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>
This commit is contained in:
2026-03-20 14:42:43 -04:00
parent 2ed02c2dae
commit facd07d7de
3 changed files with 40 additions and 25 deletions

View File

@@ -52,6 +52,7 @@ namespace OpenNest.Geometry
result.Vertices.Add(new Vector(ifpRight, ifpTop));
result.Vertices.Add(new Vector(ifpLeft, ifpTop));
result.Close();
result.UpdateBounds();
return result;
}
@@ -62,36 +63,20 @@ namespace OpenNest.Geometry
/// Returns the polygon representing valid placement positions, or an empty
/// polygon if no valid position exists.
/// </summary>
public static Polygon ComputeFeasibleRegion(Polygon ifp, Polygon[] nfps)
public static Polygon ComputeFeasibleRegion(Polygon ifp, PathsD nfpPaths)
{
if (ifp.Vertices.Count < 3)
return new Polygon();
if (nfps == null || nfps.Length == 0)
if (nfpPaths == null || nfpPaths.Count == 0)
return ifp;
var ifpPath = NoFitPolygon.ToClipperPath(ifp);
var ifpPaths = new PathsD { ifpPath };
// Union all NFPs.
var nfpPaths = new PathsD();
foreach (var nfp in nfps)
{
if (nfp.Vertices.Count >= 3)
{
var path = NoFitPolygon.ToClipperPath(nfp);
nfpPaths.Add(path);
}
}
if (nfpPaths.Count == 0)
return ifp;
var nfpUnion = Clipper.Union(nfpPaths, FillRule.NonZero);
// Subtract the NFP union from the IFP.
var feasible = Clipper.Difference(ifpPaths, nfpUnion, FillRule.NonZero);
// Subtract the NFPs from the IFP.
// Clipper2 handles the implicit union of the clip paths.
var feasible = Clipper.Difference(ifpPaths, nfpPaths, FillRule.NonZero);
if (feasible.Count == 0)
return new Polygon();
@@ -118,6 +103,25 @@ namespace OpenNest.Geometry
return bestPath != null ? NoFitPolygon.FromClipperPath(bestPath) : new Polygon();
}
/// <summary>
/// Computes the feasible region for placing a part given already-placed parts.
/// (Legacy overload for backward compatibility).
/// </summary>
public static Polygon ComputeFeasibleRegion(Polygon ifp, Polygon[] nfps)
{
if (nfps == null || nfps.Length == 0)
return ifp;
var nfpPaths = new PathsD(nfps.Length);
foreach (var nfp in nfps)
{
if (nfp.Vertices.Count >= 3)
nfpPaths.Add(NoFitPolygon.ToClipperPath(nfp));
}
return ComputeFeasibleRegion(ifp, nfpPaths);
}
/// <summary>
/// Finds the bottom-left-most point on a polygon boundary.
/// "Bottom-left" means: minimize Y first, then minimize X.