bool DRC_COURTYARD_OVERLAP::RunDRC( BOARD& aBoard ) const { wxLogTrace( DRC_COURTYARD_TRACE, "Running DRC: Courtyard" ); // Detects missing (or malformed) footprint courtyard, // and for footprint with courtyard, courtyards overlap. wxString msg; bool success = true; const DRC_MARKER_FACTORY& marker_factory = GetMarkerFactory(); // Update courtyard polygons, and test for missing courtyard definition: for( MODULE* footprint = aBoard.m_Modules; footprint; footprint = footprint->Next() ) { wxPoint pos = footprint->GetPosition(); bool is_ok = footprint->BuildPolyCourtyard(); if( !is_ok && aBoard.GetDesignSettings().m_ProhibitOverlappingCourtyards ) { auto marker = std::unique_ptr<MARKER_PCB>( marker_factory.NewMarker( pos, footprint, DRCE_MALFORMED_COURTYARD_IN_FOOTPRINT ) ); HandleMarker( std::move( marker ) ); success = false; } if( !aBoard.GetDesignSettings().m_RequireCourtyards ) continue; if( footprint->GetPolyCourtyardFront().OutlineCount() == 0 && footprint->GetPolyCourtyardBack().OutlineCount() == 0 && is_ok ) { auto marker = std::unique_ptr<MARKER_PCB>( marker_factory.NewMarker( pos, footprint, DRCE_MISSING_COURTYARD_IN_FOOTPRINT ) ); HandleMarker( std::move( marker ) ); success = false; } } if( !aBoard.GetDesignSettings().m_ProhibitOverlappingCourtyards ) return success; wxLogTrace( DRC_COURTYARD_TRACE, "Checking for courtyard overlap" ); // Now test for overlapping on top layer: SHAPE_POLY_SET courtyard; // temporary storage of the courtyard of current footprint for( MODULE* footprint = aBoard.m_Modules; footprint; footprint = footprint->Next() ) { if( footprint->GetPolyCourtyardFront().OutlineCount() == 0 ) continue; // No courtyard defined for( MODULE* candidate = footprint->Next(); candidate; candidate = candidate->Next() ) { if( candidate->GetPolyCourtyardFront().OutlineCount() == 0 ) continue; // No courtyard defined courtyard.RemoveAllContours(); courtyard.Append( footprint->GetPolyCourtyardFront() ); // Build the common area between footprint and the candidate: courtyard.BooleanIntersection( candidate->GetPolyCourtyardFront(), SHAPE_POLY_SET::PM_FAST ); // If no overlap, courtyard is empty (no common area). // Therefore if a common polygon exists, this is a DRC error if( courtyard.OutlineCount() ) { //Overlap between footprint and candidate VECTOR2I& pos = courtyard.Vertex( 0, 0, -1 ); auto marker = std::unique_ptr<MARKER_PCB>( marker_factory.NewMarker( wxPoint( pos.x, pos.y ), footprint, candidate, DRCE_OVERLAPPING_FOOTPRINTS ) ); HandleMarker( std::move( marker ) ); success = false; } } } // Test for overlapping on bottom layer: for( MODULE* footprint = aBoard.m_Modules; footprint; footprint = footprint->Next() ) { if( footprint->GetPolyCourtyardBack().OutlineCount() == 0 ) continue; // No courtyard defined for( MODULE* candidate = footprint->Next(); candidate; candidate = candidate->Next() ) { if( candidate->GetPolyCourtyardBack().OutlineCount() == 0 ) continue; // No courtyard defined courtyard.RemoveAllContours(); courtyard.Append( footprint->GetPolyCourtyardBack() ); // Build the common area between footprint and the candidate: courtyard.BooleanIntersection( candidate->GetPolyCourtyardBack(), SHAPE_POLY_SET::PM_FAST ); // If no overlap, courtyard is empty (no common area). // Therefore if a common polygon exists, this is a DRC error if( courtyard.OutlineCount() ) { //Overlap between footprint and candidate VECTOR2I& pos = courtyard.Vertex( 0, 0, -1 ); auto marker = std::unique_ptr<MARKER_PCB>( marker_factory.NewMarker( wxPoint( pos.x, pos.y ), footprint, candidate, DRCE_OVERLAPPING_FOOTPRINTS ) ); HandleMarker( std::move( marker ) ); success = false; } } } return success; }