v.via = true
v.name = name
r.cdtHash[(x.int, y.int)] = v
discard r.cdt.insertPoint(Vector(x: v.x, y: v.y), v)
# Cluster from pcb
#[
proc insertCluster(r: Router; c: Cluster) =
failif(c.convexPinHull.len == 0)
let n = c.convexPinHull.size
if n != 1:
XVertex.beginNewCluster
var lastVertex = nil
var firstVertex = nil
for cv in c.convexPinHull:
#c.convexPinHull.each{|cv|
let x = c.mx + cv.rx
let y = c.my + cv.ry
if r.cdtHash.include?([x, y]):
fail
else:
v = XVertex.new(x, y, cv.thickness * 0.5, cv.clearance)
v.name = c.name
if n != 1:
v.addToCurrentCluster
if firstVertex == nil:
firstVertex = v
#firstVertex ||= v
r.cdtHash[[x, y]] = v
r.cdt.insert(v)
r.cdt.insertConstraint(v, lastVertex) if lastVertex
lastVertex = v
r.cdt.insertConstraint(lastVertex, firstVertex) if n > 2
# UGLY: rename
proc testCluster(r: Router) =
#r.cdt.edgesInConstrainedPolygons{|v1, v2|
for v1, v2 in r.cdt.edgesInConstrainedPolygons:
r.edgesInCluster[v1, v2] = true
]#
# UGLY:
proc generateTestVertices*(r: Router) =
# put a virtual pin on each corner of our board -- we should need this
#[
for el in [0, PCB_Size] .tuples(2):
# [0, PCB_Size].repeatedPermutation(2).each{|el|
var v = XVertex(x: el[0], y: el[1])
initialize(v, el[0], el[1])
#r.cdt.insert(v)
discard r.cdt.insertPoint(Vector(x: v.x.float, y: v.y.float), v)
r.cell[(el[0] div CS, el[1] div CS)] = 1 # avoid collisions
]#
var xid = 8
while xid < Points:
var (r1, r2) = (rand(r.rand, PCB_Size - PCB_Size div 50) + PCB_Size div 100, rand(r.rand, PCB_Size - PCB_Size div 50) + PCB_Size div 100)
if not r.cell.hasKey((r1 div CS, r2 div CS)):# == nil:
r.cell[(r1 div CS, r2 div CS)] = 1
#if true#unless (300..500).include?(r1) or (300..500).include?(r2)
var v = newXVertex(r1.float, r2.float) # x: r1, y: r2)
discard r.cdt.insertPoint(Vector(x: v.x, y: v.y), v)
#r.cdt.insert(v)
xid += 1
#[
proc generateNetlist(r: Router; l: seq[(int, int, int, int, string)]) =
r.netlist = newSeq[NetDesc]()
for el in l:
var (x1, y1, x2, y2, style) = el
#l.each{|x1, y1, x2, y2, style|
var v1 = r.cdtHash[(x1, y1)]
var v2 = r.cdtHash[(x2, y2)]
assert( v1 != nil and v2 != nil)
v1.numInets += 1
v2.numInets += 1
if v1.name.len == 0:
v1.name = nextName(r)
if v2.name.len == 0:
v2.name = nextName(r)
var netDesc = newNetDesc(v1.name, v2.name)
netDesc.styleName = style
netDesc.pri = (x2 - x1) ^ 2 + (y2 - y1) ^ 2
r.netlist.add(netDesc)
]#
proc sortNetlist(r: Router) =
r.netlist.sort do (i, j: NetDesc) -> int:
result = cmp(i.pri, j.pri)
# r.netlist.sortBy!{|el| el.pri}
type
XT = seq[XVertex]
proc finishInit*(r: Router; rndTest = false) =
r.vertices = newSeq[XVertex]()
r.regions = newSeq[Region](1723)
for v in r.cdt.subdivision.vertices.values:
#echo "eee1"
r.vertices.add(XVertex(v))
var h = newRegion(XVertex(v))
r.regions[XVertex(v).xid] = h
var hhh = 0
while r.regions[hhh] != nil:
#echo "eee2"
inc hhh
r.regions.setLen(hhh)
echo "hhh", hhh
if rndTest:
var set = toSeq(r.vertices.filterIt(it.xid.int > 3).chunked(2))
set.sort do (i, j: XT) -> int:
result = cmp((i[0].x - i[1].x) ^ 2 + (i[0].y - i[1].y) ^ 2, (j[0].x - j[1].x) ^ 2 + (j[0].y - j[1].y) ^ 2)
r.netlist = newSeq[NetDesc]()
for i in 0 .. 9:
var (v1, v2) = (set[i * 2][0], set[i * 2][1])
if v1 != nil and v2 != nil:
v1.name = $i & 's'
v2.name = $i & 'e'
var netDesc = NetDesc(t1Name:v1.name, t2Name: v2.name)
r.netlist.add(netDesc)
for v in r.cdt.subdivision.vertices.values:
#echo "eee3"
var hhh: seq[Vertex]