feat: add Box.Translate and improve NFP/IFP geometry APIs
Add immutable Translate methods to Box. Make NoFitPolygon ToClipperPath/FromClipperPath public with optional offset parameter. Refactor InnerFitPolygon.ComputeFeasibleRegion to accept PathsD directly, letting Clipper2 handle implicit union. Add UpdateBounds calls after polygon construction. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -52,6 +52,7 @@ namespace OpenNest.Geometry
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result.Vertices.Add(new Vector(ifpRight, ifpTop));
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result.Vertices.Add(new Vector(ifpLeft, ifpTop));
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result.Close();
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result.UpdateBounds();
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return result;
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}
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@@ -62,36 +63,20 @@ namespace OpenNest.Geometry
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/// Returns the polygon representing valid placement positions, or an empty
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/// polygon if no valid position exists.
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/// </summary>
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public static Polygon ComputeFeasibleRegion(Polygon ifp, Polygon[] nfps)
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public static Polygon ComputeFeasibleRegion(Polygon ifp, PathsD nfpPaths)
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{
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if (ifp.Vertices.Count < 3)
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return new Polygon();
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if (nfps == null || nfps.Length == 0)
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if (nfpPaths == null || nfpPaths.Count == 0)
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return ifp;
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var ifpPath = NoFitPolygon.ToClipperPath(ifp);
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var ifpPaths = new PathsD { ifpPath };
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// Union all NFPs.
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var nfpPaths = new PathsD();
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foreach (var nfp in nfps)
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{
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if (nfp.Vertices.Count >= 3)
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{
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var path = NoFitPolygon.ToClipperPath(nfp);
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nfpPaths.Add(path);
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}
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}
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if (nfpPaths.Count == 0)
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return ifp;
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var nfpUnion = Clipper.Union(nfpPaths, FillRule.NonZero);
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// Subtract the NFP union from the IFP.
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var feasible = Clipper.Difference(ifpPaths, nfpUnion, FillRule.NonZero);
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// Subtract the NFPs from the IFP.
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// Clipper2 handles the implicit union of the clip paths.
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var feasible = Clipper.Difference(ifpPaths, nfpPaths, FillRule.NonZero);
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if (feasible.Count == 0)
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return new Polygon();
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@@ -118,6 +103,25 @@ namespace OpenNest.Geometry
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return bestPath != null ? NoFitPolygon.FromClipperPath(bestPath) : new Polygon();
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}
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/// <summary>
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/// Computes the feasible region for placing a part given already-placed parts.
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/// (Legacy overload for backward compatibility).
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/// </summary>
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public static Polygon ComputeFeasibleRegion(Polygon ifp, Polygon[] nfps)
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{
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if (nfps == null || nfps.Length == 0)
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return ifp;
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var nfpPaths = new PathsD(nfps.Length);
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foreach (var nfp in nfps)
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{
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if (nfp.Vertices.Count >= 3)
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nfpPaths.Add(NoFitPolygon.ToClipperPath(nfp));
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}
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return ComputeFeasibleRegion(ifp, nfpPaths);
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}
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/// <summary>
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/// Finds the bottom-left-most point on a polygon boundary.
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/// "Bottom-left" means: minimize Y first, then minimize X.
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