refactor: extract SpatialQuery from Helper
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
614
OpenNest.Core/Geometry/SpatialQuery.cs
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614
OpenNest.Core/Geometry/SpatialQuery.cs
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@@ -0,0 +1,614 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenNest.Math;
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namespace OpenNest.Geometry
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{
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public static class SpatialQuery
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{
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/// <summary>
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/// Finds the distance from a vertex to a line segment along a push axis.
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/// Returns double.MaxValue if the ray does not hit the segment.
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/// </summary>
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private static double RayEdgeDistance(Vector vertex, Line edge, PushDirection direction)
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{
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return RayEdgeDistance(
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vertex.X, vertex.Y,
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edge.pt1.X, edge.pt1.Y, edge.pt2.X, edge.pt2.Y,
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direction);
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}
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[System.Runtime.CompilerServices.MethodImpl(
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System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
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private static double RayEdgeDistance(
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double vx, double vy,
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double p1x, double p1y, double p2x, double p2y,
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PushDirection direction)
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{
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switch (direction)
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{
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case PushDirection.Left:
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case PushDirection.Right:
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{
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var dy = p2y - p1y;
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if (System.Math.Abs(dy) < Tolerance.Epsilon)
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return double.MaxValue;
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var t = (vy - p1y) / dy;
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if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon)
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return double.MaxValue;
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var ix = p1x + t * (p2x - p1x);
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var dist = direction == PushDirection.Left ? vx - ix : ix - vx;
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if (dist > Tolerance.Epsilon) return dist;
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if (dist >= -Tolerance.Epsilon) return 0;
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return double.MaxValue;
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}
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case PushDirection.Down:
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case PushDirection.Up:
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{
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var dx = p2x - p1x;
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if (System.Math.Abs(dx) < Tolerance.Epsilon)
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return double.MaxValue;
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var t = (vx - p1x) / dx;
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if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon)
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return double.MaxValue;
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var iy = p1y + t * (p2y - p1y);
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var dist = direction == PushDirection.Down ? vy - iy : iy - vy;
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if (dist > Tolerance.Epsilon) return dist;
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if (dist >= -Tolerance.Epsilon) return 0;
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return double.MaxValue;
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}
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default:
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return double.MaxValue;
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}
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}
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/// <summary>
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/// Computes the minimum translation distance along a push direction before
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/// any edge of movingLines contacts any edge of stationaryLines.
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/// Returns double.MaxValue if no collision path exists.
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/// </summary>
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public static double DirectionalDistance(List<Line> movingLines, List<Line> stationaryLines, PushDirection direction)
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{
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var minDist = double.MaxValue;
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// Case 1: Each moving vertex -> each stationary edge
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var movingVertices = new HashSet<Vector>();
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for (int i = 0; i < movingLines.Count; i++)
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{
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movingVertices.Add(movingLines[i].pt1);
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movingVertices.Add(movingLines[i].pt2);
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}
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var stationaryEdges = new (Vector start, Vector end)[stationaryLines.Count];
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for (int i = 0; i < stationaryLines.Count; i++)
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stationaryEdges[i] = (stationaryLines[i].pt1, stationaryLines[i].pt2);
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// Sort edges for pruning if not already sorted (usually they aren't here)
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if (direction == PushDirection.Left || direction == PushDirection.Right)
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stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray();
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else
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stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray();
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foreach (var mv in movingVertices)
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{
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var d = OneWayDistance(mv, stationaryEdges, Vector.Zero, direction);
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if (d < minDist) minDist = d;
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}
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// Case 2: Each stationary vertex -> each moving edge (opposite direction)
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var opposite = OppositeDirection(direction);
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var stationaryVertices = new HashSet<Vector>();
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for (int i = 0; i < stationaryLines.Count; i++)
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{
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stationaryVertices.Add(stationaryLines[i].pt1);
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stationaryVertices.Add(stationaryLines[i].pt2);
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}
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var movingEdges = new (Vector start, Vector end)[movingLines.Count];
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for (int i = 0; i < movingLines.Count; i++)
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movingEdges[i] = (movingLines[i].pt1, movingLines[i].pt2);
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if (opposite == PushDirection.Left || opposite == PushDirection.Right)
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movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray();
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else
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movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray();
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foreach (var sv in stationaryVertices)
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{
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var d = OneWayDistance(sv, movingEdges, Vector.Zero, opposite);
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if (d < minDist) minDist = d;
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}
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return minDist;
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}
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/// <summary>
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/// Computes the minimum directional distance with the moving lines translated
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/// by (movingDx, movingDy) without creating new Line objects.
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/// </summary>
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public static double DirectionalDistance(
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List<Line> movingLines, double movingDx, double movingDy,
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List<Line> stationaryLines, PushDirection direction)
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{
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var minDist = double.MaxValue;
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var movingOffset = new Vector(movingDx, movingDy);
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// Case 1: Each moving vertex -> each stationary edge
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var movingVertices = new HashSet<Vector>();
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for (int i = 0; i < movingLines.Count; i++)
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{
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movingVertices.Add(movingLines[i].pt1 + movingOffset);
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movingVertices.Add(movingLines[i].pt2 + movingOffset);
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}
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var stationaryEdges = new (Vector start, Vector end)[stationaryLines.Count];
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for (int i = 0; i < stationaryLines.Count; i++)
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stationaryEdges[i] = (stationaryLines[i].pt1, stationaryLines[i].pt2);
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if (direction == PushDirection.Left || direction == PushDirection.Right)
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stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray();
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else
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stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray();
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foreach (var mv in movingVertices)
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{
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var d = OneWayDistance(mv, stationaryEdges, Vector.Zero, direction);
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if (d < minDist) minDist = d;
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}
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// Case 2: Each stationary vertex -> each moving edge (opposite direction)
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var opposite = OppositeDirection(direction);
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var stationaryVertices = new HashSet<Vector>();
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for (int i = 0; i < stationaryLines.Count; i++)
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{
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stationaryVertices.Add(stationaryLines[i].pt1);
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stationaryVertices.Add(stationaryLines[i].pt2);
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}
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var movingEdges = new (Vector start, Vector end)[movingLines.Count];
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for (int i = 0; i < movingLines.Count; i++)
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movingEdges[i] = (movingLines[i].pt1, movingLines[i].pt2);
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if (opposite == PushDirection.Left || opposite == PushDirection.Right)
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movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray();
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else
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movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray();
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foreach (var sv in stationaryVertices)
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{
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var d = OneWayDistance(sv, movingEdges, movingOffset, opposite);
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if (d < minDist) minDist = d;
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}
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return minDist;
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}
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/// <summary>
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/// Packs line segments into a flat double array [x1,y1,x2,y2, ...] for GPU transfer.
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/// </summary>
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public static double[] FlattenLines(List<Line> lines)
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{
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var result = new double[lines.Count * 4];
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for (int i = 0; i < lines.Count; i++)
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{
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var line = lines[i];
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result[i * 4] = line.pt1.X;
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result[i * 4 + 1] = line.pt1.Y;
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result[i * 4 + 2] = line.pt2.X;
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result[i * 4 + 3] = line.pt2.Y;
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}
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return result;
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}
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/// <summary>
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/// Computes the minimum directional distance using raw edge arrays and location offsets
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/// to avoid all intermediate object allocations.
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/// </summary>
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public static double DirectionalDistance(
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(Vector start, Vector end)[] movingEdges, Vector movingOffset,
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(Vector start, Vector end)[] stationaryEdges, Vector stationaryOffset,
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PushDirection direction)
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{
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var minDist = double.MaxValue;
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// Extract unique vertices from moving edges.
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var movingVertices = new HashSet<Vector>();
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for (var i = 0; i < movingEdges.Length; i++)
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{
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movingVertices.Add(movingEdges[i].start + movingOffset);
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movingVertices.Add(movingEdges[i].end + movingOffset);
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}
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// Case 1: Each moving vertex -> each stationary edge
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foreach (var mv in movingVertices)
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{
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var d = OneWayDistance(mv, stationaryEdges, stationaryOffset, direction);
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if (d < minDist) minDist = d;
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}
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// Case 2: Each stationary vertex -> each moving edge (opposite direction)
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var opposite = OppositeDirection(direction);
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var stationaryVertices = new HashSet<Vector>();
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for (var i = 0; i < stationaryEdges.Length; i++)
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{
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stationaryVertices.Add(stationaryEdges[i].start + stationaryOffset);
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stationaryVertices.Add(stationaryEdges[i].end + stationaryOffset);
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}
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foreach (var sv in stationaryVertices)
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{
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var d = OneWayDistance(sv, movingEdges, movingOffset, opposite);
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if (d < minDist) minDist = d;
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}
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return minDist;
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}
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public static double OneWayDistance(
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Vector vertex, (Vector start, Vector end)[] edges, Vector edgeOffset,
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PushDirection direction)
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{
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var minDist = double.MaxValue;
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var vx = vertex.X;
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var vy = vertex.Y;
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// Pruning: edges are sorted by their perpendicular min-coordinate in PartBoundary.
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if (direction == PushDirection.Left || direction == PushDirection.Right)
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{
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for (var i = 0; i < edges.Length; i++)
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{
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var e1 = edges[i].start + edgeOffset;
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var e2 = edges[i].end + edgeOffset;
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var minY = e1.Y < e2.Y ? e1.Y : e2.Y;
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var maxY = e1.Y > e2.Y ? e1.Y : e2.Y;
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// Since edges are sorted by minY, if vy < minY, then vy < all subsequent minY.
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if (vy < minY - Tolerance.Epsilon)
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break;
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if (vy > maxY + Tolerance.Epsilon)
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continue;
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var d = RayEdgeDistance(vx, vy, e1.X, e1.Y, e2.X, e2.Y, direction);
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if (d < minDist) minDist = d;
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}
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}
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else // Up/Down
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{
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for (var i = 0; i < edges.Length; i++)
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{
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var e1 = edges[i].start + edgeOffset;
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var e2 = edges[i].end + edgeOffset;
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var minX = e1.X < e2.X ? e1.X : e2.X;
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var maxX = e1.X > e2.X ? e1.X : e2.X;
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// Since edges are sorted by minX, if vx < minX, then vx < all subsequent minX.
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if (vx < minX - Tolerance.Epsilon)
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break;
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if (vx > maxX + Tolerance.Epsilon)
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continue;
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var d = RayEdgeDistance(vx, vy, e1.X, e1.Y, e2.X, e2.Y, direction);
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if (d < minDist) minDist = d;
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}
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}
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return minDist;
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}
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public static PushDirection OppositeDirection(PushDirection direction)
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{
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switch (direction)
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{
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case PushDirection.Left: return PushDirection.Right;
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case PushDirection.Right: return PushDirection.Left;
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case PushDirection.Up: return PushDirection.Down;
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case PushDirection.Down: return PushDirection.Up;
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default: return direction;
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}
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}
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public static bool IsHorizontalDirection(PushDirection direction)
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{
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return direction is PushDirection.Left or PushDirection.Right;
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}
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public static double EdgeDistance(Box box, Box boundary, PushDirection direction)
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{
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switch (direction)
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{
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case PushDirection.Left: return box.Left - boundary.Left;
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case PushDirection.Right: return boundary.Right - box.Right;
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case PushDirection.Up: return boundary.Top - box.Top;
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case PushDirection.Down: return box.Bottom - boundary.Bottom;
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default: return double.MaxValue;
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}
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}
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public static Vector DirectionToOffset(PushDirection direction, double distance)
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{
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switch (direction)
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{
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case PushDirection.Left: return new Vector(-distance, 0);
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case PushDirection.Right: return new Vector(distance, 0);
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case PushDirection.Up: return new Vector(0, distance);
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case PushDirection.Down: return new Vector(0, -distance);
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default: return new Vector();
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}
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}
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public static double DirectionalGap(Box from, Box to, PushDirection direction)
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{
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switch (direction)
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{
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case PushDirection.Left: return from.Left - to.Right;
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case PushDirection.Right: return to.Left - from.Right;
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case PushDirection.Up: return to.Bottom - from.Top;
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case PushDirection.Down: return from.Bottom - to.Top;
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default: return double.MaxValue;
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}
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}
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public static double ClosestDistanceLeft(Box box, List<Box> boxes)
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{
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var closestDistance = double.MaxValue;
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for (int i = 0; i < boxes.Count; i++)
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{
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var compareBox = boxes[i];
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RelativePosition pos;
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if (!box.IsHorizontalTo(compareBox, out pos))
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continue;
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if (pos != RelativePosition.Right)
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continue;
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var distance = box.Left - compareBox.Right;
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if (distance < closestDistance)
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closestDistance = distance;
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}
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return closestDistance == double.MaxValue ? double.NaN : closestDistance;
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}
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public static double ClosestDistanceRight(Box box, List<Box> boxes)
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{
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var closestDistance = double.MaxValue;
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for (int i = 0; i < boxes.Count; i++)
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{
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var compareBox = boxes[i];
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RelativePosition pos;
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if (!box.IsHorizontalTo(compareBox, out pos))
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continue;
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if (pos != RelativePosition.Left)
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continue;
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var distance = compareBox.Left - box.Right;
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if (distance < closestDistance)
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closestDistance = distance;
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}
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return closestDistance == double.MaxValue ? double.NaN : closestDistance;
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}
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public static double ClosestDistanceUp(Box box, List<Box> boxes)
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{
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var closestDistance = double.MaxValue;
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for (int i = 0; i < boxes.Count; i++)
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{
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var compareBox = boxes[i];
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RelativePosition pos;
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if (!box.IsVerticalTo(compareBox, out pos))
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continue;
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if (pos != RelativePosition.Bottom)
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continue;
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var distance = compareBox.Bottom - box.Top;
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if (distance < closestDistance)
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closestDistance = distance;
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}
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return closestDistance == double.MaxValue ? double.NaN : closestDistance;
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}
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public static double ClosestDistanceDown(Box box, List<Box> boxes)
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{
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var closestDistance = double.MaxValue;
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for (int i = 0; i < boxes.Count; i++)
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{
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var compareBox = boxes[i];
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RelativePosition pos;
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if (!box.IsVerticalTo(compareBox, out pos))
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continue;
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if (pos != RelativePosition.Top)
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continue;
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var distance = box.Bottom - compareBox.Top;
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if (distance < closestDistance)
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closestDistance = distance;
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}
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return closestDistance == double.MaxValue ? double.NaN : closestDistance;
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}
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public static Box GetLargestBoxVertically(Vector pt, Box bounds, IEnumerable<Box> boxes)
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{
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var verticalBoxes = boxes.Where(b => !(b.Left > pt.X || b.Right < pt.X)).ToList();
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#region Find Top/Bottom Limits
|
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var top = double.MaxValue;
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var btm = double.MinValue;
|
||||
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foreach (var box in verticalBoxes)
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{
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var boxBtm = box.Bottom;
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var boxTop = box.Top;
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if (boxBtm > pt.Y && boxBtm < top)
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top = boxBtm;
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else if (box.Top < pt.Y && boxTop > btm)
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btm = boxTop;
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||||
}
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||||
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||||
if (top == double.MaxValue)
|
||||
{
|
||||
if (bounds.Top > pt.Y)
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||||
top = bounds.Top;
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else return Box.Empty;
|
||||
}
|
||||
|
||||
if (btm == double.MinValue)
|
||||
{
|
||||
if (bounds.Bottom < pt.Y)
|
||||
btm = bounds.Bottom;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
var horizontalBoxes = boxes.Where(b => !(b.Bottom >= top || b.Top <= btm)).ToList();
|
||||
|
||||
#region Find Left/Right Limits
|
||||
|
||||
var lft = double.MinValue;
|
||||
var rgt = double.MaxValue;
|
||||
|
||||
foreach (var box in horizontalBoxes)
|
||||
{
|
||||
var boxLft = box.Left;
|
||||
var boxRgt = box.Right;
|
||||
|
||||
if (boxLft > pt.X && boxLft < rgt)
|
||||
rgt = boxLft;
|
||||
|
||||
else if (boxRgt < pt.X && boxRgt > lft)
|
||||
lft = boxRgt;
|
||||
}
|
||||
|
||||
if (rgt == double.MaxValue)
|
||||
{
|
||||
if (bounds.Right > pt.X)
|
||||
rgt = bounds.Right;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
if (lft == double.MinValue)
|
||||
{
|
||||
if (bounds.Left < pt.X)
|
||||
lft = bounds.Left;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
return new Box(lft, btm, rgt - lft, top - btm);
|
||||
}
|
||||
|
||||
public static Box GetLargestBoxHorizontally(Vector pt, Box bounds, IEnumerable<Box> boxes)
|
||||
{
|
||||
var horizontalBoxes = boxes.Where(b => !(b.Bottom > pt.Y || b.Top < pt.Y)).ToList();
|
||||
|
||||
#region Find Left/Right Limits
|
||||
|
||||
var lft = double.MinValue;
|
||||
var rgt = double.MaxValue;
|
||||
|
||||
foreach (var box in horizontalBoxes)
|
||||
{
|
||||
var boxLft = box.Left;
|
||||
var boxRgt = box.Right;
|
||||
|
||||
if (boxLft > pt.X && boxLft < rgt)
|
||||
rgt = boxLft;
|
||||
|
||||
else if (boxRgt < pt.X && boxRgt > lft)
|
||||
lft = boxRgt;
|
||||
}
|
||||
|
||||
if (rgt == double.MaxValue)
|
||||
{
|
||||
if (bounds.Right > pt.X)
|
||||
rgt = bounds.Right;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
if (lft == double.MinValue)
|
||||
{
|
||||
if (bounds.Left < pt.X)
|
||||
lft = bounds.Left;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
var verticalBoxes = boxes.Where(b => !(b.Left >= rgt || b.Right <= lft)).ToList();
|
||||
|
||||
#region Find Top/Bottom Limits
|
||||
|
||||
var top = double.MaxValue;
|
||||
var btm = double.MinValue;
|
||||
|
||||
foreach (var box in verticalBoxes)
|
||||
{
|
||||
var boxBtm = box.Bottom;
|
||||
var boxTop = box.Top;
|
||||
|
||||
if (boxBtm > pt.Y && boxBtm < top)
|
||||
top = boxBtm;
|
||||
|
||||
else if (box.Top < pt.Y && boxTop > btm)
|
||||
btm = boxTop;
|
||||
}
|
||||
|
||||
if (top == double.MaxValue)
|
||||
{
|
||||
if (bounds.Top > pt.Y)
|
||||
top = bounds.Top;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
if (btm == double.MinValue)
|
||||
{
|
||||
if (bounds.Bottom < pt.Y)
|
||||
btm = bounds.Bottom;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
return new Box(lft, btm, rgt - lft, top - btm);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,618 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using OpenNest.Converters;
|
||||
using OpenNest.Geometry;
|
||||
using OpenNest.Math;
|
||||
|
||||
namespace OpenNest
|
||||
{
|
||||
public static class Helper
|
||||
{
|
||||
/// <summary>
|
||||
/// Finds the distance from a vertex to a line segment along a push axis.
|
||||
/// Returns double.MaxValue if the ray does not hit the segment.
|
||||
/// </summary>
|
||||
private static double RayEdgeDistance(Vector vertex, Line edge, PushDirection direction)
|
||||
{
|
||||
return RayEdgeDistance(
|
||||
vertex.X, vertex.Y,
|
||||
edge.pt1.X, edge.pt1.Y, edge.pt2.X, edge.pt2.Y,
|
||||
direction);
|
||||
}
|
||||
|
||||
[System.Runtime.CompilerServices.MethodImpl(
|
||||
System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
|
||||
private static double RayEdgeDistance(
|
||||
double vx, double vy,
|
||||
double p1x, double p1y, double p2x, double p2y,
|
||||
PushDirection direction)
|
||||
{
|
||||
switch (direction)
|
||||
{
|
||||
case PushDirection.Left:
|
||||
case PushDirection.Right:
|
||||
{
|
||||
var dy = p2y - p1y;
|
||||
if (System.Math.Abs(dy) < Tolerance.Epsilon)
|
||||
return double.MaxValue;
|
||||
|
||||
var t = (vy - p1y) / dy;
|
||||
if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon)
|
||||
return double.MaxValue;
|
||||
|
||||
var ix = p1x + t * (p2x - p1x);
|
||||
var dist = direction == PushDirection.Left ? vx - ix : ix - vx;
|
||||
|
||||
if (dist > Tolerance.Epsilon) return dist;
|
||||
if (dist >= -Tolerance.Epsilon) return 0;
|
||||
return double.MaxValue;
|
||||
}
|
||||
|
||||
case PushDirection.Down:
|
||||
case PushDirection.Up:
|
||||
{
|
||||
var dx = p2x - p1x;
|
||||
if (System.Math.Abs(dx) < Tolerance.Epsilon)
|
||||
return double.MaxValue;
|
||||
|
||||
var t = (vx - p1x) / dx;
|
||||
if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon)
|
||||
return double.MaxValue;
|
||||
|
||||
var iy = p1y + t * (p2y - p1y);
|
||||
var dist = direction == PushDirection.Down ? vy - iy : iy - vy;
|
||||
|
||||
if (dist > Tolerance.Epsilon) return dist;
|
||||
if (dist >= -Tolerance.Epsilon) return 0;
|
||||
return double.MaxValue;
|
||||
}
|
||||
|
||||
default:
|
||||
return double.MaxValue;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Computes the minimum translation distance along a push direction before
|
||||
/// any edge of movingLines contacts any edge of stationaryLines.
|
||||
/// Returns double.MaxValue if no collision path exists.
|
||||
/// </summary>
|
||||
public static double DirectionalDistance(List<Line> movingLines, List<Line> stationaryLines, PushDirection direction)
|
||||
{
|
||||
var minDist = double.MaxValue;
|
||||
|
||||
// Case 1: Each moving vertex -> each stationary edge
|
||||
var movingVertices = new HashSet<Vector>();
|
||||
for (int i = 0; i < movingLines.Count; i++)
|
||||
{
|
||||
movingVertices.Add(movingLines[i].pt1);
|
||||
movingVertices.Add(movingLines[i].pt2);
|
||||
}
|
||||
|
||||
var stationaryEdges = new (Vector start, Vector end)[stationaryLines.Count];
|
||||
for (int i = 0; i < stationaryLines.Count; i++)
|
||||
stationaryEdges[i] = (stationaryLines[i].pt1, stationaryLines[i].pt2);
|
||||
|
||||
// Sort edges for pruning if not already sorted (usually they aren't here)
|
||||
if (direction == PushDirection.Left || direction == PushDirection.Right)
|
||||
stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray();
|
||||
else
|
||||
stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray();
|
||||
|
||||
foreach (var mv in movingVertices)
|
||||
{
|
||||
var d = OneWayDistance(mv, stationaryEdges, Vector.Zero, direction);
|
||||
if (d < minDist) minDist = d;
|
||||
}
|
||||
|
||||
// Case 2: Each stationary vertex -> each moving edge (opposite direction)
|
||||
var opposite = OppositeDirection(direction);
|
||||
var stationaryVertices = new HashSet<Vector>();
|
||||
for (int i = 0; i < stationaryLines.Count; i++)
|
||||
{
|
||||
stationaryVertices.Add(stationaryLines[i].pt1);
|
||||
stationaryVertices.Add(stationaryLines[i].pt2);
|
||||
}
|
||||
|
||||
var movingEdges = new (Vector start, Vector end)[movingLines.Count];
|
||||
for (int i = 0; i < movingLines.Count; i++)
|
||||
movingEdges[i] = (movingLines[i].pt1, movingLines[i].pt2);
|
||||
|
||||
if (opposite == PushDirection.Left || opposite == PushDirection.Right)
|
||||
movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray();
|
||||
else
|
||||
movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray();
|
||||
|
||||
foreach (var sv in stationaryVertices)
|
||||
{
|
||||
var d = OneWayDistance(sv, movingEdges, Vector.Zero, opposite);
|
||||
if (d < minDist) minDist = d;
|
||||
}
|
||||
|
||||
return minDist;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Computes the minimum directional distance with the moving lines translated
|
||||
/// by (movingDx, movingDy) without creating new Line objects.
|
||||
/// </summary>
|
||||
public static double DirectionalDistance(
|
||||
List<Line> movingLines, double movingDx, double movingDy,
|
||||
List<Line> stationaryLines, PushDirection direction)
|
||||
{
|
||||
var minDist = double.MaxValue;
|
||||
var movingOffset = new Vector(movingDx, movingDy);
|
||||
|
||||
// Case 1: Each moving vertex -> each stationary edge
|
||||
var movingVertices = new HashSet<Vector>();
|
||||
for (int i = 0; i < movingLines.Count; i++)
|
||||
{
|
||||
movingVertices.Add(movingLines[i].pt1 + movingOffset);
|
||||
movingVertices.Add(movingLines[i].pt2 + movingOffset);
|
||||
}
|
||||
|
||||
var stationaryEdges = new (Vector start, Vector end)[stationaryLines.Count];
|
||||
for (int i = 0; i < stationaryLines.Count; i++)
|
||||
stationaryEdges[i] = (stationaryLines[i].pt1, stationaryLines[i].pt2);
|
||||
|
||||
if (direction == PushDirection.Left || direction == PushDirection.Right)
|
||||
stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray();
|
||||
else
|
||||
stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray();
|
||||
|
||||
foreach (var mv in movingVertices)
|
||||
{
|
||||
var d = OneWayDistance(mv, stationaryEdges, Vector.Zero, direction);
|
||||
if (d < minDist) minDist = d;
|
||||
}
|
||||
|
||||
// Case 2: Each stationary vertex -> each moving edge (opposite direction)
|
||||
var opposite = OppositeDirection(direction);
|
||||
var stationaryVertices = new HashSet<Vector>();
|
||||
for (int i = 0; i < stationaryLines.Count; i++)
|
||||
{
|
||||
stationaryVertices.Add(stationaryLines[i].pt1);
|
||||
stationaryVertices.Add(stationaryLines[i].pt2);
|
||||
}
|
||||
|
||||
var movingEdges = new (Vector start, Vector end)[movingLines.Count];
|
||||
for (int i = 0; i < movingLines.Count; i++)
|
||||
movingEdges[i] = (movingLines[i].pt1, movingLines[i].pt2);
|
||||
|
||||
if (opposite == PushDirection.Left || opposite == PushDirection.Right)
|
||||
movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray();
|
||||
else
|
||||
movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray();
|
||||
|
||||
foreach (var sv in stationaryVertices)
|
||||
{
|
||||
var d = OneWayDistance(sv, movingEdges, movingOffset, opposite);
|
||||
if (d < minDist) minDist = d;
|
||||
}
|
||||
|
||||
return minDist;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Packs line segments into a flat double array [x1,y1,x2,y2, ...] for GPU transfer.
|
||||
/// </summary>
|
||||
public static double[] FlattenLines(List<Line> lines)
|
||||
{
|
||||
var result = new double[lines.Count * 4];
|
||||
for (int i = 0; i < lines.Count; i++)
|
||||
{
|
||||
var line = lines[i];
|
||||
result[i * 4] = line.pt1.X;
|
||||
result[i * 4 + 1] = line.pt1.Y;
|
||||
result[i * 4 + 2] = line.pt2.X;
|
||||
result[i * 4 + 3] = line.pt2.Y;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Computes the minimum directional distance using raw edge arrays and location offsets
|
||||
/// to avoid all intermediate object allocations.
|
||||
/// </summary>
|
||||
public static double DirectionalDistance(
|
||||
(Vector start, Vector end)[] movingEdges, Vector movingOffset,
|
||||
(Vector start, Vector end)[] stationaryEdges, Vector stationaryOffset,
|
||||
PushDirection direction)
|
||||
{
|
||||
var minDist = double.MaxValue;
|
||||
|
||||
// Extract unique vertices from moving edges.
|
||||
var movingVertices = new HashSet<Vector>();
|
||||
for (var i = 0; i < movingEdges.Length; i++)
|
||||
{
|
||||
movingVertices.Add(movingEdges[i].start + movingOffset);
|
||||
movingVertices.Add(movingEdges[i].end + movingOffset);
|
||||
}
|
||||
|
||||
// Case 1: Each moving vertex -> each stationary edge
|
||||
foreach (var mv in movingVertices)
|
||||
{
|
||||
var d = OneWayDistance(mv, stationaryEdges, stationaryOffset, direction);
|
||||
if (d < minDist) minDist = d;
|
||||
}
|
||||
|
||||
// Case 2: Each stationary vertex -> each moving edge (opposite direction)
|
||||
var opposite = OppositeDirection(direction);
|
||||
var stationaryVertices = new HashSet<Vector>();
|
||||
for (var i = 0; i < stationaryEdges.Length; i++)
|
||||
{
|
||||
stationaryVertices.Add(stationaryEdges[i].start + stationaryOffset);
|
||||
stationaryVertices.Add(stationaryEdges[i].end + stationaryOffset);
|
||||
}
|
||||
|
||||
foreach (var sv in stationaryVertices)
|
||||
{
|
||||
var d = OneWayDistance(sv, movingEdges, movingOffset, opposite);
|
||||
if (d < minDist) minDist = d;
|
||||
}
|
||||
|
||||
return minDist;
|
||||
}
|
||||
|
||||
public static double OneWayDistance(
|
||||
Vector vertex, (Vector start, Vector end)[] edges, Vector edgeOffset,
|
||||
PushDirection direction)
|
||||
{
|
||||
var minDist = double.MaxValue;
|
||||
var vx = vertex.X;
|
||||
var vy = vertex.Y;
|
||||
|
||||
// Pruning: edges are sorted by their perpendicular min-coordinate in PartBoundary.
|
||||
if (direction == PushDirection.Left || direction == PushDirection.Right)
|
||||
{
|
||||
for (var i = 0; i < edges.Length; i++)
|
||||
{
|
||||
var e1 = edges[i].start + edgeOffset;
|
||||
var e2 = edges[i].end + edgeOffset;
|
||||
|
||||
var minY = e1.Y < e2.Y ? e1.Y : e2.Y;
|
||||
var maxY = e1.Y > e2.Y ? e1.Y : e2.Y;
|
||||
|
||||
// Since edges are sorted by minY, if vy < minY, then vy < all subsequent minY.
|
||||
if (vy < minY - Tolerance.Epsilon)
|
||||
break;
|
||||
|
||||
if (vy > maxY + Tolerance.Epsilon)
|
||||
continue;
|
||||
|
||||
var d = RayEdgeDistance(vx, vy, e1.X, e1.Y, e2.X, e2.Y, direction);
|
||||
if (d < minDist) minDist = d;
|
||||
}
|
||||
}
|
||||
else // Up/Down
|
||||
{
|
||||
for (var i = 0; i < edges.Length; i++)
|
||||
{
|
||||
var e1 = edges[i].start + edgeOffset;
|
||||
var e2 = edges[i].end + edgeOffset;
|
||||
|
||||
var minX = e1.X < e2.X ? e1.X : e2.X;
|
||||
var maxX = e1.X > e2.X ? e1.X : e2.X;
|
||||
|
||||
// Since edges are sorted by minX, if vx < minX, then vx < all subsequent minX.
|
||||
if (vx < minX - Tolerance.Epsilon)
|
||||
break;
|
||||
|
||||
if (vx > maxX + Tolerance.Epsilon)
|
||||
continue;
|
||||
|
||||
var d = RayEdgeDistance(vx, vy, e1.X, e1.Y, e2.X, e2.Y, direction);
|
||||
if (d < minDist) minDist = d;
|
||||
}
|
||||
}
|
||||
|
||||
return minDist;
|
||||
}
|
||||
|
||||
public static PushDirection OppositeDirection(PushDirection direction)
|
||||
{
|
||||
switch (direction)
|
||||
{
|
||||
case PushDirection.Left: return PushDirection.Right;
|
||||
case PushDirection.Right: return PushDirection.Left;
|
||||
case PushDirection.Up: return PushDirection.Down;
|
||||
case PushDirection.Down: return PushDirection.Up;
|
||||
default: return direction;
|
||||
}
|
||||
}
|
||||
|
||||
public static bool IsHorizontalDirection(PushDirection direction)
|
||||
{
|
||||
return direction is PushDirection.Left or PushDirection.Right;
|
||||
}
|
||||
|
||||
public static double EdgeDistance(Box box, Box boundary, PushDirection direction)
|
||||
{
|
||||
switch (direction)
|
||||
{
|
||||
case PushDirection.Left: return box.Left - boundary.Left;
|
||||
case PushDirection.Right: return boundary.Right - box.Right;
|
||||
case PushDirection.Up: return boundary.Top - box.Top;
|
||||
case PushDirection.Down: return box.Bottom - boundary.Bottom;
|
||||
default: return double.MaxValue;
|
||||
}
|
||||
}
|
||||
|
||||
public static Vector DirectionToOffset(PushDirection direction, double distance)
|
||||
{
|
||||
switch (direction)
|
||||
{
|
||||
case PushDirection.Left: return new Vector(-distance, 0);
|
||||
case PushDirection.Right: return new Vector(distance, 0);
|
||||
case PushDirection.Up: return new Vector(0, distance);
|
||||
case PushDirection.Down: return new Vector(0, -distance);
|
||||
default: return new Vector();
|
||||
}
|
||||
}
|
||||
|
||||
public static double DirectionalGap(Box from, Box to, PushDirection direction)
|
||||
{
|
||||
switch (direction)
|
||||
{
|
||||
case PushDirection.Left: return from.Left - to.Right;
|
||||
case PushDirection.Right: return to.Left - from.Right;
|
||||
case PushDirection.Up: return to.Bottom - from.Top;
|
||||
case PushDirection.Down: return from.Bottom - to.Top;
|
||||
default: return double.MaxValue;
|
||||
}
|
||||
}
|
||||
|
||||
public static double ClosestDistanceLeft(Box box, List<Box> boxes)
|
||||
{
|
||||
var closestDistance = double.MaxValue;
|
||||
|
||||
for (int i = 0; i < boxes.Count; i++)
|
||||
{
|
||||
var compareBox = boxes[i];
|
||||
|
||||
RelativePosition pos;
|
||||
|
||||
if (!box.IsHorizontalTo(compareBox, out pos))
|
||||
continue;
|
||||
|
||||
if (pos != RelativePosition.Right)
|
||||
continue;
|
||||
|
||||
var distance = box.Left - compareBox.Right;
|
||||
|
||||
if (distance < closestDistance)
|
||||
closestDistance = distance;
|
||||
}
|
||||
|
||||
return closestDistance == double.MaxValue ? double.NaN : closestDistance;
|
||||
}
|
||||
|
||||
public static double ClosestDistanceRight(Box box, List<Box> boxes)
|
||||
{
|
||||
var closestDistance = double.MaxValue;
|
||||
|
||||
for (int i = 0; i < boxes.Count; i++)
|
||||
{
|
||||
var compareBox = boxes[i];
|
||||
|
||||
RelativePosition pos;
|
||||
|
||||
if (!box.IsHorizontalTo(compareBox, out pos))
|
||||
continue;
|
||||
|
||||
if (pos != RelativePosition.Left)
|
||||
continue;
|
||||
|
||||
var distance = compareBox.Left - box.Right;
|
||||
|
||||
if (distance < closestDistance)
|
||||
closestDistance = distance;
|
||||
}
|
||||
|
||||
return closestDistance == double.MaxValue ? double.NaN : closestDistance;
|
||||
}
|
||||
|
||||
public static double ClosestDistanceUp(Box box, List<Box> boxes)
|
||||
{
|
||||
var closestDistance = double.MaxValue;
|
||||
|
||||
for (int i = 0; i < boxes.Count; i++)
|
||||
{
|
||||
var compareBox = boxes[i];
|
||||
|
||||
RelativePosition pos;
|
||||
|
||||
if (!box.IsVerticalTo(compareBox, out pos))
|
||||
continue;
|
||||
|
||||
if (pos != RelativePosition.Bottom)
|
||||
continue;
|
||||
|
||||
var distance = compareBox.Bottom - box.Top;
|
||||
|
||||
if (distance < closestDistance)
|
||||
closestDistance = distance;
|
||||
}
|
||||
|
||||
return closestDistance == double.MaxValue ? double.NaN : closestDistance;
|
||||
}
|
||||
|
||||
public static double ClosestDistanceDown(Box box, List<Box> boxes)
|
||||
{
|
||||
var closestDistance = double.MaxValue;
|
||||
|
||||
for (int i = 0; i < boxes.Count; i++)
|
||||
{
|
||||
var compareBox = boxes[i];
|
||||
|
||||
RelativePosition pos;
|
||||
|
||||
if (!box.IsVerticalTo(compareBox, out pos))
|
||||
continue;
|
||||
|
||||
if (pos != RelativePosition.Top)
|
||||
continue;
|
||||
|
||||
var distance = box.Bottom - compareBox.Top;
|
||||
|
||||
if (distance < closestDistance)
|
||||
closestDistance = distance;
|
||||
}
|
||||
|
||||
return closestDistance == double.MaxValue ? double.NaN : closestDistance;
|
||||
}
|
||||
|
||||
public static Box GetLargestBoxVertically(Vector pt, Box bounds, IEnumerable<Box> boxes)
|
||||
{
|
||||
var verticalBoxes = boxes.Where(b => !(b.Left > pt.X || b.Right < pt.X)).ToList();
|
||||
|
||||
#region Find Top/Bottom Limits
|
||||
|
||||
var top = double.MaxValue;
|
||||
var btm = double.MinValue;
|
||||
|
||||
foreach (var box in verticalBoxes)
|
||||
{
|
||||
var boxBtm = box.Bottom;
|
||||
var boxTop = box.Top;
|
||||
|
||||
if (boxBtm > pt.Y && boxBtm < top)
|
||||
top = boxBtm;
|
||||
|
||||
else if (box.Top < pt.Y && boxTop > btm)
|
||||
btm = boxTop;
|
||||
}
|
||||
|
||||
if (top == double.MaxValue)
|
||||
{
|
||||
if (bounds.Top > pt.Y)
|
||||
top = bounds.Top;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
if (btm == double.MinValue)
|
||||
{
|
||||
if (bounds.Bottom < pt.Y)
|
||||
btm = bounds.Bottom;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
var horizontalBoxes = boxes.Where(b => !(b.Bottom >= top || b.Top <= btm)).ToList();
|
||||
|
||||
#region Find Left/Right Limits
|
||||
|
||||
var lft = double.MinValue;
|
||||
var rgt = double.MaxValue;
|
||||
|
||||
foreach (var box in horizontalBoxes)
|
||||
{
|
||||
var boxLft = box.Left;
|
||||
var boxRgt = box.Right;
|
||||
|
||||
if (boxLft > pt.X && boxLft < rgt)
|
||||
rgt = boxLft;
|
||||
|
||||
else if (boxRgt < pt.X && boxRgt > lft)
|
||||
lft = boxRgt;
|
||||
}
|
||||
|
||||
if (rgt == double.MaxValue)
|
||||
{
|
||||
if (bounds.Right > pt.X)
|
||||
rgt = bounds.Right;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
if (lft == double.MinValue)
|
||||
{
|
||||
if (bounds.Left < pt.X)
|
||||
lft = bounds.Left;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
return new Box(lft, btm, rgt - lft, top - btm);
|
||||
}
|
||||
|
||||
public static Box GetLargestBoxHorizontally(Vector pt, Box bounds, IEnumerable<Box> boxes)
|
||||
{
|
||||
var horizontalBoxes = boxes.Where(b => !(b.Bottom > pt.Y || b.Top < pt.Y)).ToList();
|
||||
|
||||
#region Find Left/Right Limits
|
||||
|
||||
var lft = double.MinValue;
|
||||
var rgt = double.MaxValue;
|
||||
|
||||
foreach (var box in horizontalBoxes)
|
||||
{
|
||||
var boxLft = box.Left;
|
||||
var boxRgt = box.Right;
|
||||
|
||||
if (boxLft > pt.X && boxLft < rgt)
|
||||
rgt = boxLft;
|
||||
|
||||
else if (boxRgt < pt.X && boxRgt > lft)
|
||||
lft = boxRgt;
|
||||
}
|
||||
|
||||
if (rgt == double.MaxValue)
|
||||
{
|
||||
if (bounds.Right > pt.X)
|
||||
rgt = bounds.Right;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
if (lft == double.MinValue)
|
||||
{
|
||||
if (bounds.Left < pt.X)
|
||||
lft = bounds.Left;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
var verticalBoxes = boxes.Where(b => !(b.Left >= rgt || b.Right <= lft)).ToList();
|
||||
|
||||
#region Find Top/Bottom Limits
|
||||
|
||||
var top = double.MaxValue;
|
||||
var btm = double.MinValue;
|
||||
|
||||
foreach (var box in verticalBoxes)
|
||||
{
|
||||
var boxBtm = box.Bottom;
|
||||
var boxTop = box.Top;
|
||||
|
||||
if (boxBtm > pt.Y && boxBtm < top)
|
||||
top = boxBtm;
|
||||
|
||||
else if (box.Top < pt.Y && boxTop > btm)
|
||||
btm = boxTop;
|
||||
}
|
||||
|
||||
if (top == double.MaxValue)
|
||||
{
|
||||
if (bounds.Top > pt.Y)
|
||||
top = bounds.Top;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
if (btm == double.MinValue)
|
||||
{
|
||||
if (bounds.Bottom < pt.Y)
|
||||
btm = bounds.Bottom;
|
||||
else return Box.Empty;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
return new Box(lft, btm, rgt - lft, top - btm);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -128,8 +128,8 @@ namespace OpenNest.Engine.BestFit
|
||||
|
||||
if (_slideComputer != null)
|
||||
{
|
||||
var stationarySegments = Helper.FlattenLines(part1Lines);
|
||||
var movingSegments = Helper.FlattenLines(part2TemplateLines);
|
||||
var stationarySegments = SpatialQuery.FlattenLines(part1Lines);
|
||||
var movingSegments = SpatialQuery.FlattenLines(part2TemplateLines);
|
||||
var offsets = new double[count * 2];
|
||||
var directions = new int[count];
|
||||
|
||||
@@ -182,7 +182,7 @@ namespace OpenNest.Engine.BestFit
|
||||
sEdges = sEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray();
|
||||
stationaryEdgesByDir[dir] = sEdges;
|
||||
|
||||
var opposite = Helper.OppositeDirection(dir);
|
||||
var opposite = SpatialQuery.OppositeDirection(dir);
|
||||
var mEdges = new (Vector start, Vector end)[part2TemplateLines.Count];
|
||||
for (var i = 0; i < part2TemplateLines.Count; i++)
|
||||
mEdges[i] = (part2TemplateLines[i].StartPoint, part2TemplateLines[i].EndPoint);
|
||||
@@ -204,21 +204,21 @@ namespace OpenNest.Engine.BestFit
|
||||
|
||||
var sEdges = stationaryEdgesByDir[dir];
|
||||
var mEdges = movingEdgesByDir[dir];
|
||||
var opposite = Helper.OppositeDirection(dir);
|
||||
var opposite = SpatialQuery.OppositeDirection(dir);
|
||||
|
||||
var minDist = double.MaxValue;
|
||||
|
||||
// Case 1: Moving vertices -> Stationary edges
|
||||
foreach (var mv in movingVerticesArray)
|
||||
{
|
||||
var d = Helper.OneWayDistance(mv + movingOffset, sEdges, Vector.Zero, dir);
|
||||
var d = SpatialQuery.OneWayDistance(mv + movingOffset, sEdges, Vector.Zero, dir);
|
||||
if (d < minDist) minDist = d;
|
||||
}
|
||||
|
||||
// Case 2: Stationary vertices -> Moving edges (translated)
|
||||
foreach (var sv in stationaryVerticesArray)
|
||||
{
|
||||
var d = Helper.OneWayDistance(sv, mEdges, movingOffset, opposite);
|
||||
var d = SpatialQuery.OneWayDistance(sv, mEdges, movingOffset, opposite);
|
||||
if (d < minDist) minDist = d;
|
||||
}
|
||||
|
||||
|
||||
@@ -87,9 +87,9 @@ namespace OpenNest
|
||||
for (var i = 0; i < obstacleParts.Count; i++)
|
||||
obstacleBoxes[i] = obstacleParts[i].BoundingBox;
|
||||
|
||||
var opposite = Helper.OppositeDirection(direction);
|
||||
var opposite = SpatialQuery.OppositeDirection(direction);
|
||||
var halfSpacing = plate.PartSpacing / 2;
|
||||
var isHorizontal = Helper.IsHorizontalDirection(direction);
|
||||
var isHorizontal = SpatialQuery.IsHorizontalDirection(direction);
|
||||
var workArea = plate.WorkArea();
|
||||
var distance = double.MaxValue;
|
||||
|
||||
@@ -98,7 +98,7 @@ namespace OpenNest
|
||||
|
||||
foreach (var moving in movingParts)
|
||||
{
|
||||
var edgeDist = Helper.EdgeDistance(moving.BoundingBox, workArea, direction);
|
||||
var edgeDist = SpatialQuery.EdgeDistance(moving.BoundingBox, workArea, direction);
|
||||
if (edgeDist <= 0)
|
||||
distance = 0;
|
||||
else if (edgeDist < distance)
|
||||
@@ -113,11 +113,11 @@ namespace OpenNest
|
||||
// behind the moving part. The forward gap (gap < 0) is unreliable for
|
||||
// irregular shapes whose bounding boxes overlap even when the actual
|
||||
// geometry still has a valid contact in the push direction.
|
||||
var reverseGap = Helper.DirectionalGap(movingBox, obstacleBoxes[i], opposite);
|
||||
var reverseGap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], opposite);
|
||||
if (reverseGap > 0)
|
||||
continue;
|
||||
|
||||
var gap = Helper.DirectionalGap(movingBox, obstacleBoxes[i], direction);
|
||||
var gap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], direction);
|
||||
if (gap >= distance)
|
||||
continue;
|
||||
|
||||
@@ -136,7 +136,7 @@ namespace OpenNest
|
||||
? PartGeometry.GetOffsetPartLines(obstacleParts[i], halfSpacing, opposite, ChordTolerance)
|
||||
: PartGeometry.GetPartLines(obstacleParts[i], opposite, ChordTolerance);
|
||||
|
||||
var d = Helper.DirectionalDistance(movingLines, obstacleLines[i], direction);
|
||||
var d = SpatialQuery.DirectionalDistance(movingLines, obstacleLines[i], direction);
|
||||
if (d < distance)
|
||||
distance = d;
|
||||
}
|
||||
@@ -144,7 +144,7 @@ namespace OpenNest
|
||||
|
||||
if (distance < double.MaxValue && distance > 0)
|
||||
{
|
||||
var offset = Helper.DirectionToOffset(direction, distance);
|
||||
var offset = SpatialQuery.DirectionToOffset(direction, distance);
|
||||
foreach (var moving in movingParts)
|
||||
moving.Offset(offset);
|
||||
return distance;
|
||||
|
||||
@@ -82,9 +82,9 @@ namespace OpenNest
|
||||
var locationBOffset = MakeOffset(direction, bboxDim);
|
||||
|
||||
// Use the most efficient array-based overload to avoid all allocations.
|
||||
var slideDistance = Helper.DirectionalDistance(
|
||||
var slideDistance = SpatialQuery.DirectionalDistance(
|
||||
boundary.GetEdges(pushDir), partA.Location + locationBOffset,
|
||||
boundary.GetEdges(Helper.OppositeDirection(pushDir)), partA.Location,
|
||||
boundary.GetEdges(SpatialQuery.OppositeDirection(pushDir)), partA.Location,
|
||||
pushDir);
|
||||
|
||||
return ComputeCopyDistance(bboxDim, slideDistance);
|
||||
@@ -103,7 +103,7 @@ namespace OpenNest
|
||||
|
||||
var bboxDim = GetDimension(patternA.BoundingBox, direction);
|
||||
var pushDir = GetPushDirection(direction);
|
||||
var opposite = Helper.OppositeDirection(pushDir);
|
||||
var opposite = SpatialQuery.OppositeDirection(pushDir);
|
||||
|
||||
// Compute a starting offset large enough that every part-pair in
|
||||
// patternB has its offset geometry beyond patternA's offset geometry.
|
||||
@@ -143,7 +143,7 @@ namespace OpenNest
|
||||
|
||||
for (var i = 0; i < patternA.Parts.Count; i++)
|
||||
{
|
||||
var slideDistance = Helper.DirectionalDistance(
|
||||
var slideDistance = SpatialQuery.DirectionalDistance(
|
||||
movingEdges[j], locationB,
|
||||
stationaryEdges[i], patternA.Parts[i].Location,
|
||||
pushDir);
|
||||
|
||||
@@ -186,8 +186,8 @@ namespace OpenNest.Actions
|
||||
boxes.Add(part.BoundingBox.Offset(plate.PartSpacing));
|
||||
|
||||
var pt = plateView.CurrentPoint;
|
||||
var vertical = Helper.GetLargestBoxVertically(pt, bounds, boxes);
|
||||
var horizontal = Helper.GetLargestBoxHorizontally(pt, bounds, boxes);
|
||||
var vertical = SpatialQuery.GetLargestBoxVertically(pt, bounds, boxes);
|
||||
var horizontal = SpatialQuery.GetLargestBoxHorizontally(pt, bounds, boxes);
|
||||
|
||||
var bestArea = vertical;
|
||||
if (horizontal.Area() > vertical.Area())
|
||||
|
||||
@@ -150,8 +150,8 @@ namespace OpenNest.Actions
|
||||
private void UpdateSelectedArea()
|
||||
{
|
||||
SelectedArea = altSelect
|
||||
? Helper.GetLargestBoxHorizontally(plateView.CurrentPoint, Bounds, boxes)
|
||||
: Helper.GetLargestBoxVertically(plateView.CurrentPoint, Bounds, boxes);
|
||||
? SpatialQuery.GetLargestBoxHorizontally(plateView.CurrentPoint, Bounds, boxes)
|
||||
: SpatialQuery.GetLargestBoxVertically(plateView.CurrentPoint, Bounds, boxes);
|
||||
|
||||
plateView.Invalidate();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user