refactor: delegate Part.Intersects to Collision.Check
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@@ -171,57 +171,18 @@ namespace OpenNest
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if (perimeter1 == null || perimeter2 == null)
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return false;
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perimeter1.Offset(Location);
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perimeter2.Offset(part.Location);
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var polygon1 = perimeter1.ToPolygon();
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var polygon2 = perimeter2.ToPolygon();
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if (!perimeter1.Intersects(perimeter2, out var rawPts))
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if (polygon1 == null || polygon2 == null)
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return false;
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// Exclude intersection points that coincide with a vertex of either
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// perimeter — these are boundary contact points (shared corners,
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// endpoints, or a corner touching an edge) with zero area overlap,
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// not actual crossings where one shape enters the other's interior.
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var verts1 = CollectVertices(perimeter1);
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var verts2 = CollectVertices(perimeter2);
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polygon1.Offset(Location);
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polygon2.Offset(part.Location);
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foreach (var pt in rawPts)
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{
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if (IsNearAnyVertex(pt, verts1) || IsNearAnyVertex(pt, verts2))
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continue;
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pts.Add(pt);
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}
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return pts.Count > 0;
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}
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private static List<Vector> CollectVertices(Geometry.Shape shape)
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{
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var verts = new List<Vector>();
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foreach (var entity in shape.Entities)
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{
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switch (entity)
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{
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case Geometry.Line line:
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verts.Add(line.StartPoint);
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verts.Add(line.EndPoint);
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break;
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case Geometry.Arc arc:
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verts.Add(arc.StartPoint());
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verts.Add(arc.EndPoint());
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break;
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}
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}
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return verts;
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}
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private static bool IsNearAnyVertex(Vector pt, List<Vector> vertices)
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{
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foreach (var v in vertices)
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{
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if (pt.X.IsEqualTo(v.X) && pt.Y.IsEqualTo(v.Y))
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return true;
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}
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return false;
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var result = Geometry.Collision.Check(polygon1, polygon2);
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pts = result.IntersectionPoints.ToList();
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return result.Overlaps;
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}
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public double Left
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