Files
OpenNest/OpenNest.Core/PartGeometry.cs
T
ajandClaude Opus 5.5 9b9386b029 refactor(geometry): move polygon offset callers onto ClipperBridge
Per-entity offsetting left spikes and inverted loops wherever a feature is
narrower than the spacing (1.nest), and RemoveSelfIntersections only
caught proper crossings. The callers that already flatten to polygons now
take a single Clipper region offset instead:

- PolygonHelper (BestFit) and PartBoundary use the conservative mode, which
  keeps their never-under-estimate guarantee. PartBoundary also keeps holes
  that appear when a perimeter curls back on itself.
- NestValidator offsets perimeter and cutouts in one region; Clipper drops
  collapsed cutouts, so the collapsed-or-flipped heuristic goes away.
- CutOff.IntersectPerimeter offsets through the bridge. The old
  OffsetEntity(Left) grew CW perimeters but shrank CCW ones, so with the
  plate's perimeter cache a cut-off ran through the part; slots narrower
  than twice the clearance now close up instead of leaving a gap.
- GetOffsetPartLines (3 overloads) and the AddOffset* helpers had no
  callers and are removed, as is EntityView's never-defined DRAW_OFFSET
  block.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 09:21:48 -04:00

255 lines
8.6 KiB
C#

using System.Collections.Generic;
using System.Linq;
using OpenNest.Converters;
using OpenNest.Geometry;
namespace OpenNest
{
public static class PartGeometry
{
public static List<Line> GetPartLines(Part part, double chordTolerance = 0.001)
{
var entities = ConvertProgram.ToGeometry(part.Program);
var shapes = ShapeBuilder.GetShapes(
entities.Where(e => e.Layer != SpecialLayers.Rapid)
);
var lines = new List<Line>();
foreach (var shape in shapes)
{
var polygon = shape.ToPolygonWithTolerance(chordTolerance);
polygon.Offset(part.Location);
lines.AddRange(polygon.ToLines());
}
return lines;
}
public static List<Line> GetPartLines(
Part part,
PushDirection facingDirection,
double chordTolerance = 0.001
)
{
var entities = ConvertProgram.ToGeometry(part.Program);
var shapes = ShapeBuilder.GetShapes(
entities.Where(e => e.Layer != SpecialLayers.Rapid)
);
var lines = new List<Line>();
foreach (var shape in shapes)
{
var polygon = shape.ToPolygonWithTolerance(chordTolerance);
polygon.Offset(part.Location);
lines.AddRange(GetDirectionalLines(polygon, facingDirection));
}
return lines;
}
/// <summary>
/// Returns the perimeter entities (Line, Arc, Circle) with spacing offset applied,
/// without tessellation, which keeps arc-heavy parts fast in directional-distance loops.
/// </summary>
public static List<Entity> GetOffsetPerimeterEntities(Part part, double spacing)
{
var geoEntities = ConvertProgram.ToGeometry(part.Program);
var profile = new ShapeProfile(
geoEntities.Where(e => e.Layer != SpecialLayers.Rapid).ToList()
);
var offsetShape = profile.Perimeter.OffsetOutward(spacing);
if (offsetShape == null)
return new List<Entity>();
// Offset the shape's entities to the part's location.
// OffsetOutward creates a new Shape, so mutating is safe.
foreach (var entity in offsetShape.Entities)
entity.Offset(part.Location);
return offsetShape.Entities;
}
/// <summary>
/// Returns all entities (perimeter + cutouts) with spacing offset applied,
/// without tessellation. Perimeter is offset outward, cutouts inward.
/// </summary>
public static List<Entity> GetOffsetPartEntities(Part part, double spacing)
{
var geoEntities = ConvertProgram.ToGeometry(part.Program);
var profile = new ShapeProfile(
geoEntities.Where(e => e.Layer != SpecialLayers.Rapid).ToList()
);
var entities = new List<Entity>();
var perimeter = profile.Perimeter.OffsetOutward(spacing);
if (perimeter != null)
{
foreach (var entity in perimeter.Entities)
entity.Offset(part.Location);
entities.AddRange(perimeter.Entities);
}
foreach (var cutout in profile.Cutouts)
{
var inset = cutout.OffsetInward(spacing);
if (inset == null)
continue;
foreach (var entity in inset.Entities)
entity.Offset(part.Location);
entities.AddRange(inset.Entities);
}
return entities;
}
/// <summary>
/// Returns perimeter entities at the part's world location, without tessellation
/// or spacing offset.
/// </summary>
public static List<Entity> GetPerimeterEntities(Part part)
{
var geoEntities = ConvertProgram.ToGeometry(part.Program);
var profile = new ShapeProfile(
geoEntities.Where(e => e.Layer != SpecialLayers.Rapid).ToList()
);
return CopyEntitiesAtLocation(profile.Perimeter.Entities, part.Location);
}
/// <summary>
/// Returns all entities (perimeter + cutouts) at the part's world location,
/// without tessellation or spacing offset.
/// </summary>
public static List<Entity> GetPartEntities(Part part)
{
var geoEntities = ConvertProgram.ToGeometry(part.Program);
var profile = new ShapeProfile(
geoEntities.Where(e => e.Layer != SpecialLayers.Rapid).ToList()
);
var entities = CopyEntitiesAtLocation(profile.Perimeter.Entities, part.Location);
foreach (var cutout in profile.Cutouts)
entities.AddRange(CopyEntitiesAtLocation(cutout.Entities, part.Location));
return entities;
}
private static List<Entity> CopyEntitiesAtLocation(List<Entity> source, Vector location)
{
var result = new List<Entity>(source.Count);
foreach (var entity in source)
{
var copy = entity.Clone();
copy.Offset(location);
result.Add(copy);
}
return result;
}
public static List<Line> GetPartLines(
Part part,
Vector facingDirection,
double chordTolerance = 0.001
)
{
var entities = ConvertProgram.ToGeometry(part.Program);
var shapes = ShapeBuilder.GetShapes(
entities.Where(e => e.Layer != SpecialLayers.Rapid)
);
var lines = new List<Line>();
foreach (var shape in shapes)
{
var polygon = shape.ToPolygonWithTolerance(chordTolerance);
polygon.Offset(part.Location);
lines.AddRange(GetDirectionalLines(polygon, facingDirection));
}
return lines;
}
/// <summary>
/// Returns only polygon edges whose outward normal faces the specified direction vector.
/// </summary>
private static List<Line> GetDirectionalLines(Polygon polygon, Vector direction)
{
if (polygon.Vertices.Count < 3)
return polygon.ToLines();
var sign = polygon.RotationDirection() == RotationType.CCW ? 1.0 : -1.0;
var lines = new List<Line>();
var last = polygon.Vertices[0];
for (var i = 1; i < polygon.Vertices.Count; i++)
{
var current = polygon.Vertices[i];
var edx = current.X - last.X;
var edy = current.Y - last.Y;
var keep = sign * (edy * direction.X - edx * direction.Y) > 0;
if (keep)
lines.Add(new Line(last, current));
last = current;
}
return lines;
}
/// <summary>
/// Returns only polygon edges whose outward normal faces the specified direction.
/// </summary>
private static List<Line> GetDirectionalLines(
Polygon polygon,
PushDirection facingDirection
)
{
if (polygon.Vertices.Count < 3)
return polygon.ToLines();
var sign = polygon.RotationDirection() == RotationType.CCW ? 1.0 : -1.0;
var lines = new List<Line>();
var last = polygon.Vertices[0];
for (int i = 1; i < polygon.Vertices.Count; i++)
{
var current = polygon.Vertices[i];
var dx = current.X - last.X;
var dy = current.Y - last.Y;
bool keep;
switch (facingDirection)
{
case PushDirection.Left:
keep = -sign * dy > 0;
break;
case PushDirection.Right:
keep = sign * dy > 0;
break;
case PushDirection.Up:
keep = -sign * dx > 0;
break;
case PushDirection.Down:
keep = sign * dx > 0;
break;
default:
keep = true;
break;
}
if (keep)
lines.Add(new Line(last, current));
last = current;
}
return lines;
}
}
}