test: add hole subtraction and batch collision tests

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-29 09:40:28 -04:00
parent 8f2fbee02c
commit 4fa6100722

View File

@@ -1,5 +1,6 @@
using OpenNest.Geometry;
using OpenNest.Math;
using System.Collections.Generic;
namespace OpenNest.Tests;
@@ -85,6 +86,99 @@ public class CollisionTests
Assert.True(result.OverlapArea > 0.49 && result.OverlapArea < 0.51);
}
/// <summary>
/// Square A has a hole. Square B overlaps only the hole area.
/// This should NOT be a collision — B fits inside A's cutout.
/// </summary>
[Fact]
public void Check_OverlapInsideHole_ReturnsNone()
{
var a = MakeSquare(0, 0, 4, 4);
var holeA = new List<Polygon> { MakeSquare(1, 1, 3, 3) };
// B fits entirely inside the hole
var b = MakeSquare(1.5, 1.5, 2.5, 2.5);
var result = Collision.Check(a, b, holesA: holeA);
Assert.False(result.Overlaps);
}
/// <summary>
/// Square A has a hole. Square B partially overlaps the hole and
/// partially overlaps solid material. Should still be a collision.
/// </summary>
[Fact]
public void Check_PartialOverlapWithHole_StillOverlaps()
{
var a = MakeSquare(0, 0, 4, 4);
var holeA = new List<Polygon> { MakeSquare(1, 1, 3, 3) };
// B extends beyond the hole into solid material
var b = MakeSquare(2, 2, 5, 5);
var result = Collision.Check(a, b, holesA: holeA);
// Hole subtraction uses a conservative approach (keeps partial overlaps),
// so we only verify that a collision is still detected for solid material.
Assert.True(result.Overlaps);
}
/// <summary>
/// HasOverlap with holes returns false when overlap is inside cutout.
/// </summary>
[Fact]
public void HasOverlap_InsideHole_ReturnsFalse()
{
var a = MakeSquare(0, 0, 4, 4);
var holeA = new List<Polygon> { MakeSquare(1, 1, 3, 3) };
var b = MakeSquare(1.5, 1.5, 2.5, 2.5);
Assert.False(Collision.HasOverlap(a, b, holesA: holeA));
}
[Fact]
public void CheckAll_MultiplePolygons_FindsAllOverlaps()
{
var a = MakeSquare(0, 0, 1, 1);
var b = MakeSquare(0.5, 0, 1.5, 1); // overlaps A
var c = MakeSquare(5, 5, 6, 6); // overlaps nobody
var results = Collision.CheckAll(new List<Polygon> { a, b, c });
Assert.Single(results);
Assert.True(results[0].Overlaps);
}
[Fact]
public void CheckAll_NoOverlaps_ReturnsEmpty()
{
var a = MakeSquare(0, 0, 1, 1);
var b = MakeSquare(3, 3, 4, 4);
var results = Collision.CheckAll(new List<Polygon> { a, b });
Assert.Empty(results);
}
[Fact]
public void HasAnyOverlap_WithOverlap_ReturnsTrue()
{
var a = MakeSquare(0, 0, 1, 1);
var b = MakeSquare(0.5, 0, 1.5, 1);
Assert.True(Collision.HasAnyOverlap(new List<Polygon> { a, b }));
}
[Fact]
public void HasAnyOverlap_NoOverlap_ReturnsFalse()
{
var a = MakeSquare(0, 0, 1, 1);
var b = MakeSquare(3, 3, 4, 4);
Assert.False(Collision.HasAnyOverlap(new List<Polygon> { a, b }));
}
private static Polygon MakeSquare(double left, double bottom, double right, double top)
{
var p = new Polygon();