using OpenNest.CNC;
using OpenNest.Converters;
using OpenNest.Geometry;
using System.Collections.Generic;
using System.Linq;
namespace OpenNest
{
public interface IPart : IBoundable
{
Vector Location { get; set; }
double Rotation { get; }
void Rotate(double angle);
void Rotate(double angle, Vector origin);
void Offset(double x, double y);
void Offset(Vector voffset);
void Update();
}
public class Part : IPart, IBoundable
{
private Vector location;
public readonly Drawing BaseDrawing;
public Part(Drawing baseDrawing)
: this(baseDrawing, new Vector())
{
}
public Part(Drawing baseDrawing, Vector location)
{
BaseDrawing = baseDrawing;
Program = baseDrawing.Program.Clone() as Program;
this.location = location;
UpdateBounds();
}
///
/// Location of the part.
///
public Vector Location
{
get { return location; }
set
{
BoundingBox.Offset(value - location);
location = value;
}
}
public Program Program { get; private set; }
public bool HasManualLeadIns { get; set; }
///
/// Gets the rotation of the part in radians.
///
public double Rotation
{
get { return Program.Rotation; }
}
///
/// Rotates the part.
///
/// Angle of rotation in radians.
public void Rotate(double angle)
{
Program.Rotate(angle);
location = Location.Rotate(angle);
UpdateBounds();
}
///
/// Rotates the part around the specified origin.
///
/// Angle of rotation in radians.
/// The origin to rotate the part around.
public void Rotate(double angle, Vector origin)
{
Program.Rotate(angle);
location = Location.Rotate(angle, origin);
UpdateBounds();
}
///
/// Offsets the part.
///
/// The x-axis offset distance.
/// The y-axis offset distance.
public void Offset(double x, double y)
{
location = new Vector(location.X + x, location.Y + y);
BoundingBox.Offset(x, y);
}
///
/// Offsets the part.
///
/// The vector containing the x-axis & y-axis offset distances.
public void Offset(Vector voffset)
{
location += voffset;
BoundingBox.Offset(voffset);
}
///
/// Creates a part normalized to the origin with optional rotation.
///
public static Part CreateAtOrigin(Drawing drawing, double rotation = 0)
{
var part = new Part(drawing);
if (!Math.Tolerance.IsEqualTo(rotation, 0))
part.Rotate(rotation);
var bbox = part.Program.BoundingBox();
part.Offset(-bbox.Location.X, -bbox.Location.Y);
part.UpdateBounds();
return part;
}
///
/// Updates the bounding box of the part.
///
public void UpdateBounds()
{
BoundingBox = Program.BoundingBox();
BoundingBox.Offset(Location);
}
///
/// Updates the part from the drawing it was derived from.
///
public void Update()
{
var rotation = Rotation;
Program = BaseDrawing.Program.Clone() as Program;
Program.Rotate(Program.Rotation - rotation);
}
///
/// The smallest box that contains the part.
///
public Box BoundingBox { get; protected set; }
public bool Intersects(Part part, out List pts)
{
pts = new List();
var entities1 = ConvertProgram.ToGeometry(Program)
.Where(e => e.Layer != SpecialLayers.Rapid)
.ToList();
var entities2 = ConvertProgram.ToGeometry(part.Program)
.Where(e => e.Layer != SpecialLayers.Rapid)
.ToList();
if (entities1.Count == 0 || entities2.Count == 0)
return false;
var perimeter1 = new ShapeProfile(entities1).Perimeter;
var perimeter2 = new ShapeProfile(entities2).Perimeter;
if (perimeter1 == null || perimeter2 == null)
return false;
perimeter1.Offset(Location);
perimeter2.Offset(part.Location);
return perimeter1.Intersects(perimeter2, out pts);
}
public double Left
{
get { return BoundingBox.Left; }
}
public double Right
{
get { return BoundingBox.Right; }
}
public double Top
{
get { return BoundingBox.Top; }
}
public double Bottom
{
get { return BoundingBox.Bottom; }
}
///
/// Gets a deep copy of the part.
///
///
public object Clone()
{
var part = new Part(BaseDrawing);
part.Rotate(Rotation);
part.Location = Location;
return part;
}
///
/// Creates an offset copy of the part. Clones from the already-rotated
/// program (skips re-rotation) and computes the bounding box arithmetically
/// (skips Program.BoundingBox walk).
///
public Part CloneAtOffset(Vector offset)
{
// Share the Program instance — offset-only copies don't modify the program codes.
// This is a major performance win for tiling large patterns.
var part = new Part(BaseDrawing, Program,
location + offset,
new Box(BoundingBox.X + offset.X, BoundingBox.Y + offset.Y,
BoundingBox.Width, BoundingBox.Length));
return part;
}
private Part(Drawing baseDrawing, Program program, Vector location, Box boundingBox)
{
BaseDrawing = baseDrawing;
Program = program;
this.location = location;
BoundingBox = boundingBox;
}
}
}