using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Threading.Tasks; using OpenNest.Converters; using OpenNest.Geometry; using OpenNest.Math; namespace OpenNest { public static class Helper { internal static bool Intersects(Arc arc1, Arc arc2, out List pts) { var c1 = new Circle(arc1.Center, arc1.Radius); var c2 = new Circle(arc2.Center, arc2.Radius); if (!Intersects(c1, c2, out pts)) { pts = new List(); return false; } pts = pts.Where(pt => Angle.IsBetweenRad(arc1.Center.AngleTo(pt), arc1.StartAngle, arc1.EndAngle, arc1.IsReversed) && Angle.IsBetweenRad(arc2.Center.AngleTo(pt), arc2.StartAngle, arc2.EndAngle, arc2.IsReversed)) .ToList(); return pts.Count > 0; } internal static bool Intersects(Arc arc, Circle circle, out List pts) { var c1 = new Circle(arc.Center, arc.Radius); if (!Intersects(c1, circle, out pts)) { pts = new List(); return false; } pts = pts.Where(pt => Angle.IsBetweenRad( arc.Center.AngleTo(pt), arc.StartAngle, arc.EndAngle, arc.IsReversed)).ToList(); return pts.Count > 0; } internal static bool Intersects(Arc arc, Line line, out List pts) { var c1 = new Circle(arc.Center, arc.Radius); if (!Intersects(c1, line, out pts)) { pts = new List(); return false; } pts = pts.Where(pt => Angle.IsBetweenRad( arc.Center.AngleTo(pt), arc.StartAngle, arc.EndAngle, arc.IsReversed)).ToList(); return pts.Count > 0; } internal static bool Intersects(Arc arc, Shape shape, out List pts) { var pts2 = new List(); foreach (var geo in shape.Entities) { List pts3; geo.Intersects(arc, out pts3); pts2.AddRange(pts3); } pts = pts2.Where(pt => Angle.IsBetweenRad( arc.Center.AngleTo(pt), arc.StartAngle, arc.EndAngle, arc.IsReversed)).ToList(); return pts.Count > 0; } internal static bool Intersects(Arc arc, Polygon polygon, out List pts) { var pts2 = new List(); var lines = polygon.ToLines(); foreach (var line in lines) { List pts3; Intersects(arc, line, out pts3); pts2.AddRange(pts3); } pts = pts2.Where(pt => Angle.IsBetweenRad( arc.Center.AngleTo(pt), arc.StartAngle, arc.EndAngle, arc.IsReversed)).ToList(); return pts.Count > 0; } internal static bool Intersects(Circle circle1, Circle circle2, out List pts) { var distance = circle1.Center.DistanceTo(circle2.Center); // check if circles are too far apart if (distance > circle1.Radius + circle2.Radius) { pts = new List(); return false; } // check if one circle contains the other if (distance < System.Math.Abs(circle1.Radius - circle2.Radius)) { pts = new List(); return false; } var d = circle2.Center - circle1.Center; var a = (circle1.Radius * circle1.Radius - circle2.Radius * circle2.Radius + distance * distance) / (2.0 * distance); var h = System.Math.Sqrt(circle1.Radius * circle1.Radius - a * a); var pt = new Vector( circle1.Center.X + (a * d.X) / distance, circle1.Center.Y + (a * d.Y) / distance); var i1 = new Vector( pt.X + (h * d.Y) / distance, pt.Y - (h * d.X) / distance); var i2 = new Vector( pt.X - (h * d.Y) / distance, pt.Y + (h * d.X) / distance); pts = i1 != i2 ? new List { i1, i2 } : new List { i1 }; return true; } internal static bool Intersects(Circle circle, Line line, out List pts) { var d1 = line.EndPoint - line.StartPoint; var d2 = line.StartPoint - circle.Center; var a = d1.X * d1.X + d1.Y * d1.Y; var b = (d1.X * d2.X + d1.Y * d2.Y) * 2; var c = (d2.X * d2.X + d2.Y * d2.Y) - circle.Radius * circle.Radius; var det = b * b - 4 * a * c; if ((a <= Tolerance.Epsilon) || (det < 0)) { pts = new List(); return false; } double t; pts = new List(); if (det.IsEqualTo(0)) { t = -b / (2 * a); var pt1 = new Vector(line.StartPoint.X + t * d1.X, line.StartPoint.Y + t * d1.Y); if (line.BoundingBox.Contains(pt1)) pts.Add(pt1); return true; } t = (-b + System.Math.Sqrt(det)) / (2 * a); var pt2 = new Vector(line.StartPoint.X + t * d1.X, line.StartPoint.Y + t * d1.Y); if (line.BoundingBox.Contains(pt2)) pts.Add(pt2); t = (-b - System.Math.Sqrt(det)) / (2 * a); var pt3 = new Vector(line.StartPoint.X + t * d1.X, line.StartPoint.Y + t * d1.Y); if (line.BoundingBox.Contains(pt3)) pts.Add(pt3); return true; } internal static bool Intersects(Circle circle, Shape shape, out List pts) { pts = new List(); foreach (var geo in shape.Entities) { List pts3; geo.Intersects(circle, out pts3); pts.AddRange(pts3); } return pts.Count > 0; } internal static bool Intersects(Circle circle, Polygon polygon, out List pts) { pts = new List(); var lines = polygon.ToLines(); foreach (var line in lines) { List pts3; Intersects(circle, line, out pts3); pts.AddRange(pts3); } return pts.Count > 0; } internal static bool Intersects(Line line1, Line line2, out Vector pt) { var a1 = line1.EndPoint.Y - line1.StartPoint.Y; var b1 = line1.StartPoint.X - line1.EndPoint.X; var c1 = a1 * line1.StartPoint.X + b1 * line1.StartPoint.Y; var a2 = line2.EndPoint.Y - line2.StartPoint.Y; var b2 = line2.StartPoint.X - line2.EndPoint.X; var c2 = a2 * line2.StartPoint.X + b2 * line2.StartPoint.Y; var d = a1 * b2 - a2 * b1; if (d.IsEqualTo(0.0)) { pt = Vector.Zero; return false; } var x = (b2 * c1 - b1 * c2) / d; var y = (a1 * c2 - a2 * c1) / d; pt = new Vector(x, y); return line1.BoundingBox.Contains(pt) && line2.BoundingBox.Contains(pt); } internal static bool Intersects(Line line, Shape shape, out List pts) { pts = new List(); foreach (var geo in shape.Entities) { List pts3; geo.Intersects(line, out pts3); pts.AddRange(pts3); } return pts.Count > 0; } internal static bool Intersects(Line line, Polygon polygon, out List pts) { pts = new List(); var lines = polygon.ToLines(); foreach (var line2 in lines) { Vector pt; if (Intersects(line, line2, out pt)) pts.Add(pt); } return pts.Count > 0; } internal static bool Intersects(Shape shape1, Shape shape2, out List pts) { pts = new List(); for (int i = 0; i < shape1.Entities.Count; i++) { var geo1 = shape1.Entities[i]; for (int j = 0; j < shape2.Entities.Count; j++) { List pts2; bool success = false; var geo2 = shape2.Entities[j]; switch (geo2.Type) { case EntityType.Arc: success = geo1.Intersects((Arc)geo2, out pts2); break; case EntityType.Circle: success = geo1.Intersects((Circle)geo2, out pts2); break; case EntityType.Line: success = geo1.Intersects((Line)geo2, out pts2); break; case EntityType.Shape: success = geo1.Intersects((Shape)geo2, out pts2); break; case EntityType.Polygon: success = geo1.Intersects((Polygon)geo2, out pts2); break; default: continue; } if (success) pts.AddRange(pts2); } } return pts.Count > 0; } internal static bool Intersects(Shape shape, Polygon polygon, out List pts) { pts = new List(); var lines = polygon.ToLines(); for (int i = 0; i < shape.Entities.Count; i++) { var geo = shape.Entities[i]; for (int j = 0; j < lines.Count; j++) { var line = lines[j]; List pts2; if (geo.Intersects(line, out pts2)) pts.AddRange(pts2); } } return pts.Count > 0; } internal static bool Intersects(Polygon polygon1, Polygon polygon2, out List pts) { pts = new List(); var lines1 = polygon1.ToLines(); var lines2 = polygon2.ToLines(); for (int i = 0; i < lines1.Count; i++) { var line1 = lines1[i]; for (int j = 0; j < lines2.Count; j++) { var line2 = lines2[j]; Vector pt; if (Intersects(line1, line2, out pt)) pts.Add(pt); } } return pts.Count > 0; } 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; } /// /// 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; } /// /// Finds the distance from a vertex to a line segment along a push axis. /// Returns double.MaxValue if the ray does not hit the segment. /// private static double RayEdgeDistance(Vector vertex, Line edge, PushDirection direction) { return RayEdgeDistance( vertex.X, vertex.Y, edge.pt1.X, edge.pt1.Y, edge.pt2.X, edge.pt2.Y, direction); } [System.Runtime.CompilerServices.MethodImpl( System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] private static double RayEdgeDistance( double vx, double vy, double p1x, double p1y, double p2x, double p2y, PushDirection direction) { switch (direction) { case PushDirection.Left: case PushDirection.Right: { var dy = p2y - p1y; if (System.Math.Abs(dy) < Tolerance.Epsilon) return double.MaxValue; var t = (vy - p1y) / dy; if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon) return double.MaxValue; var ix = p1x + t * (p2x - p1x); var dist = direction == PushDirection.Left ? vx - ix : ix - vx; if (dist > Tolerance.Epsilon) return dist; if (dist >= -Tolerance.Epsilon) return 0; return double.MaxValue; } case PushDirection.Down: case PushDirection.Up: { var dx = p2x - p1x; if (System.Math.Abs(dx) < Tolerance.Epsilon) return double.MaxValue; var t = (vx - p1x) / dx; if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon) return double.MaxValue; var iy = p1y + t * (p2y - p1y); var dist = direction == PushDirection.Down ? vy - iy : iy - vy; if (dist > Tolerance.Epsilon) return dist; if (dist >= -Tolerance.Epsilon) return 0; return double.MaxValue; } default: return double.MaxValue; } } /// /// Computes the minimum translation distance along a push direction before /// any edge of movingLines contacts any edge of stationaryLines. /// Returns double.MaxValue if no collision path exists. /// public static double DirectionalDistance(List movingLines, List stationaryLines, PushDirection direction) { var minDist = double.MaxValue; // Case 1: Each moving vertex -> each stationary edge var movingVertices = new HashSet(); for (int i = 0; i < movingLines.Count; i++) { movingVertices.Add(movingLines[i].pt1); movingVertices.Add(movingLines[i].pt2); } var stationaryEdges = new (Vector start, Vector end)[stationaryLines.Count]; for (int i = 0; i < stationaryLines.Count; i++) stationaryEdges[i] = (stationaryLines[i].pt1, stationaryLines[i].pt2); // Sort edges for pruning if not already sorted (usually they aren't here) if (direction == PushDirection.Left || direction == PushDirection.Right) stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray(); else stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray(); foreach (var mv in movingVertices) { var d = OneWayDistance(mv, stationaryEdges, Vector.Zero, direction); if (d < minDist) minDist = d; } // Case 2: Each stationary vertex -> each moving edge (opposite direction) var opposite = OppositeDirection(direction); var stationaryVertices = new HashSet(); for (int i = 0; i < stationaryLines.Count; i++) { stationaryVertices.Add(stationaryLines[i].pt1); stationaryVertices.Add(stationaryLines[i].pt2); } var movingEdges = new (Vector start, Vector end)[movingLines.Count]; for (int i = 0; i < movingLines.Count; i++) movingEdges[i] = (movingLines[i].pt1, movingLines[i].pt2); if (opposite == PushDirection.Left || opposite == PushDirection.Right) movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray(); else movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray(); foreach (var sv in stationaryVertices) { var d = OneWayDistance(sv, movingEdges, Vector.Zero, opposite); if (d < minDist) minDist = d; } return minDist; } /// /// Computes the minimum directional distance with the moving lines translated /// by (movingDx, movingDy) without creating new Line objects. /// public static double DirectionalDistance( List movingLines, double movingDx, double movingDy, List stationaryLines, PushDirection direction) { var minDist = double.MaxValue; var movingOffset = new Vector(movingDx, movingDy); // Case 1: Each moving vertex -> each stationary edge var movingVertices = new HashSet(); for (int i = 0; i < movingLines.Count; i++) { movingVertices.Add(movingLines[i].pt1 + movingOffset); movingVertices.Add(movingLines[i].pt2 + movingOffset); } var stationaryEdges = new (Vector start, Vector end)[stationaryLines.Count]; for (int i = 0; i < stationaryLines.Count; i++) stationaryEdges[i] = (stationaryLines[i].pt1, stationaryLines[i].pt2); if (direction == PushDirection.Left || direction == PushDirection.Right) stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray(); else stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray(); foreach (var mv in movingVertices) { var d = OneWayDistance(mv, stationaryEdges, Vector.Zero, direction); if (d < minDist) minDist = d; } // Case 2: Each stationary vertex -> each moving edge (opposite direction) var opposite = OppositeDirection(direction); var stationaryVertices = new HashSet(); for (int i = 0; i < stationaryLines.Count; i++) { stationaryVertices.Add(stationaryLines[i].pt1); stationaryVertices.Add(stationaryLines[i].pt2); } var movingEdges = new (Vector start, Vector end)[movingLines.Count]; for (int i = 0; i < movingLines.Count; i++) movingEdges[i] = (movingLines[i].pt1, movingLines[i].pt2); if (opposite == PushDirection.Left || opposite == PushDirection.Right) movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray(); else movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray(); foreach (var sv in stationaryVertices) { var d = OneWayDistance(sv, movingEdges, movingOffset, opposite); if (d < minDist) minDist = d; } return minDist; } /// /// Packs line segments into a flat double array [x1,y1,x2,y2, ...] for GPU transfer. /// public static double[] FlattenLines(List lines) { var result = new double[lines.Count * 4]; for (int i = 0; i < lines.Count; i++) { var line = lines[i]; result[i * 4] = line.pt1.X; result[i * 4 + 1] = line.pt1.Y; result[i * 4 + 2] = line.pt2.X; result[i * 4 + 3] = line.pt2.Y; } return result; } /// /// Computes the minimum directional distance using raw edge arrays and location offsets /// to avoid all intermediate object allocations. /// public static double DirectionalDistance( (Vector start, Vector end)[] movingEdges, Vector movingOffset, (Vector start, Vector end)[] stationaryEdges, Vector stationaryOffset, PushDirection direction) { var minDist = double.MaxValue; // Extract unique vertices from moving edges. var movingVertices = new HashSet(); for (var i = 0; i < movingEdges.Length; i++) { movingVertices.Add(movingEdges[i].start + movingOffset); movingVertices.Add(movingEdges[i].end + movingOffset); } // Case 1: Each moving vertex -> each stationary edge foreach (var mv in movingVertices) { var d = OneWayDistance(mv, stationaryEdges, stationaryOffset, direction); if (d < minDist) minDist = d; } // Case 2: Each stationary vertex -> each moving edge (opposite direction) var opposite = OppositeDirection(direction); var stationaryVertices = new HashSet(); for (var i = 0; i < stationaryEdges.Length; i++) { stationaryVertices.Add(stationaryEdges[i].start + stationaryOffset); stationaryVertices.Add(stationaryEdges[i].end + stationaryOffset); } foreach (var sv in stationaryVertices) { var d = OneWayDistance(sv, movingEdges, movingOffset, opposite); if (d < minDist) minDist = d; } return minDist; } public static double OneWayDistance( Vector vertex, (Vector start, Vector end)[] edges, Vector edgeOffset, PushDirection direction) { var minDist = double.MaxValue; var vx = vertex.X; var vy = vertex.Y; // Pruning: edges are sorted by their perpendicular min-coordinate in PartBoundary. if (direction == PushDirection.Left || direction == PushDirection.Right) { for (var i = 0; i < edges.Length; i++) { var e1 = edges[i].start + edgeOffset; var e2 = edges[i].end + edgeOffset; var minY = e1.Y < e2.Y ? e1.Y : e2.Y; var maxY = e1.Y > e2.Y ? e1.Y : e2.Y; // Since edges are sorted by minY, if vy < minY, then vy < all subsequent minY. if (vy < minY - Tolerance.Epsilon) break; if (vy > maxY + Tolerance.Epsilon) continue; var d = RayEdgeDistance(vx, vy, e1.X, e1.Y, e2.X, e2.Y, direction); if (d < minDist) minDist = d; } } else // Up/Down { for (var i = 0; i < edges.Length; i++) { var e1 = edges[i].start + edgeOffset; var e2 = edges[i].end + edgeOffset; var minX = e1.X < e2.X ? e1.X : e2.X; var maxX = e1.X > e2.X ? e1.X : e2.X; // Since edges are sorted by minX, if vx < minX, then vx < all subsequent minX. if (vx < minX - Tolerance.Epsilon) break; if (vx > maxX + Tolerance.Epsilon) continue; var d = RayEdgeDistance(vx, vy, e1.X, e1.Y, e2.X, e2.Y, direction); if (d < minDist) minDist = d; } } return minDist; } public static PushDirection OppositeDirection(PushDirection direction) { switch (direction) { case PushDirection.Left: return PushDirection.Right; case PushDirection.Right: return PushDirection.Left; case PushDirection.Up: return PushDirection.Down; case PushDirection.Down: return PushDirection.Up; default: return direction; } } public static bool IsHorizontalDirection(PushDirection direction) { return direction is PushDirection.Left or PushDirection.Right; } public static double EdgeDistance(Box box, Box boundary, PushDirection direction) { switch (direction) { case PushDirection.Left: return box.Left - boundary.Left; case PushDirection.Right: return boundary.Right - box.Right; case PushDirection.Up: return boundary.Top - box.Top; case PushDirection.Down: return box.Bottom - boundary.Bottom; default: return double.MaxValue; } } public static Vector DirectionToOffset(PushDirection direction, double distance) { switch (direction) { case PushDirection.Left: return new Vector(-distance, 0); case PushDirection.Right: return new Vector(distance, 0); case PushDirection.Up: return new Vector(0, distance); case PushDirection.Down: return new Vector(0, -distance); default: return new Vector(); } } public static double DirectionalGap(Box from, Box to, PushDirection direction) { switch (direction) { case PushDirection.Left: return from.Left - to.Right; case PushDirection.Right: return to.Left - from.Right; case PushDirection.Up: return to.Bottom - from.Top; case PushDirection.Down: return from.Bottom - to.Top; default: return double.MaxValue; } } public static double ClosestDistanceLeft(Box box, List boxes) { var closestDistance = double.MaxValue; for (int i = 0; i < boxes.Count; i++) { var compareBox = boxes[i]; RelativePosition pos; if (!box.IsHorizontalTo(compareBox, out pos)) continue; if (pos != RelativePosition.Right) continue; var distance = box.Left - compareBox.Right; if (distance < closestDistance) closestDistance = distance; } return closestDistance == double.MaxValue ? double.NaN : closestDistance; } public static double ClosestDistanceRight(Box box, List boxes) { var closestDistance = double.MaxValue; for (int i = 0; i < boxes.Count; i++) { var compareBox = boxes[i]; RelativePosition pos; if (!box.IsHorizontalTo(compareBox, out pos)) continue; if (pos != RelativePosition.Left) continue; var distance = compareBox.Left - box.Right; if (distance < closestDistance) closestDistance = distance; } return closestDistance == double.MaxValue ? double.NaN : closestDistance; } public static double ClosestDistanceUp(Box box, List boxes) { var closestDistance = double.MaxValue; for (int i = 0; i < boxes.Count; i++) { var compareBox = boxes[i]; RelativePosition pos; if (!box.IsVerticalTo(compareBox, out pos)) continue; if (pos != RelativePosition.Bottom) continue; var distance = compareBox.Bottom - box.Top; if (distance < closestDistance) closestDistance = distance; } return closestDistance == double.MaxValue ? double.NaN : closestDistance; } public static double ClosestDistanceDown(Box box, List boxes) { var closestDistance = double.MaxValue; for (int i = 0; i < boxes.Count; i++) { var compareBox = boxes[i]; RelativePosition pos; if (!box.IsVerticalTo(compareBox, out pos)) continue; if (pos != RelativePosition.Top) continue; var distance = box.Bottom - compareBox.Top; if (distance < closestDistance) closestDistance = distance; } return closestDistance == double.MaxValue ? double.NaN : closestDistance; } public static Box GetLargestBoxVertically(Vector pt, Box bounds, IEnumerable boxes) { var verticalBoxes = boxes.Where(b => !(b.Left > pt.X || b.Right < pt.X)).ToList(); #region Find Top/Bottom Limits var top = double.MaxValue; var btm = double.MinValue; foreach (var box in verticalBoxes) { var boxBtm = box.Bottom; var boxTop = box.Top; if (boxBtm > pt.Y && boxBtm < top) top = boxBtm; else if (box.Top < pt.Y && boxTop > btm) btm = boxTop; } if (top == double.MaxValue) { if (bounds.Top > pt.Y) top = bounds.Top; else return Box.Empty; } if (btm == double.MinValue) { if (bounds.Bottom < pt.Y) btm = bounds.Bottom; else return Box.Empty; } #endregion var horizontalBoxes = boxes.Where(b => !(b.Bottom >= top || b.Top <= btm)).ToList(); #region Find Left/Right Limits var lft = double.MinValue; var rgt = double.MaxValue; foreach (var box in horizontalBoxes) { var boxLft = box.Left; var boxRgt = box.Right; if (boxLft > pt.X && boxLft < rgt) rgt = boxLft; else if (boxRgt < pt.X && boxRgt > lft) lft = boxRgt; } if (rgt == double.MaxValue) { if (bounds.Right > pt.X) rgt = bounds.Right; else return Box.Empty; } if (lft == double.MinValue) { if (bounds.Left < pt.X) lft = bounds.Left; else return Box.Empty; } #endregion return new Box(lft, btm, rgt - lft, top - btm); } public static Box GetLargestBoxHorizontally(Vector pt, Box bounds, IEnumerable boxes) { var horizontalBoxes = boxes.Where(b => !(b.Bottom > pt.Y || b.Top < pt.Y)).ToList(); #region Find Left/Right Limits var lft = double.MinValue; var rgt = double.MaxValue; foreach (var box in horizontalBoxes) { var boxLft = box.Left; var boxRgt = box.Right; if (boxLft > pt.X && boxLft < rgt) rgt = boxLft; else if (boxRgt < pt.X && boxRgt > lft) lft = boxRgt; } if (rgt == double.MaxValue) { if (bounds.Right > pt.X) rgt = bounds.Right; else return Box.Empty; } if (lft == double.MinValue) { if (bounds.Left < pt.X) lft = bounds.Left; else return Box.Empty; } #endregion var verticalBoxes = boxes.Where(b => !(b.Left >= rgt || b.Right <= lft)).ToList(); #region Find Top/Bottom Limits var top = double.MaxValue; var btm = double.MinValue; foreach (var box in verticalBoxes) { var boxBtm = box.Bottom; var boxTop = box.Top; if (boxBtm > pt.Y && boxBtm < top) top = boxBtm; else if (box.Top < pt.Y && boxTop > btm) btm = boxTop; } if (top == double.MaxValue) { if (bounds.Top > pt.Y) top = bounds.Top; else return Box.Empty; } if (btm == double.MinValue) { if (bounds.Bottom < pt.Y) btm = bounds.Bottom; else return Box.Empty; } #endregion return new Box(lft, btm, rgt - lft, top - btm); } } }