test(geometry): cover Collision with ClipperBridge inputs; document GPU contract

Collision stays hand-rolled because it is the reference for a future GPU
kernel, but its inputs now come from Clipper region offsets. Pin down that
lines-only, round-join, 1e-4-precision polygons keep the contact and
part-in-part semantics: a neighbor inside a collapsed slot, a part inside
a hole that shrank by the spacing, and zero-spacing edge contact.

Document which steps are per-polygon preparation to cache and upload once,
and which are per-pair kernel-shaped work.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
aj
2026-09-23 09:25:26 -04:00
co-authored by Claude Opus 5.5
parent 10fe00d8ab
commit dceb5f7d18
2 changed files with 95 additions and 0 deletions
+16
View File
@@ -3,6 +3,22 @@ using OpenNest.Math;
namespace OpenNest.Geometry
{
/// <summary>
/// Polygon overlap test with hole subtraction. This is the reference implementation
/// for a future GPU kernel, so it deliberately stays hand-rolled instead of using
/// Clipper (which is CPU-only and allocation-heavy; see <see cref="ClipperBridge"/>
/// for the CPU preparation that feeds it).
/// <para>
/// GPU-port contract. Per-polygon preparation, done once per drawing and rotation,
/// then cached and uploaded: the spacing offset (<see cref="ClipperBridge"/>),
/// triangulation (<see cref="ConvexDecomposition.Triangulate"/>) of the outline and
/// each hole, and the bounding box of every polygon and triangle. Per-pair work,
/// kernel-shaped (fixed-size, loop-only, no recursion): the bounding-box rejects,
/// Sutherland-Hodgman clipping of convex triangle pairs (<c>ClipConvex</c>), and
/// subtraction of hole triangles from the clipped regions (<c>SubtractTriangles</c>).
/// Inputs are closed, lines-only polygons; winding is normalized by triangulation.
/// </para>
/// </summary>
public static class Collision
{
public static CollisionResult Check(
+79
View File
@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Linq;
using OpenNest.Geometry;
using OpenNest.Math;
@@ -204,6 +205,84 @@ public class CollisionTests
Assert.False(Collision.HasAnyOverlap(new List<Polygon>()));
}
// The cases below feed Collision with ClipperBridge offsets, the way the spacing
// checks prepare their inputs: lines only, round joins, 1e-4 precision.
[Theory]
[InlineData(4.9, 5.1, true)] // Inside the collapsed slot: 0.05 from its walls.
[InlineData(10.3, 12, false)] // Beside the part, 0.3 away.
public void HasOverlap_NeighborOfPartWithCollapsedSlot(
double left,
double right,
bool expected
)
{
// 10x10 part with a 0.3-wide slot down from the top, inflated by 0.25.
var part = MakeProfile(
MakePolygon((0, 0), (10, 0), (10, 10), (5.15, 10), (5.15, 7), (4.85, 7), (4.85, 10), (0, 10))
);
var inflated = ClipperBridge.Offset(part, 0.25, 0.001);
var neighbor = MakeSquare(left, 8, right, 10);
Assert.Equal(
expected,
Collision.HasOverlap(inflated.LargestOuter(), neighbor, inflated.Holes)
);
}
[Theory]
[InlineData(5.5, 14.5, false)] // 0.5 from the hole's edges.
[InlineData(5.1, 14.9, true)] // 0.1 from the hole's edges.
public void HasOverlap_PartInsideHoleShrunkBySpacing(double min, double max, bool expected)
{
var part = MakeProfile(
MakePolygon((0, 0), (20, 0), (20, 20), (0, 20)),
MakePolygon((5, 5), (15, 5), (15, 15), (5, 15))
);
var inflated = ClipperBridge.Offset(part, 0.25, 0.001);
var inner = MakeSquare(min, min, max, max);
Assert.Single(inflated.Holes);
Assert.Equal(
expected,
Collision.HasOverlap(inflated.LargestOuter(), inner, inflated.Holes)
);
}
[Fact]
public void HasOverlap_ZeroSpacingEdgeContact_ReturnsFalse()
{
var a = ClipperBridge.Offset(
MakeProfile(MakePolygon((0, 0), (10, 0), (10, 10), (0, 10))),
0,
0.001
);
var b = ClipperBridge.Offset(
MakeProfile(MakePolygon((10, 0), (20, 0), (20, 10), (10, 10))),
0,
0.001
);
Assert.False(Collision.HasOverlap(a.LargestOuter(), b.LargestOuter()));
}
private static Shape MakePolygon(params (double X, double Y)[] pts)
{
var shape = new Shape();
for (var i = 0; i < pts.Length; i++)
{
var from = pts[i];
var to = pts[(i + 1) % pts.Length];
shape.Entities.Add(new Line(from.X, from.Y, to.X, to.Y));
}
return shape;
}
private static ShapeProfile MakeProfile(params Shape[] shapes) =>
new(shapes.SelectMany(s => s.Entities).ToList());
private static Polygon MakeSquare(double left, double bottom, double right, double top)
{
var p = new Polygon();