OK thanks for the input. I'll push 1, 2 and 5. On 4), I didn't think it eliminated checks that were needed. If the zone updated, everything was checked as before. If only a track changed, it still checks zone->track but doesn't check zone->zone, zone->via or zone->pad. Is there a reason that we needed those extra checks?
On 3), I the issues with commutative relationships make sense. However, I think that when items are routed such that their anchors overlap, then the relationship is commutative. Or do I miss a subtlety here? Thanks- Seth Am Fr., 18. Mai 2018 um 14:23 Uhr schrieb Tomasz Wlostowski < [email protected]>: > On 18/05/18 20:49, Seth Hillbrand wrote: > > Gentle ping here. If this doesn't interfere with your connectivity > > algorithm work Tom, I'd like to merge these as they make routing the > > board I'm working on now manageable (at least on my old machine). > > Hi Seth, > > I'm OK with patches 1, 2 and 5, feel free to merge them. 3 and 4 are > risky, as they reduce the number of collision checks. The issue with the > current collision check function(s) is that they are not commutative - > so intersect(itemA, itemB) may not always be equal to intersect(itemB, > itemA). That's why some of the dirty item checks were disabled, since > searching only for dirty items' collisions may not find all colliding > item pairs. > > This happens for instance where zone A has only a single vertex inside > zone B. Same thing may happen when searching for via/track collisions. I > would like to definitively fix this in V6 by doing full collision search > (SHAPE_INDEX-based, as in the P&S code), but this means changing class > BOARD to use R-trees and quite a lot of refactoring of existing code. > > Cheers, > Tom > > PS. I have an early version of background thread connectivity branch (it > also includes other speed optimizations). Have a look if you want: > > https://github.com/twlostow/kicad-dev/tree/tom-background-connectivity > >
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