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
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@@ -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(