A high density zero-obstacle solver
This is a @tscircuit/solver-utils BaseSolver-compatible solver with the following properties:
- Multi-layer
- Grid-based
- Supports High Density Types from tscircuit-autorouter
- Rip'n'Replace with History (@tscircuit/hypergraph-inspired)
- Via Penalty and Trace Penalty Map
const solver = new HighDensitySolverA01({
nodeWithPortPoints,
cellSizeMm: 0.05,
viaDiameter: 0.3,
stepMultiplier: 4, // optional, each solver step runs 4 internal steps
// optional hyperparameters to control algorithm
// Unit of penalty is ~mm
hyperParameters: {
shuffleSeed: 0,
ripCost: 10,
ripTracePenalty: 0.5,
ripViaPenalty: 0.75,
viaBaseCost: 0.1,
},
// Optional functions to generate initial penalty map
// initialPenaltyFn: ({ x, y, px, py, row, col }) => ...
})
solver.solve()We form a grid based on the parameters cellSizeMm
We compute the initial penalty map from the initialPenaltyFn, this function
sets an additional cost of traversal for a cell. This function accepts x,y
which represent the "real coordinates", as well as px/py which are [0,1]
representing the fraction of the coordinate within the problem bounds.
We shuffle the trace order based on the shuffle seed.
We run a basic A* solver for each path from the start to the end.
When we explore, we consider both used and unused
cells via the usedCell structure. The usedCell structure contains 0 or 1
depending on whether or not a cell has been used by either a trace or via. When
we explore, we explore in 8 directions as well as creating a via. A via enables
exploring to any other layer. When a cell is used, we add the ripCost to
the exploration of that path. A path that rips the same trace will only incur
the ripCost once, so we must track for each path what traces have been ripped.
When we reach the end of a path, we then mark that route as solved and apply
the used cells to the usedCell structure. Note that vias occupy more cells
based on the viaDiameter. We then see if we needed to rip any traces. When we
rip a trace, we remove it from the usedCell structure, remove it from the
solvedConnections list and add it back to the unsolvedConnections queue.
