499 lines
13 KiB
C++
499 lines
13 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2018 KiCad Developers, see CHANGELOG.TXT for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <unit_test_utils/unit_test_utils.h>
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#include <pcbnew_utils/board_construction_utils.h>
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#include <pcbnew_utils/board_file_utils.h>
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#include <class_module.h>
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#include <drc.h>
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#include <drc/courtyard_overlap.h>
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#include "../board_test_utils.h"
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#include "drc_test_utils.h"
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/**
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* Simple definition of a rectangle, can be rounded
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*/
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struct RECT_DEFINITION
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{
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VECTOR2I m_centre;
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VECTOR2I m_size;
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int m_corner_rad;
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// On front or back layer (the exact layer is context-dependent)
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bool m_front;
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};
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/*
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* A simple mock module with a set of courtyard rectangles and some other
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* information
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*/
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struct COURTYARD_TEST_MODULE
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{
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std::string m_refdes;
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std::vector<RECT_DEFINITION> m_rects;
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VECTOR2I m_pos;
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};
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/*
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* Struct holding information about a courtyard collision
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*/
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struct COURTYARD_COLLISION
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{
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// The two colliding parts
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std::string m_refdes_a;
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std::string m_refdes_b;
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};
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std::ostream& operator<<( std::ostream& os, const COURTYARD_COLLISION& aColl )
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{
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os << "COURTYARD_COLLISION[ " << aColl.m_refdes_a << " -> " << aColl.m_refdes_b << "]";
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return os;
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}
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/**
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* A complete courtyard overlap test case: a name, the board modules list
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* and the expected collisions.
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*/
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struct COURTYARD_OVERLAP_TEST_CASE
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{
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std::string m_case_name;
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// The modules in the test case
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std::vector<COURTYARD_TEST_MODULE> m_mods;
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// The expected number of collisions
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std::vector<COURTYARD_COLLISION> m_collisions;
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};
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/**
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* Add a rectangular courtyard outline to a module.
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*/
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void AddRectCourtyard( MODULE& aMod, const RECT_DEFINITION& aRect )
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{
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const PCB_LAYER_ID layer = aRect.m_front ? F_CrtYd : B_CrtYd;
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const int width = Millimeter2iu( 0.1 );
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KI_TEST::DrawRect( aMod, aRect.m_centre, aRect.m_size, aRect.m_corner_rad, width, layer );
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}
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/**
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* Construct a #MODULE to use in a courtyard test from a #COURTYARD_TEST_MODULE
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* definition.
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*/
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std::unique_ptr<MODULE> MakeCourtyardTestModule( BOARD& aBoard, const COURTYARD_TEST_MODULE& aMod )
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{
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auto module = std::make_unique<MODULE>( &aBoard );
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for( const auto& rect : aMod.m_rects )
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{
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AddRectCourtyard( *module, rect );
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}
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module->SetReference( aMod.m_refdes );
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// As of 2019-01-17, this has to go after adding the courtyards,
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// or all the poly sets are empty when DRC'd
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module->SetPosition( (wxPoint) aMod.m_pos );
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return module;
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}
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/**
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* Make a board for courtyard testing.
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*
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* @param aMods the list of module definitions to add to the board
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*/
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std::unique_ptr<BOARD> MakeBoard( const std::vector<COURTYARD_TEST_MODULE>& aMods )
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{
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auto board = std::make_unique<BOARD>();
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for( const auto& mod : aMods )
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{
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auto module = MakeCourtyardTestModule( *board, mod );
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board->Add( module.release() );
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}
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return board;
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}
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struct COURTYARD_TEST_FIXTURE
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{
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const KI_TEST::BOARD_DUMPER m_dumper;
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};
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BOOST_FIXTURE_TEST_SUITE( DrcCourtyardOverlap, COURTYARD_TEST_FIXTURE )
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// clang-format off
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static std::vector<COURTYARD_OVERLAP_TEST_CASE> courtyard_cases = {
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{
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"empty board",
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{}, // no modules
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{}, // no collisions
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},
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{
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"single empty mod",
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{
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{
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"U1",
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{}, // no courtyard
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{ 0, 0 }, // at origin
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},
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},
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{}, // no collisions
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},
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{
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// A single module can't overlap itself
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"single mod, single courtyard",
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{
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{
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"U1",
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{
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{
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{ 0, 0 },
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{ Millimeter2iu( 1 ), Millimeter2iu( 1 ) },
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0,
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true,
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},
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},
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{ 0, 0 },
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},
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},
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{}, // no collisions
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},
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{
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"two modules, no overlap",
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{
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{
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"U1",
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{
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{
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{ 0, 0 },
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{ Millimeter2iu( 1 ), Millimeter2iu( 1 ) },
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0,
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true,
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},
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},
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{ 0, 0 },
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},
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{
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"U2",
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{
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{
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{ 0, 0 },
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{ Millimeter2iu( 1 ), Millimeter2iu( 1 ) },
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0,
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true,
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},
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},
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{ Millimeter2iu( 3 ), Millimeter2iu( 1 ) }, // One module is far from the other
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},
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},
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{}, // no collisions
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},
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{
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"two modules, touching, no overlap",
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{
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{
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"U1",
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{
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{
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{ 0, 0 },
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{ Millimeter2iu( 1 ), Millimeter2iu( 1 ) },
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0,
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true,
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},
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},
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{ 0, 0 },
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},
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{
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"U2",
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{
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{
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{ 0, 0 },
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{ Millimeter2iu( 1 ), Millimeter2iu( 1 ) },
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0,
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true,
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},
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},
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{ Millimeter2iu( 1 ), Millimeter2iu( 0 ) }, // Just touching
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},
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},
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{}, // Touching means not colliding
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},
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{
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"two modules, overlap",
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{
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{
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"U1",
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{
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{
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{ 0, 0 },
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{ Millimeter2iu( 1 ), Millimeter2iu( 1 ) },
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0,
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true,
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},
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},
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{ 0, 0 },
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},
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{
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"U2",
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{
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{
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{ 0, 0 },
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{ Millimeter2iu( 1 ), Millimeter2iu( 1 ) },
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0,
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true,
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},
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},
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{ Millimeter2iu( 0.5 ), Millimeter2iu( 0 ) }, // Partial overlap
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},
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},
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{
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{ "U1", "U2" }, // These two collide
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},
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},
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{
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"two modules, overlap, different sides",
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{
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{
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"U1",
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{
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{
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{ 0, 0 },
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{ Millimeter2iu( 1 ), Millimeter2iu( 1 ) },
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0,
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true,
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},
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},
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{ 0, 0 },
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},
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{
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"U2",
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{
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{
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{ 0, 0 },
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{ Millimeter2iu( 1 ), Millimeter2iu( 1 ) },
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0,
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false,
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},
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},
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{ 0, 0 }, // complete overlap
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},
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},
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{}, // but on different sides
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},
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{
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"two modules, multiple courtyards, overlap",
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{
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{
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"U1",
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{
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{
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{ 0, 0 },
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{ Millimeter2iu( 1 ), Millimeter2iu( 1 ) },
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0,
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true,
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},
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{
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{ Millimeter2iu( 2 ), Millimeter2iu( 0 ) },
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{ Millimeter2iu( 1 ), Millimeter2iu( 1 ) },
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0,
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true,
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},
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},
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{ 0, 0 },
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},
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{
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"U2",
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{
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{
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{ 0, 0 },
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{ Millimeter2iu( 1 ), Millimeter2iu( 1 ) },
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0,
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true,
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},
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},
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{ 0, 0 }, // complete overlap with one of the others
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},
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},
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{
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{ "U1", "U2" },
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},
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},
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{
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// The courtyards do not overlap, but their bounding boxes do
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"two modules, no overlap, bbox overlap",
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{
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{
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"U1",
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{
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{
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{ 0, 0 },
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{ Millimeter2iu( 1 ), Millimeter2iu( 1 ) },
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Millimeter2iu( 0.5 ),
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true,
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},
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},
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{ 0, 0 },
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},
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{
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"U2",
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{
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{
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{ Millimeter2iu( 0.9 ), Millimeter2iu( 0.9 ) },
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{ Millimeter2iu( 1 ), Millimeter2iu( 1 ) },
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Millimeter2iu( 0.5 ),
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true,
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},
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},
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{ 0, 0 },
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},
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},
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{},
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},
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};
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// clang-format on
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/**
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* Check if a #MARKER_PCB is described by a particular #COURTYARD_COLLISION
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* object.
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*/
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static bool CollisionMatchesExpected(
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BOARD& aBoard, const MARKER_PCB& aMarker, const COURTYARD_COLLISION& aCollision )
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{
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const DRC_ITEM& reporter = aMarker.GetReporter();
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const MODULE* item_a = dynamic_cast<MODULE*>( reporter.GetMainItem( &aBoard ) );
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const MODULE* item_b = dynamic_cast<MODULE*>( reporter.GetAuxiliaryItem( &aBoard ) );
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// cant' find the items!
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if( !item_a || !item_b )
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return false;
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const bool ref_match_aa_bb = ( item_a->GetReference() == aCollision.m_refdes_a )
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&& ( item_b->GetReference() == aCollision.m_refdes_b );
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const bool ref_match_ab_ba = ( item_a->GetReference() == aCollision.m_refdes_b )
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&& ( item_b->GetReference() == aCollision.m_refdes_a );
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// Doesn't matter which way around it is, but both have to match somehow
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return ref_match_aa_bb || ref_match_ab_ba;
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}
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/**
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* Check that the produced markers match the expected. This does NOT
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* check ordering, as that is not part of the contract of the DRC function.
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*
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* @param aMarkers list of markers produced by the DRC
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* @param aCollisions list of expected collisions
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*/
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static void CheckCollisionsMatchExpected( BOARD& aBoard,
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const std::vector<std::unique_ptr<MARKER_PCB>>& aMarkers,
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const std::vector<COURTYARD_COLLISION>& aExpCollisions )
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{
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for( const auto& marker : aMarkers )
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{
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BOOST_CHECK_PREDICATE(
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KI_TEST::IsDrcMarkerOfType, ( *marker )( DRCE_OVERLAPPING_FOOTPRINTS ) );
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}
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KI_TEST::CheckUnorderedMatches( aExpCollisions, aMarkers,
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[&]( const COURTYARD_COLLISION& aColl, const std::unique_ptr<MARKER_PCB>& aMarker ) {
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return CollisionMatchesExpected( aBoard, *aMarker, aColl );
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} );
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}
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/**
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* Get a #BOARD_DESIGN_SETTINGS object that will cause DRC to
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* check for courtyard overlaps
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*/
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static BOARD_DESIGN_SETTINGS GetOverlapCheckDesignSettings()
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{
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BOARD_DESIGN_SETTINGS des_settings;
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des_settings.m_ProhibitOverlappingCourtyards = true;
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// we might not always have courtyards - that's a separate test
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des_settings.m_RequireCourtyards = false;
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return des_settings;
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}
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/**
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* Run a single courtyard overlap testcase
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* @param aCase The testcase to run.
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*/
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static void DoCourtyardOverlapTest(
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const COURTYARD_OVERLAP_TEST_CASE& aCase, const KI_TEST::BOARD_DUMPER& aDumper )
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{
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DRC_MARKER_FACTORY marker_factory;
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auto board = MakeBoard( aCase.m_mods );
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// Dump if env var set
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aDumper.DumpBoardToFile( *board, aCase.m_case_name );
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board->SetDesignSettings( GetOverlapCheckDesignSettings() );
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// list of markers to collect
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std::vector<std::unique_ptr<MARKER_PCB>> markers;
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DRC_COURTYARD_OVERLAP drc_overlap( marker_factory, [&]( MARKER_PCB* aMarker ) {
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markers.push_back( std::unique_ptr<MARKER_PCB>( aMarker ) );
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} );
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drc_overlap.RunDRC( *board );
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CheckCollisionsMatchExpected( *board, markers, aCase.m_collisions );
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}
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BOOST_AUTO_TEST_CASE( OverlapCases )
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{
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for( const auto& c : courtyard_cases )
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{
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BOOST_TEST_CONTEXT( c.m_case_name )
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{
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DoCourtyardOverlapTest( c, m_dumper );
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}
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}
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}
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BOOST_AUTO_TEST_SUITE_END() |