style: apply CSharpier formatting to all C# sources

Repo-wide sweep with the pinned CSharpier 1.3.0 tool. Whitespace and
line-wrapping only; OpenNest.Engine.Tests (109) and OpenNest.IO.Tests
pass after reformat, full solution builds 0 errors.

Added .csharpierignore so csproj/config XML keeps its existing layout
(CSharpier's XML wrapping churns attributes with zero benefit).

Formatting is now enforceable: dotnet csharpier check . passes.
This commit is contained in:
aj
2026-09-20 16:41:50 -04:00
parent 8e6fa677fb
commit aec0523062
476 changed files with 16592 additions and 7800 deletions
+19 -9
View File
@@ -1,5 +1,5 @@
using OpenNest.Geometry;
using System.Collections.Generic;
using OpenNest.Geometry;
namespace OpenNest.Engine.BestFit
{
@@ -15,7 +15,8 @@ namespace OpenNest.Engine.BestFit
public double[] ComputeDistances(
List<Line> stationaryLines,
List<Line> movingTemplateLines,
SlideOffset[] offsets)
SlideOffset[] offsets
)
{
var stationarySegments = SpatialQuery.FlattenLines(stationaryLines);
var movingSegments = SpatialQuery.FlattenLines(movingTemplateLines);
@@ -31,15 +32,21 @@ namespace OpenNest.Engine.BestFit
}
return _slideComputer.ComputeBatchMultiDir(
stationarySegments, stationaryLines.Count,
movingSegments, movingTemplateLines.Count,
flatOffsets, count, directions);
stationarySegments,
stationaryLines.Count,
movingSegments,
movingTemplateLines.Count,
flatOffsets,
count,
directions
);
}
public double[] ComputeDistances(
List<Entity> stationaryEntities,
List<Entity> movingEntities,
SlideOffset[] offsets)
SlideOffset[] offsets
)
{
// GPU path doesn't support native entities yet — fall back to CPU.
var cpu = new CpuDistanceComputer();
@@ -52,9 +59,12 @@ namespace OpenNest.Engine.BestFit
/// </summary>
private static int DirectionVectorToInt(double dirX, double dirY)
{
if (dirX < -0.5) return (int)PushDirection.Left;
if (dirX > 0.5) return (int)PushDirection.Right;
if (dirY < -0.5) return (int)PushDirection.Down;
if (dirX < -0.5)
return (int)PushDirection.Left;
if (dirX > 0.5)
return (int)PushDirection.Right;
if (dirY < -0.5)
return (int)PushDirection.Down;
return (int)PushDirection.Up;
}
}