Files
OpenNest/OpenNest.Core/Geometry/SpacingOutline.cs
T
ajandClaude Opus 5.5 0eb6d5886a perf(geometry): flatten Shape.ToPolygon by chord tolerance by default
ToPolygon() used 1000 segments for every arc and circle regardless of
size: no more accurate for large arcs and needlessly dense for small
ones, which made every Drawing area and canonical-angle computation on
an arc-heavy part handle hundreds of thousands of vertices.

The parameterless overload now delegates to ToPolygonWithTolerance with
DefaultChordTolerance = 0.0001. That is ten times tighter than the
spacing and overlap checks' 0.001 because callers use this polygon for
area, which an inscribed polygon always under-reads: at 0.001, seven
area-sensitive cut-off, splitter and circle-packing tests drifted past
their precision; at 0.0001 all pass. ToPolygon(int) keeps the fixed
segment count for any caller that wants it.

With the one-pass Cleanup, a 300-nest PEP archive import on the forge
server went from 46.1 s to 15.5 s.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 07:13:37 -04:00

106 lines
4.4 KiB
C#

using System;
using System.Collections.Generic;
using OpenNest.Math;
namespace OpenNest.Geometry
{
/// <summary>
/// A part's material as world-space polygons for part-spacing checks: the perimeter and its
/// cutouts, optionally grown by a clearance (perimeter offset outward, cutouts inward, in one
/// Clipper region offset). Auto Nest's layout check and the pre-post review both judge
/// spacing with this outline and <see cref="InflationFor"/>, so they cannot disagree.
/// </summary>
public sealed class SpacingOutline
{
/// <summary>Arc chord tolerance of the outline. Perimeter arcs are circumscribed and
/// cutout arcs inscribed, so flattening never hides material.</summary>
public const double ChordTolerance = 0.001;
/// <summary>How far under the part spacing a gap may fall and still pass. Layouts placed
/// exactly at the spacing land up to ~1e-4 short once rotated, rounded coordinates
/// (e.g. PEP's 4-decimal exports) meet the Clipper grid; 0.0005 covers that with margin
/// and is far below anything a cutting machine can resolve.</summary>
public const double SpacingSlack = 0.0005;
private bool prepared;
private TriangulatedRegion triangles;
public SpacingOutline(Polygon perimeter, List<Polygon> holes)
{
Perimeter = perimeter ?? throw new ArgumentNullException(nameof(perimeter));
Holes = holes ?? new List<Polygon>();
}
public Polygon Perimeter { get; }
public List<Polygon> Holes { get; }
/// <summary>Prepared on the first overlap test; null preparation is cached too.</summary>
public TriangulatedRegion Triangles
{
get
{
if (!prepared)
{
triangles = TriangulatedRegion.Build(Perimeter, Holes);
prepared = true;
}
return triangles;
}
}
/// <summary>Inflation that enforces <paramref name="spacing"/> less <see cref="SpacingSlack"/>.
/// Inflating one part of a pair by it and testing against the other's raw outline covers
/// both sides: a part inside the other's (shrunk) cutout, or the inflated outline inside
/// the other's raw cutout.</summary>
public static double InflationFor(double spacing) =>
System.Math.Max(0, spacing - SpacingSlack);
/// <summary>
/// Outlines <paramref name="profile"/> (already rotated) at <paramref name="location"/>,
/// grown by <paramref name="inflateBy"/>. A cutout that closes up under the offset is
/// dropped, which treats it as solid: conservative, since it has no room for another part
/// at the required spacing anyway. Null when the offset leaves no perimeter.
/// </summary>
public static SpacingOutline Build(ShapeProfile profile, Vector location, double inflateBy)
{
ArgumentNullException.ThrowIfNull(profile);
// Flatten by chord tolerance, not a fixed segment count: arc-heavy real parts
// otherwise produce thousands of vertices.
var region = ClipperBridge.OffsetForValidation(
profile,
inflateBy > Tolerance.Epsilon ? inflateBy : 0,
ChordTolerance
);
var perimeter = region.LargestOuter();
if (perimeter == null)
return null;
ToWorld(perimeter, location);
foreach (var hole in region.Holes)
ToWorld(hole, location);
return new SpacingOutline(perimeter, region.Holes);
}
/// <summary>True when the two outlines share material (holes subtracted).</summary>
public bool Overlaps(SpacingOutline other)
{
ArgumentNullException.ThrowIfNull(other);
var at = Triangles;
var bt = other.Triangles;
// Keeping translations at zero preserves the reference's floating-point operation order.
return (at != null && bt != null ? at.Overlaps(bt, 0, 0, 0, 0) : null)
?? Collision.HasOverlap(Perimeter, other.Perimeter, Holes, other.Holes);
}
private static void ToWorld(Polygon polygon, Vector location)
{
polygon.Offset(location);
polygon.UpdateBounds();
}
}
}