using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using OpenNest.Converters;
using OpenNest.Engine.Fill;
using OpenNest.Geometry;
using OpenNest.Math;
namespace OpenNest.Engine.BestFit
{
public class PairEvaluator : IPairEvaluator
{
private const double ChordTolerance = 0.01;
///
/// Tighter chord tolerance for the overlap check only. Rounded-corner arcs
/// polygonized at the coarser can "cut the corner"
/// enough to hide a genuine but tiny sliver overlap between two candidates —
/// this needs to match the precision Part.Intersects uses elsewhere so BestFit's
/// Keep decision agrees with the same overlap check callers rely on downstream.
///
private const double OverlapChordTolerance = 0.001;
public List EvaluateAll(List candidates)
{
if (candidates.Count == 0)
return new List();
// Build a perimeter-only drawing once — all candidates share the same drawing.
// This avoids cloning the full program (with all cutouts) for every candidate.
var perimeterDrawing = CreatePerimeterDrawing(candidates[0].Drawing);
var resultBag = new ConcurrentBag();
Parallel.ForEach(
candidates,
c =>
{
resultBag.Add(Evaluate(c, perimeterDrawing));
}
);
return resultBag.ToList();
}
public BestFitResult Evaluate(PairCandidate candidate)
{
var perimeterDrawing = CreatePerimeterDrawing(candidate.Drawing);
return Evaluate(candidate, perimeterDrawing);
}
private BestFitResult Evaluate(PairCandidate candidate, Drawing perimeterDrawing)
{
var part1 = Part.CreateAtOrigin(perimeterDrawing);
var part2 = Part.CreateAtOrigin(perimeterDrawing, candidate.Part2Rotation);
part2.Location = candidate.Part2Offset;
part2.UpdateBounds();
// Convex hull vertices from perimeter polygons only
var allPoints = GetPartVertices(part1);
allPoints.AddRange(GetPartVertices(part2));
// Find optimal bounding rectangle via rotating calipers
double bestArea,
bestWidth,
bestHeight,
bestRotation;
List hullAngles = null;
if (allPoints.Count >= 3)
{
var hull = ConvexHull.Compute(allPoints);
var result = RotatingCalipers.MinimumBoundingRectangle(hull);
bestArea = result.Area;
bestWidth = result.Width;
bestHeight = result.Height;
bestRotation = result.Angle;
hullAngles = RotationAnalysis.GetHullEdgeAngles(hull);
}
else
{
var combinedBox = (
(IEnumerable)new IBoundable[] { part1, part2 }
).GetBoundingBox();
bestArea = combinedBox.Area();
bestWidth = combinedBox.Width;
bestHeight = combinedBox.Length;
bestRotation = 0;
hullAngles = new List { 0 };
}
var trueArea = candidate.Drawing.Area * 2;
// Normalize to landscape (width >= height) for consistent display. Do this before
// the overlap check so bestRotation already matches the final OptimalRotation that
// BuildParts will apply.
if (bestHeight > bestWidth)
{
var tmp = bestWidth;
bestWidth = bestHeight;
bestHeight = tmp;
bestRotation += Angle.HalfPI;
}
// Overlap check — perimeter vs perimeter, in the same final orientation BuildParts
// uses downstream. Uses Collision.HasOverlap (full polygon clip) rather than
// Shape.Intersects (edge-crossing only), which misses containment-style overlaps
// where one perimeter's boundary never crosses the other's. Checking pre-rotation
// geometry here (rather than rotating part1/part2 first, matching BuildParts) would
// tessellate arcs at a different orientation than the geometry actually gets placed
// with, letting tangent-corner slivers slip through in one frame but not the other.
if (!bestRotation.IsEqualTo(0))
{
var pairBounds = (
(IEnumerable)new IBoundable[] { part1, part2 }
).GetBoundingBox();
var center = pairBounds.Center;
part1.Rotate(-bestRotation, center);
part2.Rotate(-bestRotation, center);
}
var shape1 = GetPerimeterShape(part1);
var shape2 = GetPerimeterShape(part2);
var overlaps =
shape1 != null
&& shape2 != null
&& Collision.HasOverlap(
shape1.ToPolygonWithTolerance(OverlapChordTolerance),
shape2.ToPolygonWithTolerance(OverlapChordTolerance)
);
return new BestFitResult
{
Candidate = candidate,
RotatedArea = bestArea,
BoundingWidth = bestWidth,
BoundingHeight = bestHeight,
OptimalRotation = bestRotation,
TrueArea = trueArea,
HullAngles = hullAngles,
Keep = !overlaps,
Reason = overlaps ? "Overlap detected" : "Valid",
};
}
private static Drawing CreatePerimeterDrawing(Drawing source)
{
var entities = ConvertProgram
.ToGeometry(source.Program)
.Where(e => e.Layer != SpecialLayers.Rapid)
.ToList();
var profile = new ShapeProfile(entities);
var program = ConvertGeometry.ToProgram(profile.Perimeter);
return new Drawing(source.Name, program);
}
private static Shape GetPerimeterShape(Part part)
{
var entities = ConvertProgram
.ToGeometry(part.Program)
.Where(e => e.Layer != SpecialLayers.Rapid)
.ToList();
var shapes = ShapeBuilder.GetShapes(entities);
if (shapes.Count == 0)
return null;
shapes[0].Offset(part.Location);
return shapes[0];
}
private static List GetPartVertices(Part part)
{
var entities = ConvertProgram
.ToGeometry(part.Program)
.Where(e => e.Layer != SpecialLayers.Rapid)
.ToList();
var shapes = ShapeBuilder.GetShapes(entities);
var points = new List();
foreach (var shape in shapes)
{
var polygon = shape.ToPolygonWithTolerance(ChordTolerance);
polygon.Offset(part.Location);
points.AddRange(polygon.Vertices);
}
return points;
}
}
}