topola/src/dsn/design.rs

703 lines
23 KiB
Rust

use std::collections::HashMap;
use geo::{point, Point, Rotate, Translate};
use thiserror::Error;
use crate::{
autorouter::board::Board,
drawing::{dot::FixedDotWeight, seg::FixedSegWeight, Drawing},
dsn::{
de,
rules::DsnRules,
structure::{self, DsnFile, Layer, Pcb, Shape},
},
geometry::compound::CompoundManagerTrait,
graph::{GenericIndex, GetNodeIndex},
layout::{zone::SolidZoneWeight, Layout},
math::Circle,
};
#[derive(Error, Debug)]
pub enum LoadingError {
#[error(transparent)]
Io(#[from] std::io::Error),
#[error(transparent)]
Syntax(#[from] de::SyntaxError),
}
#[derive(Debug)]
pub struct DsnDesign {
pcb: Pcb,
}
impl DsnDesign {
pub fn load_from_file(filename: &str) -> Result<Self, LoadingError> {
let contents = std::fs::read_to_string(filename)?;
Self::load_from_string(contents)
}
pub fn load_from_string(contents: String) -> Result<Self, LoadingError> {
let pcb = de::from_str::<DsnFile>(&contents)
.map_err(|err| LoadingError::Syntax(err))?
.pcb;
Ok(Self { pcb })
}
pub fn make_board(&self) -> Board<DsnRules> {
let rules = DsnRules::from_pcb(&self.pcb);
let mut board = Board::new(Layout::new(Drawing::new(rules)));
// mapping of pin -> net prepared for adding pins
let pin_nets = HashMap::<String, usize>::from_iter(
self.pcb
.network
.net_vec
.iter()
.map(|net_pin_assignments| {
// resolve the id so we don't work with strings
let net = board
.layout()
.drawing()
.rules()
.netname_to_net
.get(&net_pin_assignments.name)
.unwrap();
// take the list of pins
// and for each pin id output (pin id, net id)
net_pin_assignments
.pins
.names
.iter()
.map(|id| (id.clone(), *net))
})
// flatten the nested iters into a single stream of tuples
.flatten(),
);
// add pins from components
for component in &self.pcb.placement.component_vec {
for place in &component.place_vec {
let image = self
.pcb
.library
.image_vec
.iter()
.find(|image| image.name == component.name)
.unwrap();
for pin in &image.pin_vec {
let pin_name = format!("{}-{}", place.name, pin.id);
let net = pin_nets.get(&pin_name).unwrap();
let padstack = &self
.pcb
.library
.padstack_vec
.iter()
.find(|padstack| padstack.name == pin.name)
.unwrap();
for shape in padstack.shape_vec.iter() {
match shape {
Shape::Circle(circle) => {
let layer = Self::layer(
&mut board,
&self.pcb.structure.layer_vec,
&circle.layer,
place.side == "front",
);
Self::add_circle(
&mut board,
(place.x as f64, place.y as f64).into(),
place.rotation as f64,
(pin.x as f64, pin.y as f64).into(),
pin.rotate.unwrap_or(0.0) as f64,
circle.diameter as f64 / 2.0,
layer as u64,
*net,
Some(pin_name.clone()),
)
}
Shape::Rect(rect) => {
let layer = Self::layer(
&mut board,
&self.pcb.structure.layer_vec,
&rect.layer,
place.side == "front",
);
Self::add_rect(
&mut board,
(place.x as f64, place.y as f64).into(),
place.rotation as f64,
(pin.x as f64, pin.y as f64).into(),
pin.rotate.unwrap_or(0.0) as f64,
rect.x1 as f64,
rect.y1 as f64,
rect.x2 as f64,
rect.y2 as f64,
layer as u64,
*net,
Some(pin_name.clone()),
)
}
Shape::Path(path) => {
let layer = Self::layer(
&mut board,
&self.pcb.structure.layer_vec,
&path.layer,
place.side == "front",
);
Self::add_path(
&mut board,
(place.x as f64, place.y as f64).into(),
place.rotation as f64,
(pin.x as f64, pin.y as f64).into(),
pin.rotate.unwrap_or(0.0) as f64,
&path.coord_vec,
path.width as f64,
layer as u64,
*net,
Some(pin_name.clone()),
)
}
Shape::Polygon(polygon) => {
let layer = Self::layer(
&mut board,
&self.pcb.structure.layer_vec,
&polygon.layer,
place.side == "front",
);
Self::add_polygon(
&mut board,
(place.x as f64, place.y as f64).into(),
place.rotation as f64,
(pin.x as f64, pin.y as f64).into(),
pin.rotate.unwrap_or(0.0) as f64,
&polygon.coord_vec,
polygon.width as f64,
layer as u64,
*net,
Some(pin_name.clone()),
)
}
};
}
}
}
}
for via in &self.pcb.wiring.via_vec {
let net = *board
.layout()
.drawing()
.rules()
.netname_to_net
.get(&via.net)
.unwrap();
// find the padstack referenced by this via placement
let padstack = &self
.pcb
.library
.padstack_vec
.iter()
.find(|padstack| padstack.name == via.name)
.unwrap();
for shape in &padstack.shape_vec {
match shape {
Shape::Circle(circle) => {
let layer = Self::layer(
&mut board,
&self.pcb.structure.layer_vec,
&circle.layer,
true,
);
Self::add_circle(
&mut board,
(0.0, 0.0).into(),
0.0,
(0.0, 0.0).into(),
0.0,
circle.diameter as f64 / 2.0,
layer as u64,
net,
None,
)
}
Shape::Rect(rect) => {
let layer = Self::layer(
&mut board,
&self.pcb.structure.layer_vec,
&rect.layer,
true,
);
Self::add_rect(
&mut board,
(0.0, 0.0).into(),
0.0,
(0.0, 0.0).into(),
0.0,
rect.x1 as f64,
rect.y1 as f64,
rect.x2 as f64,
rect.y2 as f64,
layer as u64,
net,
None,
)
}
Shape::Path(path) => {
let layer = Self::layer(
&mut board,
&self.pcb.structure.layer_vec,
&path.layer,
true,
);
Self::add_path(
&mut board,
(0.0, 0.0).into(),
0.0,
(0.0, 0.0).into(),
0.0,
&path.coord_vec,
path.width as f64,
layer as u64,
net,
None,
)
}
Shape::Polygon(polygon) => {
let layer = Self::layer(
&mut board,
&self.pcb.structure.layer_vec,
&polygon.layer,
true,
);
Self::add_polygon(
&mut board,
(0.0, 0.0).into(),
0.0,
(0.0, 0.0).into(),
0.0,
&polygon.coord_vec,
polygon.width as f64,
layer as u64,
net,
None,
)
}
};
}
}
for wire in self.pcb.wiring.wire_vec.iter() {
let layer = *board
.layout()
.drawing()
.rules()
.layername_to_layer
.get(&wire.path.layer)
.unwrap();
let net = *board
.layout()
.drawing()
.rules()
.netname_to_net
.get(&wire.net)
.unwrap();
Self::add_path(
&mut board,
(0.0, 0.0).into(),
0.0,
(0.0, 0.0).into(),
0.0,
&wire.path.coord_vec,
wire.path.width as f64,
layer as u64,
net,
None,
);
}
// The clones here are bad, we'll have something better later on.
let layername_to_layer = &board.layout().drawing().rules().layername_to_layer.clone();
for (layername, layer) in layername_to_layer.iter() {
board.bename_layer(*layer, layername.to_string());
}
let netname_to_net = &board.layout().drawing().rules().netname_to_net.clone();
for (netname, net) in netname_to_net.iter() {
board.bename_net(*net, netname.to_string());
}
board
}
fn layer(
board: &Board<DsnRules>,
layer_vec: &Vec<Layer>,
layer_name: &str,
front: bool,
) -> usize {
let image_layer = *board
.layout()
.drawing()
.rules()
.layername_to_layer
.get(layer_name)
.unwrap();
if front {
image_layer as usize
} else {
layer_vec.len() - image_layer as usize - 1
}
}
fn add_circle(
board: &mut Board<DsnRules>,
place_pos: Point,
place_rot: f64,
pin_pos: Point,
pin_rot: f64,
r: f64,
layer: u64,
net: usize,
maybe_pin: Option<String>,
) {
let circle = Circle {
pos: Self::pos(place_pos, place_rot, pin_pos, pin_rot, 0.0, 0.0),
r,
};
board
.add_fixed_dot(
FixedDotWeight {
circle,
layer,
maybe_net: Some(net),
},
maybe_pin.clone(),
)
.unwrap();
}
fn add_rect(
board: &mut Board<DsnRules>,
place_pos: Point,
place_rot: f64,
pin_pos: Point,
pin_rot: f64,
x1: f64,
y1: f64,
x2: f64,
y2: f64,
layer: u64,
net: usize,
maybe_pin: Option<String>,
) {
let zone = board.add_zone(
SolidZoneWeight {
layer,
maybe_net: Some(net),
}
.into(),
maybe_pin.clone(),
);
// Corners.
let dot_1_1 = board
.add_zone_fixed_dot(
FixedDotWeight {
circle: Circle {
pos: Self::pos(place_pos, place_rot, pin_pos, pin_rot, x1, y1),
r: 0.5,
},
layer,
maybe_net: Some(net),
},
zone,
)
.unwrap();
let dot_2_1 = board
.add_zone_fixed_dot(
FixedDotWeight {
circle: Circle {
pos: Self::pos(place_pos, place_rot, pin_pos, pin_rot, x2, y1),
r: 0.5,
},
layer,
maybe_net: Some(net),
},
zone,
)
.unwrap();
let dot_2_2 = board
.add_zone_fixed_dot(
FixedDotWeight {
circle: Circle {
pos: Self::pos(place_pos, place_rot, pin_pos, pin_rot, x2, y2),
r: 0.5,
},
layer,
maybe_net: Some(net),
},
zone,
)
.unwrap();
let dot_1_2 = board
.add_zone_fixed_dot(
FixedDotWeight {
circle: Circle {
pos: Self::pos(place_pos, place_rot, pin_pos, pin_rot, x1, y2),
r: 0.5,
},
layer,
maybe_net: Some(net),
},
zone,
)
.unwrap();
// Sides.
board
.add_zone_fixed_seg(
dot_1_1,
dot_2_1,
FixedSegWeight {
width: 1.0,
layer,
maybe_net: Some(net),
},
zone,
)
.unwrap();
board
.add_zone_fixed_seg(
dot_2_1,
dot_2_2,
FixedSegWeight {
width: 1.0,
layer,
maybe_net: Some(net),
},
zone,
)
.unwrap();
board
.add_zone_fixed_seg(
dot_2_2,
dot_1_2,
FixedSegWeight {
width: 1.0,
layer,
maybe_net: Some(net),
},
zone,
)
.unwrap();
board
.add_zone_fixed_seg(
dot_1_2,
dot_1_1,
FixedSegWeight {
width: 1.0,
layer,
maybe_net: Some(net),
},
zone,
)
.unwrap();
}
fn add_path(
board: &mut Board<DsnRules>,
place_pos: Point,
place_rot: f64,
pin_pos: Point,
pin_rot: f64,
coords: &Vec<structure::Point>,
width: f64,
layer: u64,
net: usize,
maybe_pin: Option<String>,
) {
// add the first coordinate in the wire path as a dot and save its index
let mut prev_pos = Self::pos(
place_pos,
place_rot,
pin_pos,
pin_rot,
coords[0].x as f64,
coords[0].y as f64,
);
let mut prev_index = board
.add_fixed_dot(
FixedDotWeight {
circle: Circle {
pos: prev_pos,
r: width / 2.0,
},
layer,
maybe_net: Some(net),
},
maybe_pin.clone(),
)
.unwrap();
// iterate through path coords starting from the second
for coord in coords.iter().skip(1) {
let pos = Self::pos(
place_pos,
place_rot,
pin_pos,
pin_rot,
coord.x as f64,
coord.y as f64,
);
if pos == prev_pos {
continue;
}
let index = board
.add_fixed_dot(
FixedDotWeight {
circle: Circle {
pos,
r: width / 2.0,
},
layer,
maybe_net: Some(net),
},
maybe_pin.clone(),
)
.unwrap();
// add a seg between the current and previous coords
let _ = board
.add_fixed_seg(
prev_index,
index,
FixedSegWeight {
width,
layer,
maybe_net: Some(net),
},
maybe_pin.clone(),
)
.unwrap();
prev_index = index;
prev_pos = pos;
}
}
fn add_polygon(
board: &mut Board<DsnRules>,
place_pos: Point,
place_rot: f64,
pin_pos: Point,
pin_rot: f64,
coords: &Vec<structure::Point>,
width: f64,
layer: u64,
net: usize,
maybe_pin: Option<String>,
) {
let zone = board.add_zone(
SolidZoneWeight {
layer,
maybe_net: Some(net),
}
.into(),
maybe_pin.clone(),
);
// add the first coordinate in the wire path as a dot and save its index
let mut prev_index = board
.add_zone_fixed_dot(
FixedDotWeight {
circle: Circle {
pos: Self::pos(
place_pos,
place_rot,
pin_pos,
pin_rot,
coords[0].x as f64,
coords[0].y as f64,
),
r: width / 2.0,
},
layer,
maybe_net: Some(net),
},
// TODO: This manual retagging shouldn't be necessary, `.into()` should suffice.
//GenericIndex::new(zone.node_index()).into(),
zone,
)
.unwrap();
// iterate through path coords starting from the second
for coord in coords.iter().skip(1) {
let index = board
.add_zone_fixed_dot(
FixedDotWeight {
circle: Circle {
pos: Self::pos(
place_pos,
place_rot,
pin_pos,
pin_rot,
coord.x as f64,
coord.y as f64,
)
.into(),
r: width / 2.0,
},
layer,
maybe_net: Some(net),
},
// TODO: This manual retagging shouldn't be necessary, `.into()` should suffice.
zone,
)
.unwrap();
// add a seg between the current and previous coords
let _ = board
.add_zone_fixed_seg(
prev_index,
index,
FixedSegWeight {
width,
layer,
maybe_net: Some(net),
},
// TODO: This manual retagging shouldn't be necessary, `.into()` should suffice.
zone,
)
.unwrap();
prev_index = index;
}
}
fn pos(
place_pos: Point,
place_rot: f64,
pin_pos: Point,
pin_rot: f64,
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)
}
}