feat: implement Polygon.OffsetEntity and use geometric offset for cut-off clearance
Polygon.OffsetEntity now computes proper miter-join offsets using edge normals and winding direction, with self-intersection cleanup. CutOff exclusion zones use geometric perimeter offset instead of scalar padding, giving uniform clearance around parts regardless of cut angle. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -129,9 +129,11 @@ namespace OpenNest
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private List<(double Start, double End)> IntersectPerimeter(
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Entity perimeter, double cutPosition, double lineStart, double lineEnd, double clearance)
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{
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var target = OffsetOutward(perimeter, clearance) ?? perimeter;
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var usedOffset = target != perimeter;
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var cutLine = new Line(MakePoint(cutPosition, lineStart), MakePoint(cutPosition, lineEnd));
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if (!perimeter.Intersects(cutLine, out var pts) || pts.Count < 2)
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if (!target.Intersects(cutLine, out var pts) || pts.Count < 2)
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return null;
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var coords = pts
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@@ -142,13 +144,31 @@ namespace OpenNest
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if (coords.Count % 2 != 0)
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return null;
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var padding = usedOffset ? 0 : clearance;
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var result = new List<(double Start, double End)>();
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for (var i = 0; i < coords.Count; i += 2)
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result.Add((coords[i] - clearance, coords[i + 1] + clearance));
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result.Add((coords[i] - padding, coords[i + 1] + padding));
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return result;
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}
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private static Entity OffsetOutward(Entity perimeter, double clearance)
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{
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if (clearance <= 0)
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return null;
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try
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{
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var offset = perimeter.OffsetEntity(clearance, OffsetSide.Left);
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offset?.UpdateBounds();
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return offset;
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}
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catch
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{
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return null;
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}
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}
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private Vector MakePoint(double cutCoord, double lineCoord) =>
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Axis == CutOffAxis.Vertical
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? new Vector(cutCoord, lineCoord)
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@@ -317,12 +317,68 @@ namespace OpenNest.Geometry
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public override Entity OffsetEntity(double distance, OffsetSide side)
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{
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throw new NotImplementedException();
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if (Vertices.Count < 3)
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return null;
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var isClosed = IsClosed();
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var count = isClosed ? Vertices.Count - 1 : Vertices.Count;
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if (count < 3)
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return null;
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var ccw = CalculateArea() > 0;
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var outward = ccw ? OffsetSide.Left : OffsetSide.Right;
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var sign = side == outward ? 1.0 : -1.0;
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var d = distance * sign;
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var normals = new Vector[count];
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for (var i = 0; i < count; i++)
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{
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var next = (i + 1) % count;
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var dx = Vertices[next].X - Vertices[i].X;
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var dy = Vertices[next].Y - Vertices[i].Y;
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var len = System.Math.Sqrt(dx * dx + dy * dy);
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if (len < Tolerance.Epsilon)
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return null;
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normals[i] = new Vector(-dy / len * d, dx / len * d);
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}
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var result = new Polygon();
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for (var i = 0; i < count; i++)
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{
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var prev = (i - 1 + count) % count;
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var a1 = new Vector(Vertices[prev].X + normals[prev].X, Vertices[prev].Y + normals[prev].Y);
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var a2 = new Vector(Vertices[i].X + normals[prev].X, Vertices[i].Y + normals[prev].Y);
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var b1 = new Vector(Vertices[i].X + normals[i].X, Vertices[i].Y + normals[i].Y);
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var b2 = new Vector(Vertices[(i + 1) % count].X + normals[i].X, Vertices[(i + 1) % count].Y + normals[i].Y);
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var edgeA = new Line(a1, a2);
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var edgeB = new Line(b1, b2);
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if (edgeA.Intersects(edgeB, out var pt) && pt.IsValid())
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result.Vertices.Add(pt);
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else
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result.Vertices.Add(new Vector(Vertices[i].X + normals[i].X, Vertices[i].Y + normals[i].Y));
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}
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result.Close();
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result.RemoveSelfIntersections();
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result.UpdateBounds();
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return result;
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}
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public override Entity OffsetEntity(double distance, Vector pt)
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{
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throw new NotImplementedException();
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var left = OffsetEntity(distance, OffsetSide.Left);
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var right = OffsetEntity(distance, OffsetSide.Right);
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if (left == null) return right;
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if (right == null) return left;
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var distLeft = left.ClosestPointTo(pt).DistanceTo(pt);
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var distRight = right.ClosestPointTo(pt).DistanceTo(pt);
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return distLeft > distRight ? left : right;
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}
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/// <summary>
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