219 lines
6.5 KiB
C#
219 lines
6.5 KiB
C#
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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Square A has a hole. Square B overlaps only the hole area.
|
|
/// This should NOT be a collision — B fits inside A's cutout.
|
|
/// </summary>
|
|
[Fact]
|
|
public void Check_OverlapInsideHole_ReturnsNone()
|
|
{
|
|
var a = MakeSquare(0, 0, 4, 4);
|
|
var holeA = new List<Polygon> { 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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Square A has a hole. Square B partially overlaps the hole and
|
|
/// partially overlaps solid material. Should still be a collision.
|
|
/// </summary>
|
|
[Fact]
|
|
public void Check_PartialOverlapWithHole_StillOverlaps()
|
|
{
|
|
var a = MakeSquare(0, 0, 4, 4);
|
|
var holeA = new List<Polygon> { 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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// HasOverlap with holes returns false when overlap is inside cutout.
|
|
/// </summary>
|
|
[Fact]
|
|
public void HasOverlap_InsideHole_ReturnsFalse()
|
|
{
|
|
var a = MakeSquare(0, 0, 4, 4);
|
|
var holeA = new List<Polygon> { 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<Polygon> { 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<Polygon> { 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<Polygon> { 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<Polygon> { a, b }));
|
|
}
|
|
|
|
[Fact]
|
|
public void Check_IdenticalSquares_FullOverlap()
|
|
{
|
|
var a = MakeSquare(0, 0, 1, 1);
|
|
var b = MakeSquare(0, 0, 1, 1);
|
|
|
|
var result = Collision.Check(a, b);
|
|
|
|
Assert.True(result.Overlaps);
|
|
Assert.True(result.OverlapArea > 0.99 && result.OverlapArea < 1.01);
|
|
}
|
|
|
|
[Fact]
|
|
public void HasAnyOverlap_SinglePolygon_ReturnsFalse()
|
|
{
|
|
var a = MakeSquare(0, 0, 1, 1);
|
|
Assert.False(Collision.HasAnyOverlap(new List<Polygon> { a }));
|
|
}
|
|
|
|
[Fact]
|
|
public void HasAnyOverlap_EmptyList_ReturnsFalse()
|
|
{
|
|
Assert.False(Collision.HasAnyOverlap(new List<Polygon>()));
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|