fix: improve overlap detection to ignore touch points and add bounding box pre-filtering

Part.Intersects now filters out intersection points that coincide with
vertices of both perimeters (shared corners/endpoints), which are touch
points rather than actual crossings. Plate.HasOverlappingParts adds a
bounding box pre-filter requiring overlap region to exceed Epsilon in
both dimensions before performing expensive shape intersection checks.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-27 14:13:21 -04:00
parent 18d9bbadfa
commit e1b6752ede
2 changed files with 62 additions and 1 deletions

View File

@@ -1,6 +1,7 @@
using OpenNest.CNC;
using OpenNest.Converters;
using OpenNest.Geometry;
using OpenNest.Math;
using System.Collections.Generic;
using System.Linq;
@@ -173,7 +174,53 @@ namespace OpenNest
perimeter1.Offset(Location);
perimeter2.Offset(part.Location);
return perimeter1.Intersects(perimeter2, out pts);
if (!perimeter1.Intersects(perimeter2, out var rawPts))
return false;
// Exclude intersection points that coincide with vertices of BOTH
// perimeters — these are touch points (shared corners/endpoints),
// not actual crossings where one shape enters the other's interior.
var verts1 = CollectVertices(perimeter1);
var verts2 = CollectVertices(perimeter2);
foreach (var pt in rawPts)
{
if (IsNearAnyVertex(pt, verts1) && IsNearAnyVertex(pt, verts2))
continue;
pts.Add(pt);
}
return pts.Count > 0;
}
private static List<Vector> CollectVertices(Geometry.Shape shape)
{
var verts = new List<Vector>();
foreach (var entity in shape.Entities)
{
switch (entity)
{
case Geometry.Line line:
verts.Add(line.StartPoint);
verts.Add(line.EndPoint);
break;
case Geometry.Arc arc:
verts.Add(arc.StartPoint());
verts.Add(arc.EndPoint());
break;
}
}
return verts;
}
private static bool IsNearAnyVertex(Vector pt, List<Vector> vertices)
{
foreach (var v in vertices)
{
if (pt.X.IsEqualTo(v.X) && pt.Y.IsEqualTo(v.Y))
return true;
}
return false;
}
public double Left

View File

@@ -601,10 +601,24 @@ namespace OpenNest
for (var i = 0; i < realParts.Count; i++)
{
var part1 = realParts[i];
var b1 = part1.BoundingBox;
for (var j = i + 1; j < realParts.Count; j++)
{
var part2 = realParts[j];
var b2 = part2.BoundingBox;
// Skip pairs whose bounding boxes don't meaningfully overlap.
// Floating-point rounding can produce sub-epsilon overlaps for
// parts that are merely edge-touching, so require the overlap
// region to exceed Epsilon in both dimensions.
var overlapX = System.Math.Min(b1.Right, b2.Right)
- System.Math.Max(b1.Left, b2.Left);
var overlapY = System.Math.Min(b1.Top, b2.Top)
- System.Math.Max(b1.Bottom, b2.Bottom);
if (overlapX <= Math.Tolerance.Epsilon || overlapY <= Math.Tolerance.Epsilon)
continue;
if (part1.Intersects(part2, out var pts2))
pts.AddRange(pts2);