using OpenNest.Converters; using OpenNest.Geometry; using System.Collections.Generic; using System.Linq; namespace OpenNest { public static class PartGeometry { public static List GetPartLines(Part part, double chordTolerance = 0.001) { var entities = ConvertProgram.ToGeometry(part.Program); var shapes = ShapeBuilder.GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid)); var lines = new List(); foreach (var shape in shapes) { var polygon = shape.ToPolygonWithTolerance(chordTolerance); polygon.Offset(part.Location); lines.AddRange(polygon.ToLines()); } return lines; } public static List GetPartLines(Part part, PushDirection facingDirection, double chordTolerance = 0.001) { var entities = ConvertProgram.ToGeometry(part.Program); var shapes = ShapeBuilder.GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid)); var lines = new List(); foreach (var shape in shapes) { var polygon = shape.ToPolygonWithTolerance(chordTolerance); polygon.Offset(part.Location); lines.AddRange(GetDirectionalLines(polygon, facingDirection)); } return lines; } public static List GetOffsetPartLines(Part part, double spacing, double chordTolerance = 0.001) { var entities = ConvertProgram.ToGeometry(part.Program); var shapes = ShapeBuilder.GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid)); var lines = new List(); foreach (var shape in shapes) { // Add chord tolerance to compensate for inscribed polygon chords // being inside the actual offset arcs. var offsetEntity = shape.OffsetEntity(spacing + chordTolerance, OffsetSide.Left) as Shape; if (offsetEntity == null) continue; var polygon = offsetEntity.ToPolygonWithTolerance(chordTolerance); polygon.RemoveSelfIntersections(); polygon.Offset(part.Location); lines.AddRange(polygon.ToLines()); } return lines; } public static List GetOffsetPartLines(Part part, double spacing, PushDirection facingDirection, double chordTolerance = 0.001) { var entities = ConvertProgram.ToGeometry(part.Program); var shapes = ShapeBuilder.GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid)); var lines = new List(); foreach (var shape in shapes) { var offsetEntity = shape.OffsetEntity(spacing + chordTolerance, OffsetSide.Left) as Shape; if (offsetEntity == null) continue; var polygon = offsetEntity.ToPolygonWithTolerance(chordTolerance); polygon.RemoveSelfIntersections(); polygon.Offset(part.Location); lines.AddRange(GetDirectionalLines(polygon, facingDirection)); } return lines; } public static List GetPartLines(Part part, Vector facingDirection, double chordTolerance = 0.001) { var entities = ConvertProgram.ToGeometry(part.Program); var shapes = ShapeBuilder.GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid)); var lines = new List(); foreach (var shape in shapes) { var polygon = shape.ToPolygonWithTolerance(chordTolerance); polygon.Offset(part.Location); lines.AddRange(GetDirectionalLines(polygon, facingDirection)); } return lines; } public static List GetOffsetPartLines(Part part, double spacing, Vector facingDirection, double chordTolerance = 0.001) { var entities = ConvertProgram.ToGeometry(part.Program); var shapes = ShapeBuilder.GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid)); var lines = new List(); foreach (var shape in shapes) { var offsetEntity = shape.OffsetEntity(spacing + chordTolerance, OffsetSide.Left) as Shape; if (offsetEntity == null) continue; var polygon = offsetEntity.ToPolygonWithTolerance(chordTolerance); polygon.RemoveSelfIntersections(); polygon.Offset(part.Location); lines.AddRange(GetDirectionalLines(polygon, facingDirection)); } return lines; } /// /// Returns only polygon edges whose outward normal faces the specified direction vector. /// private static List GetDirectionalLines(Polygon polygon, Vector direction) { if (polygon.Vertices.Count < 3) return polygon.ToLines(); var sign = polygon.RotationDirection() == RotationType.CCW ? 1.0 : -1.0; var lines = new List(); var last = polygon.Vertices[0]; for (var i = 1; i < polygon.Vertices.Count; i++) { var current = polygon.Vertices[i]; var edx = current.X - last.X; var edy = current.Y - last.Y; var keep = sign * (edy * direction.X - edx * direction.Y) > 0; if (keep) lines.Add(new Line(last, current)); last = current; } return lines; } /// /// Returns only polygon edges whose outward normal faces the specified direction. /// private static List GetDirectionalLines(Polygon polygon, PushDirection facingDirection) { if (polygon.Vertices.Count < 3) return polygon.ToLines(); var sign = polygon.RotationDirection() == RotationType.CCW ? 1.0 : -1.0; var lines = new List(); var last = polygon.Vertices[0]; for (int i = 1; i < polygon.Vertices.Count; i++) { var current = polygon.Vertices[i]; var dx = current.X - last.X; var dy = current.Y - last.Y; bool keep; switch (facingDirection) { case PushDirection.Left: keep = -sign * dy > 0; break; case PushDirection.Right: keep = sign * dy > 0; break; case PushDirection.Up: keep = -sign * dx > 0; break; case PushDirection.Down: keep = sign * dx > 0; break; default: keep = true; break; } if (keep) lines.Add(new Line(last, current)); last = current; } return lines; } } }