using OpenNest.Geometry; using OpenNest.Math; using System.Collections.Generic; namespace OpenNest.Tests; public class CollisionTests { /// Two unit squares overlapping by 0.5 in X. /// Square A: (0,0)-(1,1), Square B: (0.5,0)-(1.5,1) /// Expected overlap: (0.5,0)-(1,1), area = 0.5 [Fact] public void Check_OverlappingSquares_ReturnsOverlapRegion() { var a = MakeSquare(0, 0, 1, 1); var b = MakeSquare(0.5, 0, 1.5, 1); var result = Collision.Check(a, b); Assert.True(result.Overlaps); Assert.True(result.OverlapArea > 0.49 && result.OverlapArea < 0.51); Assert.NotEmpty(result.OverlapRegions); } /// Two squares that don't touch at all. [Fact] public void Check_NonOverlappingSquares_ReturnsNone() { var a = MakeSquare(0, 0, 1, 1); var b = MakeSquare(5, 5, 6, 6); var result = Collision.Check(a, b); Assert.False(result.Overlaps); Assert.Empty(result.OverlapRegions); Assert.Equal(0, result.OverlapArea); } /// Two squares sharing an edge (touching but not overlapping). [Fact] public void Check_EdgeTouchingSquares_ReturnsNone() { var a = MakeSquare(0, 0, 1, 1); var b = MakeSquare(1, 0, 2, 1); var result = Collision.Check(a, b); Assert.False(result.Overlaps); } /// One square fully inside another. Inner: (0.25,0.25)-(0.75,0.75), area = 0.25 [Fact] public void Check_ContainedSquare_ReturnsInnerArea() { var a = MakeSquare(0, 0, 1, 1); var b = MakeSquare(0.25, 0.25, 0.75, 0.75); var result = Collision.Check(a, b); Assert.True(result.Overlaps); Assert.True(result.OverlapArea > 0.24 && result.OverlapArea < 0.26); } /// L-shaped concave polygon overlapping a square. [Fact] public void Check_ConcavePolygonOverlap_ReturnsOverlap() { // L-shape: 2x2 with a 1x1 notch cut from top-right var lShape = new Polygon(); lShape.Vertices.Add(new Vector(0, 0)); lShape.Vertices.Add(new Vector(2, 0)); lShape.Vertices.Add(new Vector(2, 1)); lShape.Vertices.Add(new Vector(1, 1)); lShape.Vertices.Add(new Vector(1, 2)); lShape.Vertices.Add(new Vector(0, 2)); lShape.Close(); lShape.UpdateBounds(); // Square overlapping the notch area and bottom-right var square = MakeSquare(1.5, 0, 2.5, 1.5); var result = Collision.Check(lShape, square); Assert.True(result.Overlaps); // Overlap is 0.5 x 1.0 = 0.5 (the part of the square inside the L bottom-right) Assert.True(result.OverlapArea > 0.49 && result.OverlapArea < 0.51); } /// /// Square A has a hole. Square B overlaps only the hole area. /// This should NOT be a collision — B fits inside A's cutout. /// [Fact] public void Check_OverlapInsideHole_ReturnsNone() { var a = MakeSquare(0, 0, 4, 4); var holeA = new List { MakeSquare(1, 1, 3, 3) }; // B fits entirely inside the hole var b = MakeSquare(1.5, 1.5, 2.5, 2.5); var result = Collision.Check(a, b, holesA: holeA); Assert.False(result.Overlaps); } /// /// Square A has a hole. Square B partially overlaps the hole and /// partially overlaps solid material. Should still be a collision. /// [Fact] public void Check_PartialOverlapWithHole_StillOverlaps() { var a = MakeSquare(0, 0, 4, 4); var holeA = new List { MakeSquare(1, 1, 3, 3) }; // B extends beyond the hole into solid material var b = MakeSquare(2, 2, 5, 5); var result = Collision.Check(a, b, holesA: holeA); // Hole subtraction uses a conservative approach (keeps partial overlaps), // so we only verify that a collision is still detected for solid material. Assert.True(result.Overlaps); } /// /// HasOverlap with holes returns false when overlap is inside cutout. /// [Fact] public void HasOverlap_InsideHole_ReturnsFalse() { var a = MakeSquare(0, 0, 4, 4); var holeA = new List { MakeSquare(1, 1, 3, 3) }; var b = MakeSquare(1.5, 1.5, 2.5, 2.5); Assert.False(Collision.HasOverlap(a, b, holesA: holeA)); } [Fact] public void CheckAll_MultiplePolygons_FindsAllOverlaps() { var a = MakeSquare(0, 0, 1, 1); var b = MakeSquare(0.5, 0, 1.5, 1); // overlaps A var c = MakeSquare(5, 5, 6, 6); // overlaps nobody var results = Collision.CheckAll(new List { a, b, c }); Assert.Single(results); Assert.True(results[0].Overlaps); } [Fact] public void CheckAll_NoOverlaps_ReturnsEmpty() { var a = MakeSquare(0, 0, 1, 1); var b = MakeSquare(3, 3, 4, 4); var results = Collision.CheckAll(new List { a, b }); Assert.Empty(results); } [Fact] public void HasAnyOverlap_WithOverlap_ReturnsTrue() { var a = MakeSquare(0, 0, 1, 1); var b = MakeSquare(0.5, 0, 1.5, 1); Assert.True(Collision.HasAnyOverlap(new List { a, b })); } [Fact] public void HasAnyOverlap_NoOverlap_ReturnsFalse() { var a = MakeSquare(0, 0, 1, 1); var b = MakeSquare(3, 3, 4, 4); Assert.False(Collision.HasAnyOverlap(new List { a, b })); } private static Polygon MakeSquare(double left, double bottom, double right, double top) { var p = new Polygon(); p.Vertices.Add(new Vector(left, bottom)); p.Vertices.Add(new Vector(right, bottom)); p.Vertices.Add(new Vector(right, top)); p.Vertices.Add(new Vector(left, top)); p.Close(); p.UpdateBounds(); return p; } }