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

@@ -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);