FillLinear re-prepared offset perimeter geometry (ConvertProgram -> ShapeProfile -> OffsetOutward) for every part it measured, although tiled copies share one Program and differ only by Location. A CPU profile of a 169-part Default job put 62% of wall time there. Prepare each distinct Program (reference identity) once per public Fill/FillRow call in local frame, then clone and translate for each location. The cache is created per call and passed down privately because FillHelpers.FillPattern calls Fill concurrently on one instance. PartGeometry gains a local-frame Program overload that the Part overload now delegates to. Evaluation order, lazy preparation, fallbacks and tiling are unchanged. Differential tests against a frozen copy of the previous FillLinear check bitwise equality, including concurrent calls; Debug work tests pin preparation counts. With the thread pool capped at one worker, before/after whole-job layouts are byte-identical. The Default corpus job median drops from 40,715 to 18,810 ms.
263 lines
8.8 KiB
C#
263 lines
8.8 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using OpenNest.Converters;
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using OpenNest.Geometry;
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namespace OpenNest
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{
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public static class PartGeometry
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{
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public static List<Line> GetPartLines(Part part, double chordTolerance = 0.001)
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{
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var entities = ConvertProgram.ToGeometry(part.Program);
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var shapes = ShapeBuilder.GetShapes(
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entities.Where(e => SpecialLayers.IsMaterial(e.Layer))
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);
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var lines = new List<Line>();
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foreach (var shape in shapes)
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{
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var polygon = shape.ToPolygonWithTolerance(chordTolerance);
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polygon.Offset(part.Location);
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lines.AddRange(polygon.ToLines());
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}
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return lines;
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}
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public static List<Line> GetPartLines(
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Part part,
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PushDirection facingDirection,
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double chordTolerance = 0.001
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)
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{
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var entities = ConvertProgram.ToGeometry(part.Program);
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var shapes = ShapeBuilder.GetShapes(
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entities.Where(e => SpecialLayers.IsMaterial(e.Layer))
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);
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var lines = new List<Line>();
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foreach (var shape in shapes)
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{
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var polygon = shape.ToPolygonWithTolerance(chordTolerance);
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polygon.Offset(part.Location);
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lines.AddRange(GetDirectionalLines(polygon, facingDirection));
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}
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return lines;
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}
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/// <summary>
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/// Returns the perimeter entities (Line, Arc, Circle) with spacing offset applied,
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/// without tessellation, which keeps arc-heavy parts fast in directional-distance loops.
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/// </summary>
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public static List<Entity> GetOffsetPerimeterEntities(Part part, double spacing)
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{
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var entities = GetOffsetPerimeterEntities(part.Program, spacing);
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foreach (var entity in entities)
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entity.Offset(part.Location);
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return entities;
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}
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/// <summary>
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/// Prepares a fresh offset perimeter in the program's local frame, without translation.
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/// </summary>
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public static List<Entity> GetOffsetPerimeterEntities(CNC.Program program, double spacing)
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{
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PerfCounters.CountOffsetPerimeterEntities();
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var geoEntities = ConvertProgram.ToGeometry(program);
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var profile = new ShapeProfile(
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geoEntities.Where(e => SpecialLayers.IsMaterial(e.Layer)).ToList()
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);
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var offsetShape = profile.Perimeter.OffsetOutward(spacing);
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if (offsetShape == null)
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return new List<Entity>();
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return offsetShape.Entities;
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}
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/// <summary>
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/// Returns all entities (perimeter + cutouts) with spacing offset applied,
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/// without tessellation. Perimeter is offset outward, cutouts inward.
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/// </summary>
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public static List<Entity> GetOffsetPartEntities(Part part, double spacing)
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{
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var geoEntities = ConvertProgram.ToGeometry(part.Program);
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var profile = new ShapeProfile(
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geoEntities.Where(e => SpecialLayers.IsMaterial(e.Layer)).ToList()
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);
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var entities = new List<Entity>();
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var perimeter = profile.Perimeter.OffsetOutward(spacing);
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if (perimeter != null)
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{
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foreach (var entity in perimeter.Entities)
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entity.Offset(part.Location);
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entities.AddRange(perimeter.Entities);
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}
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foreach (var cutout in profile.Cutouts)
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{
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var inset = cutout.OffsetInward(spacing);
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if (inset == null)
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continue;
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foreach (var entity in inset.Entities)
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entity.Offset(part.Location);
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entities.AddRange(inset.Entities);
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}
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return entities;
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}
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/// <summary>
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/// Returns perimeter entities at the part's world location, without tessellation
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/// or spacing offset.
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/// </summary>
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public static List<Entity> GetPerimeterEntities(Part part)
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{
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var geoEntities = ConvertProgram.ToGeometry(part.Program);
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var profile = new ShapeProfile(
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geoEntities.Where(e => SpecialLayers.IsMaterial(e.Layer)).ToList()
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);
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return CopyEntitiesAtLocation(profile.Perimeter.Entities, part.Location);
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}
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/// <summary>
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/// Returns all entities (perimeter + cutouts) at the part's world location,
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/// without tessellation or spacing offset.
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/// </summary>
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public static List<Entity> GetPartEntities(Part part)
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{
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var geoEntities = ConvertProgram.ToGeometry(part.Program);
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var profile = new ShapeProfile(
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geoEntities.Where(e => SpecialLayers.IsMaterial(e.Layer)).ToList()
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);
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var entities = CopyEntitiesAtLocation(profile.Perimeter.Entities, part.Location);
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foreach (var cutout in profile.Cutouts)
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entities.AddRange(CopyEntitiesAtLocation(cutout.Entities, part.Location));
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return entities;
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}
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private static List<Entity> CopyEntitiesAtLocation(List<Entity> source, Vector location)
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{
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var result = new List<Entity>(source.Count);
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foreach (var entity in source)
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{
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var copy = entity.Clone();
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copy.Offset(location);
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result.Add(copy);
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}
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return result;
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}
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public static List<Line> GetPartLines(
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Part part,
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Vector facingDirection,
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double chordTolerance = 0.001
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)
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{
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var entities = ConvertProgram.ToGeometry(part.Program);
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var shapes = ShapeBuilder.GetShapes(
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entities.Where(e => SpecialLayers.IsMaterial(e.Layer))
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);
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var lines = new List<Line>();
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foreach (var shape in shapes)
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{
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var polygon = shape.ToPolygonWithTolerance(chordTolerance);
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polygon.Offset(part.Location);
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lines.AddRange(GetDirectionalLines(polygon, facingDirection));
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}
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return lines;
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}
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/// <summary>
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/// Returns only polygon edges whose outward normal faces the specified direction vector.
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/// </summary>
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private static List<Line> GetDirectionalLines(Polygon polygon, Vector direction)
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{
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if (polygon.Vertices.Count < 3)
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return polygon.ToLines();
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var sign = polygon.RotationDirection() == RotationType.CCW ? 1.0 : -1.0;
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var lines = new List<Line>();
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var last = polygon.Vertices[0];
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for (var i = 1; i < polygon.Vertices.Count; i++)
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{
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var current = polygon.Vertices[i];
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var edx = current.X - last.X;
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var edy = current.Y - last.Y;
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var keep = sign * (edy * direction.X - edx * direction.Y) > 0;
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if (keep)
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lines.Add(new Line(last, current));
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last = current;
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}
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return lines;
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}
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/// <summary>
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/// Returns only polygon edges whose outward normal faces the specified direction.
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/// </summary>
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private static List<Line> GetDirectionalLines(
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Polygon polygon,
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PushDirection facingDirection
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)
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{
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if (polygon.Vertices.Count < 3)
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return polygon.ToLines();
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var sign = polygon.RotationDirection() == RotationType.CCW ? 1.0 : -1.0;
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var lines = new List<Line>();
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var last = polygon.Vertices[0];
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for (int i = 1; i < polygon.Vertices.Count; i++)
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{
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var current = polygon.Vertices[i];
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var dx = current.X - last.X;
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var dy = current.Y - last.Y;
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bool keep;
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switch (facingDirection)
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{
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case PushDirection.Left:
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keep = -sign * dy > 0;
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break;
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case PushDirection.Right:
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keep = sign * dy > 0;
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break;
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case PushDirection.Up:
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keep = -sign * dx > 0;
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break;
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case PushDirection.Down:
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keep = sign * dx > 0;
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break;
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default:
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keep = true;
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break;
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}
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if (keep)
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lines.Add(new Line(last, current));
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last = current;
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}
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return lines;
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}
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}
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}
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