velxio/frontend/src/utils/wireAutoRoute.ts

516 lines
19 KiB
TypeScript

/**
* Wire auto-routing: find an orthogonal route from pin to pin that avoids
* crossing other components AND avoids riding on top of existing wires.
*
* This runs only for SYSTEM-owned wire shapes (`autoRouted` wires): first
* pin-to-pin creation, agent-created wires, and the post-move re-route
* pass. Manual edits are never re-routed — dragging a segment clears the
* flag and the wire goes exactly where the user puts it.
*
* Algorithm: A* over the compressed orthogonal grid spanned by the pin
* coordinates, the inflated obstacle edges, and "corridor" lines offset
* SEPARATION px to each side of existing wire segments (so the router has
* lanes to run BESIDE a wire instead of on it). Costs are soft where the
* physics is soft:
*
* - component bodies -> hard blocked (never cross)
* - parallel run over a wire -> heavy cost per px (the ugly case)
* - perpendicular crossing -> small fixed cost (often unavoidable)
* - each 90-degree bend -> medium cost (straighter routes win)
*
* A crossing must stay possible: dense boards would otherwise become
* unroutable and everything degrades to the default elbow. Wires that
* share an endpoint with the route are exempt from wire costs entirely —
* two wires meeting on one pin necessarily touch there.
*/
import { expandOrthogonalPoints, previewElbow, simplifyOrthogonalPath } from './wireUtils';
export interface ObstacleRect {
x: number;
y: number;
w: number;
h: number;
}
interface Point {
x: number;
y: number;
}
/** An axis-aligned piece of an existing wire's rendered polyline. */
export interface WireSegment {
a: Point;
b: Point;
}
/** Clearance kept between a routed wire and component bounding boxes. */
export const ROUTE_MARGIN = 8;
/** Extra path cost per 90-degree bend, in world px. */
const BEND_PENALTY = 40;
/** Lane spacing beside existing wires — also the distance under which a
* parallel run counts as "riding on" a wire. Slightly wider than the
* rendered stroke + outline (~6px) so side-by-side wires stay legible. */
export const WIRE_SEPARATION = 8;
/** Cost per px of running parallel on top of / hugging an existing wire.
* Calibrated against BEND_PENALTY: dodging sideways costs 2 bends (~80)
* plus ~2*SEPARATION of extra length, so any overlap longer than ~50px
* prefers the detour. */
const OVERLAP_PENALTY_PER_PX = 2;
/** Fixed cost for crossing an existing wire perpendicularly. Small on
* purpose: crossings are often unavoidable and are visually fine. */
const CROSS_PENALTY = 12;
/** Only wires within this margin of the route's bounding box participate,
* both as costs and as corridor coordinates — keeps the grid tiny on
* wire-dense canvases. */
const WIRE_WINDOW_MARGIN = 120;
/** Hard cap on grid size, beyond which routing silently degrades to the
* direct elbow. Far above any realistic canvas. */
const MAX_COORDS_PER_AXIS = 256;
function inflate(r: ObstacleRect, m: number): ObstacleRect {
return { x: r.x - m, y: r.y - m, w: r.w + 2 * m, h: r.h + 2 * m };
}
function rectContains(r: ObstacleRect, p: Point): boolean {
return p.x > r.x && p.x < r.x + r.w && p.y > r.y && p.y < r.y + r.h;
}
/**
* A rect that contains an endpoint cannot be blocked whole (the wire must
* leave the pin) — but dropping it entirely let routes cross the WHOLE
* body. Seen live: strips under a seated 4-digit display start inside its
* inflated bbox, so the display stopped being an obstacle for every wire
* leaving those strips and 15 wires ran straight across it.
*
* Instead, carve an ESCAPE CORRIDOR from the endpoint to the rect's
* nearest edge and keep the rest blocked: the far side of the body stays
* an obstacle, and the route exits through the corridor like a real
* jumper leaving from under a chip.
*
* Returns the still-blocked sub-rects (0-3 of them).
*/
type EscapeDir = 'left' | 'right' | 'up' | 'down';
/**
* Escape direction for a point inside ONE OR MORE overlapping rects: the
* direction with the shortest run until the point clears ALL of them.
*
* Every containing rect must then carve its corridor in this SAME
* direction. Seated resistors overlap heavily (19px pitch, ~66px inflated
* boxes), and when each rect picked its own nearest edge the corridors
* pointed different ways and walled each other off — A* found no exit,
* fell back to the direct elbow, and the wire crossed a display.
*/
function unionEscapeDir(rects: ObstacleRect[], p: Point): EscapeDir {
const containing = rects.filter((r) => rectContains(r, p));
if (containing.length === 0) return 'down';
const dLeft = Math.max(...containing.map((r) => p.x - r.x));
const dRight = Math.max(...containing.map((r) => r.x + r.w - p.x));
const dTop = Math.max(...containing.map((r) => p.y - r.y));
const dBottom = Math.max(...containing.map((r) => r.y + r.h - p.y));
const min = Math.min(dLeft, dRight, dTop, dBottom);
if (min === dBottom) return 'down';
if (min === dTop) return 'up';
if (min === dRight) return 'right';
return 'left';
}
function carveEscape(r: ObstacleRect, p: Point, dir?: EscapeDir): ObstacleRect[] {
if (!rectContains(r, p)) return [r];
const dLeft = p.x - r.x;
const dRight = r.x + r.w - p.x;
const dTop = p.y - r.y;
const dBottom = r.y + r.h - p.y;
let d: EscapeDir;
if (dir) {
d = dir;
} else {
const min = Math.min(dLeft, dRight, dTop, dBottom);
d = min === dBottom ? 'down' : min === dTop ? 'up' : min === dRight ? 'right' : 'left';
}
const C = ROUTE_MARGIN; // corridor half-width
const out: ObstacleRect[] = [];
const push = (x: number, y: number, w: number, h: number) => {
if (w > 1 && h > 1) out.push({ x, y, w, h });
};
// Side blocks OVERLAP the endpoint's row/column by 1px: segment-vs-rect
// hits are strict, so without the overlap the endpoint's row is a free
// seam between the far block and the side bands and the route rides it
// straight across the body.
if (d === 'down' || d === 'up') {
// Vertical corridor at p.x, opening toward the chosen horizontal edge.
const corridorY = (d === 'down' ? p.y : r.y) - (d === 'down' ? 1 : 0);
const corridorEnd = d === 'down' ? r.y + r.h : p.y + 1;
// Everything on the OTHER side of the endpoint stays fully blocked.
if (d === 'down') push(r.x, r.y, r.w, dTop);
else push(r.x, p.y, r.w, dBottom);
// Beside the corridor, still blocked.
push(r.x, corridorY, p.x - C - r.x, corridorEnd - corridorY);
push(p.x + C, corridorY, r.x + r.w - (p.x + C), corridorEnd - corridorY);
} else {
// Horizontal corridor at p.y, opening toward the chosen vertical edge.
const corridorX = (d === 'right' ? p.x : r.x) - (d === 'right' ? 1 : 0);
const corridorEnd = d === 'right' ? r.x + r.w : p.x + 1;
if (d === 'right') push(r.x, r.y, dLeft, r.h);
else push(p.x, r.y, dRight, r.h);
push(corridorX, r.y, corridorEnd - corridorX, p.y - C - r.y);
push(corridorX, p.y + C, corridorEnd - corridorX, r.y + r.h - (p.y + C));
}
return out;
}
/**
* Axis-aligned segment vs rect overlap. Touching an edge exactly does not
* count as a hit, so routes may run along the inflated boundary.
*/
function segmentHitsRect(a: Point, b: Point, r: ObstacleRect): boolean {
if (a.y === b.y) {
// Horizontal
if (!(a.y > r.y && a.y < r.y + r.h)) return false;
return Math.max(a.x, b.x) > r.x && Math.min(a.x, b.x) < r.x + r.w;
}
if (a.x === b.x) {
// Vertical
if (!(a.x > r.x && a.x < r.x + r.w)) return false;
return Math.max(a.y, b.y) > r.y && Math.min(a.y, b.y) < r.y + r.h;
}
// Non-orthogonal segments never occur in routed paths
return false;
}
function pathClear(pts: Point[], rects: ObstacleRect[]): boolean {
for (let i = 1; i < pts.length; i++) {
for (const r of rects) {
if (segmentHitsRect(pts[i - 1], pts[i], r)) return false;
}
}
return true;
}
/** 1D interval overlap length (0 when disjoint). */
function overlap1d(a1: number, a2: number, b1: number, b2: number): number {
const lo = Math.max(Math.min(a1, a2), Math.min(b1, b2));
const hi = Math.min(Math.max(a1, a2), Math.max(b1, b2));
return Math.max(0, hi - lo);
}
/**
* Soft cost of one candidate edge against the existing wire segments:
* parallel proximity (< WIRE_SEPARATION) is charged per overlapping px,
* perpendicular crossings a small fixed amount. Both endpoints of the
* candidate edge are axis-aligned by construction.
*/
function wireCostOfEdge(a: Point, b: Point, segs: WireSegment[]): number {
let cost = 0;
const horizontal = a.y === b.y;
for (const s of segs) {
const sHorizontal = s.a.y === s.b.y;
if (horizontal === sHorizontal) {
// Parallel: charge when running inside the separation corridor.
const gap = horizontal ? Math.abs(a.y - s.a.y) : Math.abs(a.x - s.a.x);
if (gap < WIRE_SEPARATION) {
const len = horizontal
? overlap1d(a.x, b.x, s.a.x, s.b.x)
: overlap1d(a.y, b.y, s.a.y, s.b.y);
cost += OVERLAP_PENALTY_PER_PX * len;
}
} else {
// Perpendicular: charge each strict crossing.
const h = horizontal ? { a, b } : { a: s.a, b: s.b };
const v = horizontal ? { a: s.a, b: s.b } : { a, b };
const crosses =
v.a.x > Math.min(h.a.x, h.b.x) &&
v.a.x < Math.max(h.a.x, h.b.x) &&
h.a.y > Math.min(v.a.y, v.b.y) &&
h.a.y < Math.max(v.a.y, v.b.y);
if (crosses) cost += CROSS_PENALTY;
}
}
return cost;
}
function pathWireCost(pts: Point[], segs: WireSegment[]): number {
let cost = 0;
for (let i = 1; i < pts.length; i++) cost += wireCostOfEdge(pts[i - 1], pts[i], segs);
return cost;
}
/** Minimal binary min-heap keyed on `f`. */
class Heap {
private a: { f: number; s: number }[] = [];
get size() {
return this.a.length;
}
push(f: number, s: number) {
const a = this.a;
a.push({ f, s });
let i = a.length - 1;
while (i > 0) {
const p = (i - 1) >> 1;
if (a[p].f <= a[i].f) break;
[a[p], a[i]] = [a[i], a[p]];
i = p;
}
}
pop(): { f: number; s: number } {
const a = this.a;
const top = a[0];
const last = a.pop()!;
if (a.length) {
a[0] = last;
let i = 0;
for (;;) {
const l = 2 * i + 1;
const r = l + 1;
let m = i;
if (l < a.length && a[l].f < a[m].f) m = l;
if (r < a.length && a[r].f < a[m].f) m = r;
if (m === i) break;
[a[m], a[i]] = [a[i], a[m]];
i = m;
}
}
return top;
}
}
/**
* Route from `start` to `end` avoiding `rawRects` (component bounding
* boxes in world coordinates, uninflated).
*
* Returns the interior corner points of the route (ready to store as
* waypoints), or null when the default direct elbow is already clear —
* or when no clean route exists — so the caller falls back to the
* existing preview-matching behavior.
*/
export function routeAroundObstacles(
start: Point,
end: Point,
rawRects: ObstacleRect[],
wireSegments: WireSegment[] = [],
): Point[] | null {
// Rects that contain an endpoint can never be blocked whole (the wire
// must leave the pin) — carve an escape corridor instead of dropping the
// obstacle, so the rest of the body still repels the route. All rects
// containing one endpoint carve in the SAME union-chosen direction, so
// the corridors of overlapping rects chain into one continuous exit.
const inflated = rawRects.map((r) => inflate(r, ROUTE_MARGIN));
const startDir = unionEscapeDir(inflated, start);
const endDir = unionEscapeDir(inflated, end);
const rects = inflated
.flatMap((r) => carveEscape(r, start, startDir))
.flatMap((r) => carveEscape(r, end, endDir));
// Wires participate only inside a window around the route, and never
// when they share an endpoint with it (wires meeting on one pin must
// touch there — charging for that would just distort every route).
const winX0 = Math.min(start.x, end.x) - WIRE_WINDOW_MARGIN;
const winX1 = Math.max(start.x, end.x) + WIRE_WINDOW_MARGIN;
const winY0 = Math.min(start.y, end.y) - WIRE_WINDOW_MARGIN;
const winY1 = Math.max(start.y, end.y) + WIRE_WINDOW_MARGIN;
const near = (p: Point, q: Point) => Math.abs(p.x - q.x) < 1 && Math.abs(p.y - q.y) < 1;
const segs = wireSegments.filter((s) => {
if (near(s.a, start) || near(s.b, start) || near(s.a, end) || near(s.b, end)) return false;
const sx0 = Math.min(s.a.x, s.b.x);
const sx1 = Math.max(s.a.x, s.b.x);
const sy0 = Math.min(s.a.y, s.b.y);
const sy1 = Math.max(s.a.y, s.b.y);
return sx1 >= winX0 && sx0 <= winX1 && sy1 >= winY0 && sy0 <= winY1;
});
if (rects.length === 0 && segs.length === 0) return null;
// Preferred direct route: the same elbow the live preview drew. Only
// accepted early when it is BOTH obstacle-clear and wire-cost-free.
const elbow = previewElbow(start, end.x, end.y);
const direct = elbow ? [start, elbow, end] : [start, end];
if (pathClear(direct, rects) && pathWireCost(direct, segs) === 0) return null;
// The other elbow orientation costs nothing extra — try it before A*.
if (elbow) {
const alt = elbow.x === end.x ? { x: start.x, y: end.y } : { x: end.x, y: start.y };
const altPath = [start, alt, end];
if (pathClear(altPath, rects) && pathWireCost(altPath, segs) === 0) return [alt];
}
// ── A* over the compressed grid ─────────────────────────────────────
const xsSet = new Set<number>([start.x, end.x]);
const ysSet = new Set<number>([start.y, end.y]);
for (const r of rects) {
xsSet.add(r.x);
xsSet.add(r.x + r.w);
ysSet.add(r.y);
ysSet.add(r.y + r.h);
}
// Corridor lanes beside each wire segment, so the router can run NEXT TO
// a wire instead of on it. Without these coordinates the compressed grid
// simply has no lane there to choose.
for (const s of segs) {
if (s.a.y === s.b.y) {
ysSet.add(s.a.y - WIRE_SEPARATION);
ysSet.add(s.a.y + WIRE_SEPARATION);
} else {
xsSet.add(s.a.x - WIRE_SEPARATION);
xsSet.add(s.a.x + WIRE_SEPARATION);
}
}
const xs = [...xsSet].sort((a, b) => a - b);
const ys = [...ysSet].sort((a, b) => a - b);
if (xs.length > MAX_COORDS_PER_AXIS || ys.length > MAX_COORDS_PER_AXIS) return null;
const cols = xs.length;
const rows = ys.length;
const xi = new Map(xs.map((v, i) => [v, i]));
const yi = new Map(ys.map((v, i) => [v, i]));
// State = (grid node, incoming direction). Directions: 0 none, 1 horizontal, 2 vertical.
const nodeId = (cx: number, cy: number, dir: number) => (cy * cols + cx) * 3 + dir;
const startCx = xi.get(start.x)!;
const startCy = yi.get(start.y)!;
const endCx = xi.get(end.x)!;
const endCy = yi.get(end.y)!;
const dist = new Map<number, number>();
const prev = new Map<number, number>();
const h = (cx: number, cy: number) =>
Math.abs(xs[cx] - end.x) + Math.abs(ys[cy] - end.y);
const heap = new Heap();
const s0 = nodeId(startCx, startCy, 0);
dist.set(s0, 0);
heap.push(h(startCx, startCy), s0);
const stepClear = (a: Point, b: Point) => rects.every((r) => !segmentHitsRect(a, b, r));
let goal = -1;
while (heap.size) {
const { s } = heap.pop();
const dir = s % 3;
const node = (s - dir) / 3;
const cx = node % cols;
const cy = (node - cx) / cols;
const d = dist.get(s)!;
if (cx === endCx && cy === endCy) {
goal = s;
break;
}
const neighbors: Array<[number, number, number]> = [
[cx - 1, cy, 1],
[cx + 1, cy, 1],
[cx, cy - 1, 2],
[cx, cy + 1, 2],
];
for (const [nx, ny, ndir] of neighbors) {
if (nx < 0 || ny < 0 || nx >= cols || ny >= rows) continue;
const a = { x: xs[cx], y: ys[cy] };
const b = { x: xs[nx], y: ys[ny] };
if (!stepClear(a, b)) continue;
const bend = dir !== 0 && dir !== ndir ? BEND_PENALTY : 0;
const nd =
d + Math.abs(b.x - a.x) + Math.abs(b.y - a.y) + bend + wireCostOfEdge(a, b, segs);
const ns = nodeId(nx, ny, ndir);
if (nd < (dist.get(ns) ?? Infinity)) {
dist.set(ns, nd);
prev.set(ns, s);
heap.push(nd + h(nx, ny), ns);
}
}
}
if (goal < 0) return null;
// Reconstruct, simplify, return interior corners only.
const pts: Point[] = [];
for (let s: number | undefined = goal; s !== undefined; s = prev.get(s)) {
const dir = s % 3;
const node = (s - dir) / 3;
const cx = node % cols;
pts.push({ x: xs[cx], y: ys[(node - cx) / cols] });
}
pts.reverse();
const simplified = simplifyOrthogonalPath(pts);
return simplified.slice(1, -1);
}
/**
* Bounding boxes of every component except the wire's own endpoints,
* measured from the rendered DOM (store coordinates + element size).
* Boards are deliberately NOT obstacles: pins live on both board edges
* and detouring around a board produces absurd routes. Returns [] in
* non-DOM environments (tests) and for unmounted components.
*/
export function collectComponentObstacles(
components: Array<{ id: string; x: number; y: number }>,
excludeIds: Array<string | undefined>,
): ObstacleRect[] {
const skip = new Set(excludeIds.filter(Boolean));
return collectComponentRects(components)
.filter((r) => !skip.has(r.id))
.map((r) => r.rect);
}
/**
* Same measurement as collectComponentObstacles but keeping the component
* id, so a caller routing MANY wires can measure the DOM once and filter
* each wire's endpoint components in memory instead of re-querying.
*/
export function collectComponentRects(
components: Array<{ id: string; x: number; y: number }>,
): Array<{ id: string; rect: ObstacleRect }> {
if (typeof document === 'undefined') return [];
const out: Array<{ id: string; rect: ObstacleRect }> = [];
for (const c of components) {
const esc = typeof CSS !== 'undefined' && CSS.escape ? CSS.escape(c.id) : c.id;
const el = document.querySelector(
`.dynamic-component-wrapper[data-component-id="${esc}"]`,
) as HTMLElement | null;
if (!el) continue;
const w = el.offsetWidth;
const hh = el.offsetHeight;
if (!w || !hh) continue;
out.push({ id: c.id, rect: { x: c.x, y: c.y, w, h: hh } });
}
return out;
}
/**
* Every rendered segment of the given wires, as axis-aligned obstacles for
* the router. Skips invisible breadboard seating wires (`bb`) and the wire
* being routed itself. Uses the same expansion the renderer uses, so the
* costs see exactly what the user sees.
*/
export function collectWireSegments(
wires: Array<{
id: string;
bb?: boolean;
start: Point;
end: Point;
waypoints?: Point[];
}>,
excludeWireId?: string,
): WireSegment[] {
const segs: WireSegment[] = [];
for (const w of wires) {
if (w.bb || w.id === excludeWireId) continue;
const pts = simplifyOrthogonalPath(
expandOrthogonalPoints([
{ x: w.start.x, y: w.start.y },
...(w.waypoints ?? []),
{ x: w.end.x, y: w.end.y },
]),
);
for (let i = 1; i < pts.length; i++) {
const a = pts[i - 1];
const b = pts[i];
if (a.x === b.x || a.y === b.y) segs.push({ a, b });
}
}
return segs;
}