feat: add etch mark entities from bend lines to CNC program pipeline
Etch marks for up bends are now real geometry entities on an ETCH layer instead of being drawn dynamically. They flow through the full pipeline: entities → FilterPanel layers → ConvertGeometry (tagged as Scribe) → post-processor sequencing before cut geometry. Also includes ShapeProfile normalization (CW perimeter, CCW cutouts) applied consistently across all import paths, and inward offset support for cutout shapes in overlap/offset polygon calculations. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -1,10 +1,20 @@
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using OpenNest.Geometry;
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using OpenNest.Math;
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using System.Collections.Generic;
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using System.Drawing;
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namespace OpenNest.Bending
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{
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public class Bend
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{
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public static readonly Layer EtchLayer = new Layer("ETCH")
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{
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Color = Color.Green,
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IsVisible = true
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};
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private const double DefaultEtchLength = 1.0;
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public Vector StartPoint { get; set; }
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public Vector EndPoint { get; set; }
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public BendDirection Direction { get; set; }
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@@ -29,6 +39,52 @@ namespace OpenNest.Bending
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/// </summary>
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public double LineAngle => StartPoint.AngleTo(EndPoint);
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/// <summary>
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/// Generates etch mark entities for this bend (up bends only).
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/// Returns 1" dashes at each end of the bend line, or the full line if shorter than 3".
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/// </summary>
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public List<Line> GetEtchEntities(double etchLength = DefaultEtchLength)
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{
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var result = new List<Line>();
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if (Direction != BendDirection.Up)
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return result;
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var length = Length;
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if (length < etchLength * 3.0)
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{
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result.Add(CreateEtchLine(StartPoint, EndPoint));
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}
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else
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{
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var angle = StartPoint.AngleTo(EndPoint);
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var dx = System.Math.Cos(angle) * etchLength;
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var dy = System.Math.Sin(angle) * etchLength;
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result.Add(CreateEtchLine(StartPoint, new Vector(StartPoint.X + dx, StartPoint.Y + dy)));
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result.Add(CreateEtchLine(new Vector(EndPoint.X - dx, EndPoint.Y - dy), EndPoint));
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}
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return result;
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}
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/// <summary>
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/// Removes existing etch entities from the list and regenerates from the given bends.
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/// </summary>
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public static void UpdateEtchEntities(List<Entity> entities, List<Bend> bends)
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{
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entities.RemoveAll(e => e.Layer == EtchLayer);
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if (bends == null) return;
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foreach (var bend in bends)
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entities.AddRange(bend.GetEtchEntities());
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}
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private static Line CreateEtchLine(Vector start, Vector end)
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{
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return new Line(start, end) { Layer = EtchLayer, Color = Color.Green };
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}
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public override string ToString()
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{
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var dir = Direction.ToString();
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