// SPDX-FileCopyrightText: 2024 Topola contributors // // SPDX-License-Identifier: MIT //! Module for managing the various Specctra PCB design, including loading the //! Design DSN file, creating the [`Board`] object from the file, as well as //! exporting the session file use std::collections::{btree_map::Entry as BTreeMapEntry, BTreeMap}; use geo::{point, Point, Rotate}; use crate::{ board::{AccessMesadata, Board}, drawing::{ dot::{FixedDotWeight, GeneralDotWeight}, graph::{GetMaybeNet, MakePrimitive}, primitive::MakePrimitiveShape, seg::{FixedSegWeight, GeneralSegWeight}, Drawing, }, geometry::{primitive::PrimitiveShape, GetLayer, GetWidth}, layout::{poly::SolidPolyWeight, Layout, LayoutEdit}, math::{Circle, PointWithRotation}, specctra::{ mesadata::SpecctraMesadata, read::ListTokenizer, structure::{self, DsnFile, Layer, Pcb, Shape}, write::ListWriter, }, }; pub use specctra_core::error::ParseErrorContext; /// This struct is responsible for managing the various Specctra components of a PCB design, /// including parsing the DSN file, handling the resolution, unit of measurement, /// and organizing the PCB's structure, placement, library, network, and wiring. /// It provides functionality for reading from a DSN file and writing Specctra's .SES session files. #[derive(Debug)] pub struct SpecctraDesign { pcb: Pcb, } impl SpecctraDesign { /// Loads a [`SpecctraDesign`] structure instance from a buffered reader. /// /// This function reads the Specctra Design data from an input stream. /// Later the data is parsed and loaded into a [`SpecctraDesign`] structure, /// allowing further operations such as rule validation, routing, or netlist management. pub fn load(reader: impl std::io::BufRead) -> Result { let mut list_reader = ListTokenizer::new(reader); let dsn = list_reader.read_value::()?; Ok(Self { pcb: dsn.pcb }) } /// Function to get name of the DSN file /// /// This function returns the name of the `Pcb` objects pub fn get_name(&self) -> &str { &self.pcb.name } /// Writes the Specctra Session (.ses) file format using the current board layout and mesadata. /// /// This function generates a Specctra SES session file that represents the board's net routing and /// writes it to the provided output stream. The session data includes routed nets, wires, /// layers, and other essential information for routing management. pub fn write_ses( &self, board: &Board, writer: impl std::io::Write, ) -> Result<(), std::io::Error> { let mesadata = board.mesadata(); let drawing = board.layout().drawing(); let mut net_outs = BTreeMap::::new(); for index in drawing.primitive_nodes() { let primitive = index.primitive(drawing); if let Some(net) = primitive.maybe_net() { let coords = match primitive.shape() { PrimitiveShape::Seg(seg) => { vec![ structure::Point { x: seg.from.x(), y: seg.from.y(), }, structure::Point { x: seg.to.x(), y: seg.to.y(), }, ] } PrimitiveShape::Bend(bend) => { // Since general circle arcs don't seem to be supported // we're downgrading each one to a chain of straight // line segments. // TODO: make this configurable? pick a smarter value? let segment_count: usize = 100; bend.render_discretization(segment_count + 1) .map(Into::into) .collect() } // Intentionally skipped for now. // Topola stores trace segments and dots joining them // as separate objects, but the Specctra formats and KiCad // appear to consider them implicit. // TODO: Vias PrimitiveShape::Dot(_) => continue, }; let wire = structure::WireOut { path: structure::Path { layer: mesadata .layer_layername(primitive.layer()) .ok_or_else(|| { std::io::Error::new( std::io::ErrorKind::InvalidData, format!( "tried to reference invalid primitive layer {}", primitive.layer() ), ) })? .to_owned(), width: primitive.width(), coords, }, }; let net_out = match net_outs.entry(net) { BTreeMapEntry::Occupied(occ) => occ.into_mut(), BTreeMapEntry::Vacant(vac) => vac.insert(structure::NetOut { name: mesadata .net_netname(net) .ok_or_else(|| { std::io::Error::new( std::io::ErrorKind::InvalidData, format!("tried to reference invalid net ID {}", net), ) })? .to_owned(), wire: Vec::new(), via: Vec::new(), }), }; net_out.wire.push(wire); } } let ses = structure::SesFile { session: structure::Session { id: "ID".to_string(), routes: structure::Routes { resolution: structure::Resolution { unit: self.pcb.resolution.unit.clone(), value: 1.0, }, library_out: structure::Library { images: Vec::new(), padstacks: Vec::new(), }, network_out: structure::NetworkOut { net: net_outs.into_values().collect(), }, }, }, }; ListWriter::new(writer).write_value(&ses) } /// Generates a [`Board`] from the current PCB data. /// /// This function takes the internal `Pcb` structure and transforms it into a [`Board`] object, /// which is used for layout and routing operations. The board is initialized with [`SpecctraMesadata`], /// which includes layer and net mappings, and is populated with components, pins, vias, and wires /// from the PCB definition. pub fn make_board(&self, recorder: &mut LayoutEdit) -> Board { let mesadata = SpecctraMesadata::from_pcb(&self.pcb); let mut board = Board::new(Layout::new(Drawing::new( mesadata, self.pcb.structure.layers.len(), self.pcb.structure.boundary.to_polygon(), self.pcb .structure .place_boundary .as_ref() .map(|i| i.to_polygon()), ))); // mapping of pin -> net prepared for adding pins let pin_nets = self .pcb .network .nets .iter() .filter_map(|net_pin_assignments| { // resolve the id so we don't work with strings let net = board .layout() .drawing() .rules() .netname_net(&net_pin_assignments.name) .unwrap(); net_pin_assignments.pins.as_ref().map(|pins| { // take the list of pins // and for each pin output (pin name, net id) pins.names.iter().map(move |pinname| (pinname.clone(), net)) }) }) // flatten the nested iters into a single stream of tuples .flatten() .collect::>(); // add pins from components for component in &self.pcb.placement.components { let image = self .pcb .library .images .iter() .find(|image| image.name == component.name) .unwrap(); for place in &component.places { let place_side_is_front = place.side == "front"; let get_layer = |board: &Board, name: &str| { Self::layer(board, &self.pcb.structure.layers, name, place_side_is_front) }; for pin in &image.pins { let pinname = format!("{}-{}", place.name, pin.id); let net = pin_nets.get(&pinname).copied(); let padstack = self.pcb.library.find_padstack_by_name(&pin.name).unwrap(); for shape in padstack.shapes.iter() { match shape { Shape::Circle(circle) => { let layer = get_layer(&board, &circle.layer); Self::add_circle( recorder, &mut board, place.point_with_rotation(), pin.point_with_rotation(), circle.diameter / 2.0, layer, net, Some(pinname.clone()), ) } Shape::Rect(rect) => { let layer = get_layer(&board, &rect.layer); Self::add_rect( recorder, &mut board, place.point_with_rotation(), pin.point_with_rotation(), rect.x1, rect.y1, rect.x2, rect.y2, layer, net, Some(pinname.clone()), ) } Shape::Path(path) => { let layer = get_layer(&board, &path.layer); Self::add_path( recorder, &mut board, place.point_with_rotation(), pin.point_with_rotation(), &path.coords, path.width, layer, net, Some(pinname.clone()), ) } Shape::Polygon(polygon) => { let layer = get_layer(&board, &polygon.layer); Self::add_polygon( recorder, &mut board, place.point_with_rotation(), pin.point_with_rotation(), &polygon.coords, polygon.width, layer, net, Some(pinname.clone()), ) } }; } } } } for via in &self.pcb.wiring.vias { let net = board.layout().drawing().rules().netname_net(&via.net); let padstack = self.pcb.library.find_padstack_by_name(&via.name).unwrap(); let get_layer = |board: &Board, name: &str| { Self::layer(board, &self.pcb.structure.layers, name, true) }; for shape in &padstack.shapes { match shape { Shape::Circle(circle) => { let layer = get_layer(&board, &circle.layer); Self::add_circle( recorder, &mut board, // TODO: refactor? // should this call take PointWithRotation? PointWithRotation::from_xy(via.x, via.y), PointWithRotation::default(), circle.diameter / 2.0, layer, net, None, ) } Shape::Rect(rect) => { let layer = get_layer(&board, &rect.layer); Self::add_rect( recorder, &mut board, PointWithRotation::from_xy(via.x, via.y), PointWithRotation::default(), rect.x1, rect.y1, rect.x2, rect.y2, layer, net, None, ) } Shape::Path(path) => { let layer = get_layer(&board, &path.layer); Self::add_path( recorder, &mut board, PointWithRotation::from_xy(via.x, via.y), PointWithRotation::default(), &path.coords, path.width, layer, net, None, ) } Shape::Polygon(polygon) => { let layer = get_layer(&board, &polygon.layer); Self::add_polygon( recorder, &mut board, PointWithRotation::from_xy(via.x, via.y), PointWithRotation::default(), &polygon.coords, polygon.width, layer, net, None, ) } }; } } for wire in self.pcb.wiring.wires.iter() { let layer = board .layout() .drawing() .rules() .layername_layer(&wire.path.layer) .unwrap(); let net = board.layout().drawing().rules().netname_net(&wire.net); Self::add_path( recorder, &mut board, PointWithRotation::default(), PointWithRotation::default(), &wire.path.coords, wire.path.width, layer, net, None, ); } board } fn layer( board: &Board, layers: &[Layer], layername: &str, front: bool, ) -> usize { let image_layer = board .layout() .drawing() .rules() .layername_layer(layername) .unwrap(); if front { image_layer } else { layers.len() - image_layer - 1 } } fn add_circle( recorder: &mut LayoutEdit, board: &mut Board, place: PointWithRotation, pin: PointWithRotation, r: f64, layer: usize, maybe_net: Option, maybe_pin: Option, ) { let circle = Circle { pos: Self::pos(place, pin, 0.0, 0.0), r, }; board.add_fixed_dot_infringably( recorder, FixedDotWeight(GeneralDotWeight { circle, layer, maybe_net, }), maybe_pin, ); } fn add_rect( recorder: &mut LayoutEdit, board: &mut Board, place: PointWithRotation, pin: PointWithRotation, x1: f64, y1: f64, x2: f64, y2: f64, layer: usize, maybe_net: Option, maybe_pin: Option, ) { // Corners. let dot_1_1 = board.add_fixed_dot_infringably( recorder, FixedDotWeight(GeneralDotWeight { circle: Circle { pos: Self::pos(place, pin, x1, y1), r: 0.5, }, layer, maybe_net, }), None, ); let dot_2_1 = board.add_fixed_dot_infringably( recorder, FixedDotWeight(GeneralDotWeight { circle: Circle { pos: Self::pos(place, pin, x2, y1), r: 0.5, }, layer, maybe_net, }), None, ); let dot_2_2 = board.add_fixed_dot_infringably( recorder, FixedDotWeight(GeneralDotWeight { circle: Circle { pos: Self::pos(place, pin, x2, y2), r: 0.5, }, layer, maybe_net, }), None, ); let dot_1_2 = board.add_fixed_dot_infringably( recorder, FixedDotWeight(GeneralDotWeight { circle: Circle { pos: Self::pos(place, pin, x1, y2), r: 0.5, }, layer, maybe_net, }), None, ); // Sides. let seg1 = board.add_fixed_seg_infringably( recorder, dot_1_1, dot_2_1, FixedSegWeight(GeneralSegWeight { width: 1.0, layer, maybe_net, }), None, ); let seg2 = board.add_fixed_seg_infringably( recorder, dot_2_1, dot_2_2, FixedSegWeight(GeneralSegWeight { width: 1.0, layer, maybe_net, }), None, ); let seg3 = board.add_fixed_seg_infringably( recorder, dot_2_2, dot_1_2, FixedSegWeight(GeneralSegWeight { width: 1.0, layer, maybe_net, }), None, ); let seg4 = board.add_fixed_seg_infringably( recorder, dot_1_2, dot_1_1, FixedSegWeight(GeneralSegWeight { width: 1.0, layer, maybe_net, }), None, ); board.add_poly_with_nodes( recorder, SolidPolyWeight { layer, maybe_net }.into(), maybe_pin, &[ dot_1_1.into(), dot_1_2.into(), dot_2_2.into(), dot_2_1.into(), seg1.into(), seg2.into(), seg3.into(), seg4.into(), ], ); } fn add_path( recorder: &mut LayoutEdit, board: &mut Board, place: PointWithRotation, pin: PointWithRotation, coords: &[structure::Point], width: f64, layer: usize, maybe_net: Option, maybe_pin: Option, ) { // add the first coordinate in the wire path as a dot and save its index let mut prev_pos = Self::pos(place, pin, coords[0].x, coords[0].y); let mut prev_index = board.add_fixed_dot_infringably( recorder, FixedDotWeight(GeneralDotWeight { circle: Circle { pos: prev_pos, r: width / 2.0, }, layer, maybe_net, }), maybe_pin.clone(), ); // iterate through path coords starting from the second for coord in coords.iter().skip(1) { let pos = Self::pos(place, pin, coord.x, coord.y); if pos == prev_pos { continue; } let index = board.add_fixed_dot_infringably( recorder, FixedDotWeight(GeneralDotWeight { circle: Circle { pos, r: width / 2.0, }, layer, maybe_net, }), maybe_pin.clone(), ); // add a seg between the current and previous coords let _ = board.add_fixed_seg_infringably( recorder, prev_index, index, FixedSegWeight(GeneralSegWeight { width, layer, maybe_net, }), maybe_pin.clone(), ); prev_index = index; prev_pos = pos; } } fn add_polygon( recorder: &mut LayoutEdit, board: &mut Board, place: PointWithRotation, pin: PointWithRotation, mut coords: &[structure::Point], width: f64, layer: usize, maybe_net: Option, maybe_pin: Option, ) { let mut nodes = Vec::with_capacity(coords.len() * 2 - 1); // add the first coordinate in the wire path as a dot and save its index let first_index = board.add_fixed_dot_infringably( recorder, FixedDotWeight(GeneralDotWeight { circle: Circle { pos: Self::pos(place, pin, coords[0].x, coords[0].y), r: width / 2.0, }, layer, maybe_net, }), None, ); nodes.push(first_index.into()); let mut prev_index = first_index; if approx::abs_diff_eq!(coords[0].x, coords.last().unwrap().x) && approx::abs_diff_eq!(coords[0].y, coords.last().unwrap().y) { coords = &coords[..coords.len() - 1]; } let seg_weight = FixedSegWeight(GeneralSegWeight { width, layer, maybe_net, }); // iterate through path coords starting from the second for coord in &coords[1..] { let index = board.add_fixed_dot_infringably( recorder, FixedDotWeight(GeneralDotWeight { circle: Circle { pos: Self::pos(place, pin, coord.x, coord.y), r: width / 2.0, }, layer, maybe_net, }), None, ); nodes.push(index.into()); // add a seg between the current and previous coords nodes.push( board .add_fixed_seg_infringably(recorder, prev_index, index, seg_weight, None) .into(), ); prev_index = index; } // add a seg between the last and first coords nodes.push( board .add_fixed_seg_infringably(recorder, prev_index, first_index, seg_weight, None) .into(), ); board.add_poly_with_nodes( recorder, SolidPolyWeight { layer, maybe_net }.into(), maybe_pin, &nodes[..], ); } fn pos(place: PointWithRotation, pin: PointWithRotation, x: f64, y: f64) -> Point { let pos = (point! {x: x, y: y} + pin.pos).rotate_around_point(pin.rot, pin.pos); (pos + place.pos).rotate_around_point(place.rot, place.pos) } }