feat(engine): add RotationPolicy.EnumerateAngles and RotationCandidates
All three plugin engines turned a RotationPolicy into trial angles by hand (fixed angle, stepped sweep, or right angles plus the minimum-bounding- rectangle angle for Automatic), each with its own normalization, dedup and sweep caps. EnumerateAngles gives one deterministic, Allows-checked list; RotationCandidates.ForShape adds the MBR-aligning angles via the existing Polygon.FindBestRotation, and DistinctOutlines drops angles where the part looks identical. A cap of one returns the sweep start rather than throwing, since engines request a single sample for small orientation budgets. Co-Authored-By: Codex <noreply@openai.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenNest.Geometry;
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namespace OpenNest.Engine.Jobs;
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/// <summary>Deterministic rotation candidates and optional perimeter symmetry reduction.</summary>
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public static class RotationCandidates
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{
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/// <summary>
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/// Returns policy radians first, followed, for Automatic only, by the rotation aligning
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/// the minimum bounding rectangle and its three right-angle turns. Uses the same 0.1
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/// chord tolerance and polygon rotating-calipers implementation as Fill's rotation analysis.
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/// Results satisfy <see cref="RotationPolicy.Allows"/>, are normalized to [0, 2π), and
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/// deduplicated with a circular tolerance of 1e-7 radians, preserving first occurrence.
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/// Empty, open, non-finite or degenerate perimeters fall back to policy angles.
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/// The default policy sweep cap is 720 base samples; limit truncates the combined list,
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/// keeping policy angles (the four right angles for Automatic) first. Zero returns empty.
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/// The perimeter is not modified.
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/// </summary>
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/// <exception cref="ArgumentNullException">An argument is null.</exception>
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/// <exception cref="ArgumentOutOfRangeException">The limit is negative.</exception>
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public static IReadOnlyList<double> ForShape(
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RotationPolicy policy, Shape perimeter, int limit = int.MaxValue)
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{
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ArgumentNullException.ThrowIfNull(policy);
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ArgumentNullException.ThrowIfNull(perimeter);
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if (limit < 0)
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throw new ArgumentOutOfRangeException(nameof(limit));
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var angles = new List<double>(policy.EnumerateAngles());
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if (policy.Kind == RotationPolicyKind.Automatic && limit > angles.Count)
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{
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try
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{
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if (IsUsable(perimeter))
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{
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var polygon = perimeter.ToPolygonWithTolerance(0.1);
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// Polygon.FindBestRotation computes the convex hull and invokes RotatingCalipers.
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var rectangle = polygon.FindBestRotation();
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if (double.IsFinite(rectangle.Area) && rectangle.Area > 0)
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for (var turn = 0; turn < 4; turn++)
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policy.AddAngle(angles, -rectangle.Angle + turn * (System.Math.PI / 2));
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}
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}
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catch (Exception exception) when (exception is ArgumentException
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or InvalidOperationException or NotSupportedException or ArithmeticException)
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{
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// Shape-derived candidates are optional for unreadable geometry.
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}
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}
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return angles.Take(limit).ToArray();
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}
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/// <summary>
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/// Keeps the first angle for each distinct flattened perimeter, ignoring translation
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/// by moving each outline to its minimum X/Y corner. Angles are radians, normalized to
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/// [0, 2π), deduplicated with a circular tolerance of 1e-7 radians and kept in input order.
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/// Non-finite angles are omitted. No new orientations are introduced; callers requiring
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/// a policy should supply its legal candidates. The perimeter is cloned before rotation.
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/// Outlines are flattened with chord tolerance tolerance/4 and match when every vertex
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/// is within tolerance of the other outline's segments in both directions.
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/// This compares only the perimeter, not cutouts or marks.
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/// </summary>
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/// <exception cref="ArgumentNullException">An argument is null.</exception>
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/// <exception cref="ArgumentOutOfRangeException">Tolerance is not finite and positive.</exception>
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/// <exception cref="ArgumentException">The perimeter is not usable closed geometry.</exception>
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public static IReadOnlyList<double> DistinctOutlines(
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Shape perimeter, IEnumerable<double> angles, double tolerance = 1e-5)
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{
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ArgumentNullException.ThrowIfNull(perimeter);
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ArgumentNullException.ThrowIfNull(angles);
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if (!double.IsFinite(tolerance) || tolerance <= 0 || tolerance / 4 == 0)
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throw new ArgumentOutOfRangeException(nameof(tolerance));
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if (!IsUsable(perimeter))
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throw new ArgumentException("A usable closed perimeter is required.", nameof(perimeter));
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var candidates = new List<double>();
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foreach (var angle in angles)
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RotationPolicy.Automatic.AddAngle(candidates, angle);
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var result = new List<double>();
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var outlines = new List<List<Vector>>();
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foreach (var angle in candidates)
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{
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var rotated = (Shape)perimeter.Clone();
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rotated.Rotate(angle);
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var points = rotated.ToPolygonWithTolerance(tolerance / 4).Vertices;
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var corner = new Vector(points.Min(p => p.X), points.Min(p => p.Y));
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var outline = points.Select(p => p - corner).ToList();
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if (outlines.Any(previous => Matches(previous, outline, tolerance)))
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continue;
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outlines.Add(outline);
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result.Add(angle);
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}
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return result;
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}
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private static bool IsUsable(Shape perimeter)
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{
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if (perimeter.Entities == null || perimeter.Entities.Count == 0)
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return false;
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foreach (var entity in perimeter.Entities)
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{
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var finite = entity switch
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{
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Line line => IsFinite(line.StartPoint) && IsFinite(line.EndPoint),
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Arc arc => IsFinite(arc.Center) && double.IsFinite(arc.Radius) && arc.Radius > 0
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&& double.IsFinite(arc.StartAngle) && double.IsFinite(arc.EndAngle),
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Circle circle => IsFinite(circle.Center)
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&& double.IsFinite(circle.Radius) && circle.Radius > 0,
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_ => false,
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};
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if (!finite || !double.IsFinite(entity.Length) || entity.Length <= 0)
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return false;
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}
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return perimeter.IsClosed() && double.IsFinite(perimeter.Area()) && perimeter.Area() > 0;
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}
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private static bool IsFinite(Vector point) => double.IsFinite(point.X) && double.IsFinite(point.Y);
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private static bool Matches(List<Vector> first, List<Vector> second, double tolerance)
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{
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if (System.Math.Abs(first.Max(p => p.X) - second.Max(p => p.X)) > tolerance
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|| System.Math.Abs(first.Max(p => p.Y) - second.Max(p => p.Y)) > tolerance)
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return false;
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if (first.Count == second.Count
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&& first.Zip(second).All(pair => pair.First.DistanceTo(pair.Second) <= tolerance))
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return true;
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return NearSegments(first, second, tolerance) && NearSegments(second, first, tolerance);
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}
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private static bool NearSegments(List<Vector> points, List<Vector> outline, double tolerance)
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{
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foreach (var point in points)
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{
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var near = false;
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for (var index = 0; index < outline.Count; index++)
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{
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var start = outline[index];
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var edge = outline[(index + 1) % outline.Count] - start;
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var lengthSquared = edge.X * edge.X + edge.Y * edge.Y;
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var delta = point - start;
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var fraction = lengthSquared == 0 ? 0
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: System.Math.Clamp((delta.X * edge.X + delta.Y * edge.Y) / lengthSquared, 0, 1);
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if (point.DistanceTo(start + edge * fraction) <= tolerance)
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{
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near = true;
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break;
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}
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}
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if (!near)
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return false;
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}
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return true;
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}
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}
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