using Clipper2Lib; using OpenNest.Math; using System.Collections.Generic; namespace OpenNest.Geometry { /// /// Computes the No-Fit Polygon (NFP) between two polygons. /// The NFP defines all positions where the orbiting polygon's reference point /// would cause overlap with the stationary polygon. /// public static class NoFitPolygon { private const double ClipperScale = 1000.0; /// /// Computes the NFP between a stationary polygon A and an orbiting polygon B. /// NFP(A, B) = Minkowski sum of A and -B (B reflected through its reference point). /// public static Polygon Compute(Polygon stationary, Polygon orbiting) { var reflected = Reflect(orbiting); return MinkowskiSum(stationary, reflected); } /// /// Optimized version of Compute for polygons known to be convex. /// Bypasses expensive triangulation and Clipper unions. /// public static Polygon ComputeConvex(Polygon stationary, Polygon orbiting) { var reflected = Reflect(orbiting); return ConvexMinkowskiSum(stationary, reflected); } /// /// Reflects a polygon through the origin (negates all vertex coordinates). /// Point reflection (negating both axes) is equivalent to 180° rotation, /// which preserves winding order. No reversal needed. /// private static Polygon Reflect(Polygon polygon) { var result = new Polygon(); foreach (var v in polygon.Vertices) result.Vertices.Add(new Vector(-v.X, -v.Y)); return result; } /// /// Computes the Minkowski sum of two polygons using convex decomposition. /// For convex polygons, uses the direct O(n+m) merge-sort of edge vectors. /// For concave polygons, decomposes into triangles, computes pairwise /// convex Minkowski sums, and unions the results with Clipper2. /// private static Polygon MinkowskiSum(Polygon a, Polygon b) { var trisA = ConvexDecomposition.Triangulate(a); var trisB = ConvexDecomposition.Triangulate(b); if (trisA.Count == 0 || trisB.Count == 0) return new Polygon(); var partialSums = new List(); foreach (var ta in trisA) { foreach (var tb in trisB) { var sum = ConvexMinkowskiSum(ta, tb); if (sum.Vertices.Count >= 3) partialSums.Add(sum); } } if (partialSums.Count == 0) return new Polygon(); if (partialSums.Count == 1) return partialSums[0]; return UnionPolygons(partialSums); } /// /// Computes the Minkowski sum of two convex polygons by merging their /// edge vectors sorted by angle. O(n+m) where n and m are vertex counts. /// Both polygons must have CCW winding. /// public static Polygon ConvexMinkowskiSum(Polygon a, Polygon b) { var edgesA = GetEdgeVectors(a); var edgesB = GetEdgeVectors(b); // Find indices of bottom-left vertices for both. var startA = FindBottomLeft(a); var startB = FindBottomLeft(b); var result = new Polygon(); // The starting point of the Minkowski sum A + B is the sum of the // starting points of A and B. For NFP = A + (-B), this is // startA + startReflectedB. var current = new Vector( a.Vertices[startA].X + b.Vertices[startB].X, a.Vertices[startA].Y + b.Vertices[startB].Y); result.Vertices.Add(current); var ia = 0; var ib = 0; var na = edgesA.Count; var nb = edgesB.Count; var orderedA = ReorderEdges(edgesA, startA); var orderedB = ReorderEdges(edgesB, startB); while (ia < na || ib < nb) { Vector edge; if (ia >= na) { edge = orderedB[ib++]; } else if (ib >= nb) { edge = orderedA[ia++]; } else { var angleA = System.Math.Atan2(orderedA[ia].Y, orderedA[ia].X); if (angleA < 0) angleA += Angle.TwoPI; var angleB = System.Math.Atan2(orderedB[ib].Y, orderedB[ib].X); if (angleB < 0) angleB += Angle.TwoPI; if (angleA < angleB) { edge = orderedA[ia++]; } else if (angleB < angleA) { edge = orderedB[ib++]; } else { edge = new Vector( orderedA[ia].X + orderedB[ib].X, orderedA[ia].Y + orderedB[ib].Y); ia++; ib++; } } current = new Vector(current.X + edge.X, current.Y + edge.Y); result.Vertices.Add(current); } result.Close(); result.UpdateBounds(); return result; } /// /// Gets edge vectors for a polygon (each edge as a direction vector). /// Assumes the polygon is closed (last vertex == first vertex) or handles open polygons. /// private static List GetEdgeVectors(Polygon polygon) { var verts = polygon.Vertices; var n = verts.Count; // If closed, skip last duplicate vertex. if (n > 1 && verts[0].X == verts[n - 1].X && verts[0].Y == verts[n - 1].Y) n--; var edges = new List(n); for (var i = 0; i < n; i++) { var next = (i + 1) % n; edges.Add(new Vector(verts[next].X - verts[i].X, verts[next].Y - verts[i].Y)); } return edges; } /// /// Finds the index of the bottom-most (then left-most) vertex. /// private static int FindBottomLeft(Polygon polygon) { var verts = polygon.Vertices; var n = verts.Count; if (n > 1 && verts[0].X == verts[n - 1].X && verts[0].Y == verts[n - 1].Y) n--; var best = 0; for (var i = 1; i < n; i++) { if (verts[i].Y < verts[best].Y || (verts[i].Y == verts[best].Y && verts[i].X < verts[best].X)) best = i; } return best; } /// /// Reorders edge vectors to start from the given vertex index. /// private static List ReorderEdges(List edges, int startIndex) { var n = edges.Count; var result = new List(n); for (var i = 0; i < n; i++) result.Add(edges[(startIndex + i) % n]); return result; } /// /// Unions multiple polygons using Clipper2. /// Returns the outer boundary of the union as a single polygon. /// internal static Polygon UnionPolygons(List polygons) { var paths = new PathsD(); foreach (var poly in polygons) { var path = ToClipperPath(poly); if (path.Count >= 3) paths.Add(path); } if (paths.Count == 0) return new Polygon(); var result = Clipper.Union(paths, FillRule.NonZero); if (result.Count == 0) return new Polygon(); // Find the largest polygon (by area) as the outer boundary. var largest = result[0]; var largestArea = System.Math.Abs(Clipper.Area(largest)); for (var i = 1; i < result.Count; i++) { var area = System.Math.Abs(Clipper.Area(result[i])); if (area > largestArea) { largest = result[i]; largestArea = area; } } return FromClipperPath(largest); } /// /// Converts an OpenNest Polygon to a Clipper2 PathD, with an optional offset. /// public static PathD ToClipperPath(Polygon polygon, Vector offset = default) { var path = new PathD(); var verts = polygon.Vertices; var n = verts.Count; // Skip closing vertex if present. if (n > 1 && verts[0].X == verts[n - 1].X && verts[0].Y == verts[n - 1].Y) n--; for (var i = 0; i < n; i++) path.Add(new PointD(verts[i].X + offset.X, verts[i].Y + offset.Y)); return path; } /// /// Converts a Clipper2 PathD to an OpenNest Polygon. /// public static Polygon FromClipperPath(PathD path) { var polygon = new Polygon(); foreach (var pt in path) polygon.Vertices.Add(new Vector(pt.x, pt.y)); polygon.Close(); polygon.UpdateBounds(); return polygon; } } }