perf: use actual geometry instead of tessellated polygons for push distance

- Add entity-based DirectionalDistance overload to SpatialQuery that
  uses RayArcDistance/RayCircleDistance instead of tessellating arcs
  and circles into line segments
- Add GetOffsetPartEntities, GetPerimeterEntities, GetPartEntities to
  PartGeometry for non-tessellated entity extraction
- Update Compactor.Push to use native entities instead of tessellated
  lines — 952 circles = 952 entities vs ~47,600 line segments
- Use bounding box containment check to skip cutout entities when no
  obstacle is inside the moving part (perimeter-only for common case)
- Obstacles always use perimeter-only entities since cutout edges are
  inside the solid and cannot block external parts

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-07 08:06:37 -04:00
parent c20a079874
commit 6bed736cf0
3 changed files with 243 additions and 12 deletions

View File

@@ -596,6 +596,138 @@ namespace OpenNest.Geometry
return minDist;
}
/// <summary>
/// Computes the minimum translation distance along an arbitrary unit direction
/// before any vertex/edge of movingEntities contacts any vertex/edge of
/// stationaryEntities. Works with native Line, Arc, and Circle entities
/// without tessellation.
/// </summary>
public static double DirectionalDistance(
List<Entity> movingEntities, List<Entity> stationaryEntities, Vector direction)
{
var minDist = double.MaxValue;
var dirX = direction.X;
var dirY = direction.Y;
var movingVertices = ExtractEntityVertices(movingEntities);
for (var v = 0; v < movingVertices.Length; v++)
{
var vx = movingVertices[v].X;
var vy = movingVertices[v].Y;
for (var j = 0; j < stationaryEntities.Count; j++)
{
var d = RayEntityDistance(vx, vy, stationaryEntities[j], dirX, dirY);
if (d < minDist)
{
minDist = d;
if (d <= 0) return 0;
}
}
}
var oppX = -dirX;
var oppY = -dirY;
var stationaryVertices = ExtractEntityVertices(stationaryEntities);
for (var v = 0; v < stationaryVertices.Length; v++)
{
var vx = stationaryVertices[v].X;
var vy = stationaryVertices[v].Y;
for (var j = 0; j < movingEntities.Count; j++)
{
var d = RayEntityDistance(vx, vy, movingEntities[j], oppX, oppY);
if (d < minDist)
{
minDist = d;
if (d <= 0) return 0;
}
}
}
return minDist;
}
private static double RayEntityDistance(
double vx, double vy, Entity entity, double dirX, double dirY)
{
if (entity is Line line)
{
return RayEdgeDistance(vx, vy,
line.pt1.X, line.pt1.Y, line.pt2.X, line.pt2.Y,
dirX, dirY);
}
if (entity is Arc arc)
{
return RayArcDistance(vx, vy,
arc.Center.X, arc.Center.Y, arc.Radius,
arc.StartAngle, arc.EndAngle, arc.IsReversed,
dirX, dirY);
}
if (entity is Circle circle)
{
return RayCircleDistance(vx, vy,
circle.Center.X, circle.Center.Y, circle.Radius,
dirX, dirY);
}
return double.MaxValue;
}
private static Vector[] ExtractEntityVertices(List<Entity> entities)
{
var vertices = new HashSet<Vector>();
for (var i = 0; i < entities.Count; i++)
{
var entity = entities[i];
if (entity is Line line)
{
vertices.Add(line.pt1);
vertices.Add(line.pt2);
}
else if (entity is Arc arc)
{
vertices.Add(arc.StartPoint());
vertices.Add(arc.EndPoint());
AddArcExtremeVertices(vertices, arc);
}
else if (entity is Circle circle)
{
vertices.Add(new Vector(circle.Center.X + circle.Radius, circle.Center.Y));
vertices.Add(new Vector(circle.Center.X - circle.Radius, circle.Center.Y));
vertices.Add(new Vector(circle.Center.X, circle.Center.Y + circle.Radius));
vertices.Add(new Vector(circle.Center.X, circle.Center.Y - circle.Radius));
}
}
return vertices.ToArray();
}
private static void AddArcExtremeVertices(HashSet<Vector> points, Arc arc)
{
var a1 = arc.StartAngle;
var a2 = arc.EndAngle;
if (arc.IsReversed)
Generic.Swap(ref a1, ref a2);
if (Angle.IsBetweenRad(Angle.TwoPI, a1, a2))
points.Add(new Vector(arc.Center.X + arc.Radius, arc.Center.Y));
if (Angle.IsBetweenRad(Angle.HalfPI, a1, a2))
points.Add(new Vector(arc.Center.X, arc.Center.Y + arc.Radius));
if (Angle.IsBetweenRad(System.Math.PI, a1, a2))
points.Add(new Vector(arc.Center.X - arc.Radius, arc.Center.Y));
if (Angle.IsBetweenRad(System.Math.PI * 1.5, a1, a2))
points.Add(new Vector(arc.Center.X, arc.Center.Y - arc.Radius));
}
private static double BoxProjectionMin(Box box, double dx, double dy)
{
var x = dx >= 0 ? box.Left : box.Right;