refactor(compactor): deduplicate Push — PushDirection delegates to Vector overload
Also fix missing using for FillHelpers in FillLinear and FillExtents, and update callers (CompactorTests, PatternTileForm) for the new Vector parameter. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -31,16 +31,16 @@ namespace OpenNest.Engine.Fill
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.Where(p => !movingParts.Contains(p))
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.ToList();
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return Push(movingParts, obstacleParts, plate.WorkArea(), plate.PartSpacing, angle);
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var direction = new Vector(System.Math.Cos(angle), System.Math.Sin(angle));
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return Push(movingParts, obstacleParts, plate.WorkArea(), plate.PartSpacing, direction);
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}
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/// <summary>
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/// Pushes movingParts along an arbitrary angle (radians, 0 = right, π/2 = up).
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/// </summary>
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public static double Push(List<Part> movingParts, List<Part> obstacleParts,
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Box workArea, double partSpacing, double angle)
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Box workArea, double partSpacing, Vector direction)
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{
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var direction = new Vector(System.Math.Cos(angle), System.Math.Sin(angle));
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var opposite = -direction;
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var obstacleBoxes = new Box[obstacleParts.Count];
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@@ -104,72 +104,8 @@ namespace OpenNest.Engine.Fill
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public static double Push(List<Part> movingParts, List<Part> obstacleParts,
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Box workArea, double partSpacing, PushDirection direction)
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{
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var obstacleBoxes = new Box[obstacleParts.Count];
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var obstacleLines = new List<Line>[obstacleParts.Count];
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for (var i = 0; i < obstacleParts.Count; i++)
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obstacleBoxes[i] = obstacleParts[i].BoundingBox;
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var opposite = SpatialQuery.OppositeDirection(direction);
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var halfSpacing = partSpacing / 2;
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var isHorizontal = SpatialQuery.IsHorizontalDirection(direction);
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var distance = double.MaxValue;
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foreach (var moving in movingParts)
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{
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var edgeDist = SpatialQuery.EdgeDistance(moving.BoundingBox, workArea, direction);
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if (edgeDist <= 0)
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distance = 0;
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else if (edgeDist < distance)
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distance = edgeDist;
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var movingBox = moving.BoundingBox;
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List<Line> movingLines = null;
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for (var i = 0; i < obstacleBoxes.Length; i++)
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{
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// Use the reverse-direction gap to check if the obstacle is entirely
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// behind the moving part. The forward gap (gap < 0) is unreliable for
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// irregular shapes whose bounding boxes overlap even when the actual
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// geometry still has a valid contact in the push direction.
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var reverseGap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], opposite);
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if (reverseGap > 0)
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continue;
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var gap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], direction);
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if (gap >= distance)
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continue;
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var perpOverlap = isHorizontal
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? movingBox.IsHorizontalTo(obstacleBoxes[i], out _)
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: movingBox.IsVerticalTo(obstacleBoxes[i], out _);
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if (!perpOverlap)
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continue;
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movingLines ??= halfSpacing > 0
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? PartGeometry.GetOffsetPartLines(moving, halfSpacing, direction, ChordTolerance)
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: PartGeometry.GetPartLines(moving, direction, ChordTolerance);
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obstacleLines[i] ??= halfSpacing > 0
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? PartGeometry.GetOffsetPartLines(obstacleParts[i], halfSpacing, opposite, ChordTolerance)
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: PartGeometry.GetPartLines(obstacleParts[i], opposite, ChordTolerance);
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var d = SpatialQuery.DirectionalDistance(movingLines, obstacleLines[i], direction);
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if (d < distance)
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distance = d;
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}
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}
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if (distance < double.MaxValue && distance > 0)
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{
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var offset = SpatialQuery.DirectionToOffset(direction, distance);
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foreach (var moving in movingParts)
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moving.Offset(offset);
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return distance;
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}
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return 0;
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var vector = SpatialQuery.DirectionToOffset(direction, 1.0);
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return Push(movingParts, obstacleParts, workArea, partSpacing, vector);
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}
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/// <summary>
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