Repo-wide sweep with the pinned CSharpier 1.3.0 tool. Whitespace and line-wrapping only; OpenNest.Engine.Tests (109) and OpenNest.IO.Tests pass after reformat, full solution builds 0 errors. Added .csharpierignore so csproj/config XML keeps its existing layout (CSharpier's XML wrapping churns attributes with zero benefit). Formatting is now enforceable: dotnet csharpier check . passes.
185 lines
5.9 KiB
C#
185 lines
5.9 KiB
C#
using System.Collections.Generic;
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using OpenNest.Geometry;
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namespace OpenNest
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{
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public static class Align
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{
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public static void Vertically(Entity fixedEntity, Entity movableEntity)
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{
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movableEntity.Offset(
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fixedEntity.BoundingBox.Center.X - movableEntity.BoundingBox.Center.X,
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0
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);
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}
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public static void Vertically(Entity fixedEntity, List<Entity> entities)
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{
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entities.ForEach(entity => Vertically(fixedEntity, entity));
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}
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public static void Vertically(Part fixedPart, Part movablePart)
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{
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movablePart.Offset(
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fixedPart.BoundingBox.Center.X - movablePart.BoundingBox.Center.X,
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0
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);
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}
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public static void Vertically(Part fixedPart, List<Part> parts)
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{
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parts.ForEach(part => Vertically(fixedPart, part));
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}
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public static void Horizontally(Entity fixedEntity, Entity movableEntity)
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{
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movableEntity.Offset(
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0,
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fixedEntity.BoundingBox.Center.Y - movableEntity.BoundingBox.Center.Y
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);
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}
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public static void Horizontally(Entity fixedEntity, List<Entity> entities)
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{
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entities.ForEach(entity => Horizontally(fixedEntity, entity));
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}
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public static void Horizontally(Part fixedPart, Part movablePart)
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{
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movablePart.Offset(
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0,
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fixedPart.BoundingBox.Center.Y - movablePart.BoundingBox.Center.Y
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);
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}
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public static void Horizontally(Part fixedPart, List<Part> parts)
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{
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parts.ForEach(part => Horizontally(fixedPart, part));
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}
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public static void Left(Entity fixedEntity, Entity movableEntity)
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{
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movableEntity.Offset(fixedEntity.BoundingBox.Left - movableEntity.BoundingBox.Left, 0);
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}
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public static void Left(Entity fixedEntity, List<Entity> entities)
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{
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entities.ForEach(entity => Left(fixedEntity, entity));
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}
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public static void Left(Part fixedPart, Part movablePart)
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{
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movablePart.Offset(fixedPart.BoundingBox.Left - movablePart.BoundingBox.Left, 0);
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}
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public static void Left(Part fixedPart, List<Part> parts)
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{
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parts.ForEach(part => Left(fixedPart, part));
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}
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public static void Right(Entity fixedEntity, Entity movableEntity)
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{
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movableEntity.Offset(
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fixedEntity.BoundingBox.Right - movableEntity.BoundingBox.Right,
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0
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);
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}
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public static void Right(Entity fixedEntity, List<Entity> entities)
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{
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entities.ForEach(entity => Right(fixedEntity, entity));
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}
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public static void Right(Part fixedPart, Part movablePart)
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{
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movablePart.Offset(fixedPart.BoundingBox.Right - movablePart.BoundingBox.Right, 0);
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}
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public static void Right(Part fixedPart, List<Part> parts)
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{
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parts.ForEach(part => Right(fixedPart, part));
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}
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public static void Top(Entity fixedEntity, Entity movableEntity)
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{
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movableEntity.Offset(0, fixedEntity.BoundingBox.Top - movableEntity.BoundingBox.Top);
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}
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public static void Top(Entity fixedEntity, List<Entity> entities)
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{
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entities.ForEach(entity => Top(fixedEntity, entity));
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}
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public static void Top(Part fixedPart, Part movablePart)
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{
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movablePart.Offset(0, fixedPart.BoundingBox.Top - movablePart.BoundingBox.Top);
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}
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public static void Top(Part fixedPart, List<Part> parts)
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{
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parts.ForEach(part => Top(fixedPart, part));
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}
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public static void Bottom(Entity fixedEntity, Entity movableEntity)
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{
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movableEntity.Offset(
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0,
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fixedEntity.BoundingBox.Bottom - movableEntity.BoundingBox.Bottom
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);
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}
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public static void Bottom(Entity fixedEntity, List<Entity> entities)
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{
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entities.ForEach(entity => Bottom(fixedEntity, entity));
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}
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public static void Bottom(Part fixedPart, Part movablePart)
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{
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movablePart.Offset(0, fixedPart.BoundingBox.Bottom - movablePart.BoundingBox.Bottom);
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}
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public static void Bottom(Part fixedPart, List<Part> parts)
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{
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parts.ForEach(part => Bottom(fixedPart, part));
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}
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public static void EvenlyDistributeHorizontally(List<Part> parts) =>
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EvenlyDistribute(parts, horizontal: true);
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public static void EvenlyDistributeVertically(List<Part> parts) =>
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EvenlyDistribute(parts, horizontal: false);
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private static void EvenlyDistribute(List<Part> parts, bool horizontal)
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{
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if (parts.Count < 3)
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return;
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var list = new List<Part>(parts);
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list.Sort(
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(p1, p2) =>
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horizontal
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? p1.BoundingBox.Center.X.CompareTo(p2.BoundingBox.Center.X)
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: p1.BoundingBox.Center.Y.CompareTo(p2.BoundingBox.Center.Y)
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);
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var lastIndex = list.Count - 1;
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var start = horizontal ? list[0].BoundingBox.Center.X : list[0].BoundingBox.Center.Y;
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var end = horizontal
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? list[lastIndex].BoundingBox.Center.X
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: list[lastIndex].BoundingBox.Center.Y;
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var spacing = (end - start) / lastIndex;
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for (var i = 1; i < lastIndex; ++i)
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{
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var part = list[i];
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var cur = horizontal ? part.BoundingBox.Center.X : part.BoundingBox.Center.Y;
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var delta = start + i * spacing - cur;
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part.Offset(horizontal ? delta : 0, horizontal ? 0 : delta);
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}
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}
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}
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}
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