kicad/qa/pcbnew/drc/test_drc_courtyard_overlap.cpp

499 lines
13 KiB
C++

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