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>
This commit is contained in:
2026-03-22 23:46:18 -04:00
parent 8efdc8720c
commit 53d24ddaf1
2 changed files with 80 additions and 4 deletions

View File

@@ -317,12 +317,68 @@ namespace OpenNest.Geometry
public override Entity OffsetEntity(double distance, OffsetSide side)
{
throw new NotImplementedException();
if (Vertices.Count < 3)
return null;
var isClosed = IsClosed();
var count = isClosed ? Vertices.Count - 1 : Vertices.Count;
if (count < 3)
return null;
var ccw = CalculateArea() > 0;
var outward = ccw ? OffsetSide.Left : OffsetSide.Right;
var sign = side == outward ? 1.0 : -1.0;
var d = distance * sign;
var normals = new Vector[count];
for (var i = 0; i < count; i++)
{
var next = (i + 1) % count;
var dx = Vertices[next].X - Vertices[i].X;
var dy = Vertices[next].Y - Vertices[i].Y;
var len = System.Math.Sqrt(dx * dx + dy * dy);
if (len < Tolerance.Epsilon)
return null;
normals[i] = new Vector(-dy / len * d, dx / len * d);
}
var result = new Polygon();
for (var i = 0; i < count; i++)
{
var prev = (i - 1 + count) % count;
var a1 = new Vector(Vertices[prev].X + normals[prev].X, Vertices[prev].Y + normals[prev].Y);
var a2 = new Vector(Vertices[i].X + normals[prev].X, Vertices[i].Y + normals[prev].Y);
var b1 = new Vector(Vertices[i].X + normals[i].X, Vertices[i].Y + normals[i].Y);
var b2 = new Vector(Vertices[(i + 1) % count].X + normals[i].X, Vertices[(i + 1) % count].Y + normals[i].Y);
var edgeA = new Line(a1, a2);
var edgeB = new Line(b1, b2);
if (edgeA.Intersects(edgeB, out var pt) && pt.IsValid())
result.Vertices.Add(pt);
else
result.Vertices.Add(new Vector(Vertices[i].X + normals[i].X, Vertices[i].Y + normals[i].Y));
}
result.Close();
result.RemoveSelfIntersections();
result.UpdateBounds();
return result;
}
public override Entity OffsetEntity(double distance, Vector pt)
{
throw new NotImplementedException();
var left = OffsetEntity(distance, OffsetSide.Left);
var right = OffsetEntity(distance, OffsetSide.Right);
if (left == null) return right;
if (right == null) return left;
var distLeft = left.ClosestPointTo(pt).DistanceTo(pt);
var distRight = right.ClosestPointTo(pt).DistanceTo(pt);
return distLeft > distRight ? left : right;
}
/// <summary>