mirror of https://codeberg.org/topola/topola.git
254 lines
7.1 KiB
Rust
254 lines
7.1 KiB
Rust
use geo::geometry::Point;
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use petgraph::visit::{EdgeRef, IntoEdgeReferences};
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use spade::InsertionError;
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use crate::astar::{astar, AstarStrategy, PathTracker};
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use crate::bow::Bow;
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use crate::draw::{Draw, Head};
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use crate::graph::{BendIndex, DotIndex, Ends, SegIndex, TaggedIndex};
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use crate::graph::{BendWeight, DotWeight, SegWeight};
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use crate::guide::Guide;
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use crate::layout::Layout;
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use crate::math::Circle;
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use crate::mesh::{Mesh, MeshEdgeReference, VertexIndex};
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use crate::route::{Route, Trace};
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use crate::rules::{Conditions, Rules};
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use crate::segbend::Segbend;
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pub struct Router {
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pub layout: Layout,
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rules: Rules,
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}
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pub trait RouteStrategy {
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fn route_cost(&mut self, path: &[VertexIndex]) -> u64;
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fn edge_cost(&mut self, edge: MeshEdgeReference) -> u64;
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fn estimate_cost(&mut self, vertex: VertexIndex) -> u64;
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}
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pub struct DefaultRouteStrategy {}
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impl DefaultRouteStrategy {
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pub fn new() -> Self {
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Self {}
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}
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}
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impl RouteStrategy for DefaultRouteStrategy {
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fn route_cost(&mut self, path: &[VertexIndex]) -> u64 {
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0
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}
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fn edge_cost(&mut self, edge: MeshEdgeReference) -> u64 {
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1
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}
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fn estimate_cost(&mut self, vertex: VertexIndex) -> u64 {
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0
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}
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}
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struct RouterAstarStrategy<'a, RS: RouteStrategy> {
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route: Route<'a>,
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trace: Trace,
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to: VertexIndex,
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route_strategy: RS,
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}
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impl<'a, RS: RouteStrategy> RouterAstarStrategy<'a, RS> {
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pub fn new(route: Route<'a>, trace: Trace, to: VertexIndex, route_strategy: RS) -> Self {
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Self {
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route,
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trace,
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to,
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route_strategy,
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}
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}
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}
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impl<'a, RS: RouteStrategy> AstarStrategy<&Mesh, u64> for RouterAstarStrategy<'a, RS> {
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fn reroute(&mut self, vertex: VertexIndex, tracker: &PathTracker<&Mesh>) -> Option<u64> {
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let new_path = tracker.reconstruct_path_to(vertex);
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if vertex == self.to {
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self.route
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.rework_path(&mut self.trace, &new_path[..new_path.len() - 1], 5.0)
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.ok();
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self.route
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.finish(&mut self.trace, new_path[new_path.len() - 1], 5.0)
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.ok();
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None
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} else {
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self.route.rework_path(&mut self.trace, &new_path, 5.0).ok();
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Some(self.route_strategy.route_cost(&new_path))
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}
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}
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fn edge_cost(&mut self, edge: MeshEdgeReference) -> u64 {
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self.route_strategy.edge_cost(edge)
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}
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fn estimate_cost(&mut self, vertex: VertexIndex) -> u64 {
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self.route_strategy.estimate_cost(vertex)
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}
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}
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impl Router {
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pub fn new() -> Self {
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Router {
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layout: Layout::new(),
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rules: Rules::new(),
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}
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}
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pub fn enroute(
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&mut self,
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from: DotIndex,
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to: DotIndex,
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strategy: impl RouteStrategy,
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) -> Result<(), InsertionError> {
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// XXX: Should we actually store the mesh? May be useful for debugging, but doesn't look
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// right.
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//self.mesh.triangulate(&self.layout)?;
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let mut mesh = Mesh::new();
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mesh.triangulate(&self.layout)?;
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let mut route = self.route(&mesh);
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let trace = route.start(mesh.vertex(from));
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let (_cost, path) = astar(
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&mesh,
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mesh.vertex(from),
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&mut RouterAstarStrategy::new(route, trace, mesh.vertex(to), strategy),
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)
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.unwrap(); // TODO.
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Ok(())
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}
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/*pub fn squeeze_around_dot(
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&mut self,
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head: Head,
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around: DotIndex,
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cw: bool,
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width: f64,
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) -> Result<Head, ()> {
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let outer = self.layout.primitive(around).outer().unwrap();
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let head = self.draw().segbend_around_dot(head, around, cw, width)?;
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self.layout
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.reattach_bend(outer, head.segbend.as_ref().unwrap().bend);
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self.reroute_outward(outer)?;
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Ok(head)
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}
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pub fn squeeze_around_bend(
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&mut self,
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head: Head,
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around: BendIndex,
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cw: bool,
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width: f64,
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) -> Result<Head, ()> {
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let outer = self.layout.primitive(around).outer().unwrap();
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let head = self.draw().segbend_around_bend(head, around, cw, width)?;
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self.layout
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.reattach_bend(outer, head.segbend.as_ref().unwrap().bend);
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self.reroute_outward(outer)?;
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Ok(head)
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}
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fn reroute_outward(&mut self, bend: BendIndex) -> Result<(), ()> {
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let mut bows: Vec<Bow> = vec![];
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let cw = self.layout.primitive(bend).weight().cw;
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let mut cur_bend = bend;
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loop {
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bows.push(self.layout.bow(cur_bend));
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cur_bend = match self.layout.primitive(cur_bend).outer() {
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Some(new_bend) => new_bend,
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None => break,
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}
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}
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let core = self.layout.primitive(bend).core().unwrap();
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let mut maybe_inner = self.layout.primitive(bend).inner();
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for bow in &bows {
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self.layout.remove_interior(bow);
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}
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for bow in &bows {
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let ends = bow.ends();
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let mut head = self.draw().start(ends.0);
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let width = 5.0;
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if let Some(inner) = maybe_inner {
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head = self.draw().segbend_around_bend(head, inner, cw, width)?;
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} else {
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head = self.draw().segbend_around_dot(head, core, cw, width)?;
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}
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maybe_inner = head.segbend.as_ref().map(|segbend| segbend.bend);
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self.draw().finish(head, ends.1, width)?;
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self.relax_band(maybe_inner.unwrap());
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}
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Ok(())
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}
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fn relax_band(&mut self, bend: BendIndex) {
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let mut prev_bend = bend;
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while let Some(cur_bend) = self.layout.primitive(prev_bend).find_prev_akin() {
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if self.layout.primitive(cur_bend).cross_product() >= 0. {
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self.release_bow(cur_bend);
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}
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prev_bend = cur_bend;
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}
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let mut prev_bend = bend;
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while let Some(cur_bend) = self.layout.primitive(prev_bend).find_next_akin() {
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if self.layout.primitive(cur_bend).cross_product() >= 0. {
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self.release_bow(cur_bend);
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}
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prev_bend = cur_bend;
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}
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}
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fn release_bow(&mut self, bend: BendIndex) {
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let bow = self.layout.bow(bend);
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let ends = bow.ends();
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self.layout.remove_interior(&bow);
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let head = self.draw().start(ends.0);
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let _ = self.draw().finish(head, ends.1, 5.0);
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}
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pub fn move_dot(&mut self, dot: DotIndex, to: Point) -> Result<(), ()> {
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self.layout.move_dot(dot, to)?;
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if let Some(outer) = self.layout.primitive(dot).outer() {
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self.reroute_outward(outer)?;
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}
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Ok(())
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}*/
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pub fn route<'a>(&'a mut self, mesh: &'a Mesh) -> Route {
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Route::new(&mut self.layout, &self.rules, mesh)
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}
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/*pub fn routeedges(&self) -> impl Iterator<Item = (Point, Point)> + '_ {
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self.mesh.edge_references().map(|edge| {
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(
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self.mesh.position(edge.source()),
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self.mesh.position(edge.target()),
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)
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})
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}*/
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}
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