feat(core): add CanonicalAngle helper for MBR-aligning angle
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using OpenNest.Converters;
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using OpenNest.Geometry;
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using System.Linq;
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namespace OpenNest
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{
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/// <summary>
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/// Computes the rotation that maps a drawing to its canonical (MBR-axis-aligned) frame.
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/// Lives in OpenNest.Core so Drawing.Program setter can invoke it directly without
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/// a circular dependency on OpenNest.Engine.
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/// </summary>
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public static class CanonicalAngle
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{
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/// <summary>Angles with |v| below this (radians) are snapped to 0.</summary>
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public const double SnapToZero = 0.001;
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/// <summary>
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/// Derives the canonical angle from a pre-computed MBR. Used both by Compute (which
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/// computes the MBR itself) and by PartClassifier (which already has one). Single formula
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/// across both callers.
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/// </summary>
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public static double FromMbr(BoundingRectangleResult mbr)
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{
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if (mbr.Area <= OpenNest.Math.Tolerance.Epsilon)
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return 0.0;
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// The MBR edge angle can represent any of four equivalent orientations
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// (edge-i, edge-i + π/2, edge-i + π, edge-i - π/2) depending on which hull
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// edge the algorithm happened to pick. Normalize -mbr.Angle to the
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// representative in [-π/4, π/4] so snap-to-zero works for inputs near
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// ANY of the equivalent orientations.
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var angle = -mbr.Angle;
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const double halfPi = System.Math.PI / 2.0;
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angle -= halfPi * System.Math.Round(angle / halfPi);
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if (System.Math.Abs(angle) < SnapToZero)
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return 0.0;
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return angle;
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}
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public static double Compute(Drawing drawing)
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{
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if (drawing?.Program == null)
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return 0.0;
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var entities = ConvertProgram.ToGeometry(drawing.Program)
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.Where(e => e.Layer != SpecialLayers.Rapid);
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var shapes = ShapeBuilder.GetShapes(entities);
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if (shapes.Count == 0)
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return 0.0;
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var perimeter = shapes[0];
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var perimeterArea = perimeter.Area();
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for (var i = 1; i < shapes.Count; i++)
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{
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var area = shapes[i].Area();
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if (area > perimeterArea)
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{
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perimeter = shapes[i];
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perimeterArea = area;
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}
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}
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var polygon = perimeter.ToPolygonWithTolerance(0.1);
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if (polygon == null || polygon.Vertices.Count < 3)
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return 0.0;
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var hull = ConvexHull.Compute(polygon.Vertices);
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if (hull.Vertices.Count < 3)
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return 0.0;
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var mbr = RotatingCalipers.MinimumBoundingRectangle(hull);
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return FromMbr(mbr);
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}
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}
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}
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