Files
OpenNest/OpenNest.Core/Helper.cs
AJ Isaacs 8e0c082876 refactor(ui): optimize PushSelected with directional filtering and lazy line computation
Extract direction helpers to Helper class (EdgeDistance, DirectionalGap,
DirectionToOffset, IsHorizontalDirection) and use them to skip parts not
ahead in the push direction or further than the current best distance.
Defer line computation until parts survive bounding box checks.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 01:30:50 -04:00

1465 lines
48 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using OpenNest.Converters;
using OpenNest.Geometry;
using OpenNest.Math;
namespace OpenNest
{
public static class Helper
{
/// <summary>
/// Rounds a number down to the nearest factor.
/// </summary>
/// <param name="num"></param>
/// <param name="factor"></param>
/// <returns></returns>
public static double RoundDownToNearest(double num, double factor)
{
return factor.IsEqualTo(0) ? num : System.Math.Floor(num / factor) * factor;
}
/// <summary>
/// Rounds a number up to the nearest factor.
/// </summary>
/// <param name="num"></param>
/// <param name="factor"></param>
/// <returns></returns>
public static double RoundUpToNearest(double num, double factor)
{
return factor.IsEqualTo(0) ? num : System.Math.Ceiling(num / factor) * factor;
}
/// <summary>
/// Rounds a number to the nearest factor using midpoint rounding convention.
/// </summary>
/// <param name="num"></param>
/// <param name="factor"></param>
/// <returns></returns>
public static double RoundToNearest(double num, double factor)
{
return factor.IsEqualTo(0) ? num : System.Math.Round(num / factor) * factor;
}
public static void Optimize(IList<Arc> arcs)
{
for (int i = 0; i < arcs.Count; ++i)
{
var arc = arcs[i];
var coradialArcs = arcs.GetCoradialArs(arc, i);
int index = 0;
while (index < coradialArcs.Count)
{
Arc arc2 = coradialArcs[index];
Arc joinArc;
if (!TryJoinArcs(arc, arc2, out joinArc))
{
index++;
continue;
}
coradialArcs.Remove(arc2);
arcs.Remove(arc2);
arc = joinArc;
index = 0;
}
arcs[i] = arc;
}
}
public static void Optimize(IList<Line> lines)
{
for (int i = 0; i < lines.Count; ++i)
{
var line = lines[i];
var collinearLines = lines.GetCollinearLines(line, i);
var index = 0;
while (index < collinearLines.Count)
{
Line line2 = collinearLines[index];
Line joinLine;
if (!TryJoinLines(line, line2, out joinLine))
{
index++;
continue;
}
collinearLines.Remove(line2);
lines.Remove(line2);
line = joinLine;
index = 0;
}
lines[i] = line;
}
}
public static bool TryJoinLines(Line line1, Line line2, out Line lineOut)
{
lineOut = null;
if (line1 == line2)
return false;
if (!line1.IsCollinearTo(line2))
return false;
bool onPoint = false;
if (line1.StartPoint == line2.StartPoint)
onPoint = true;
else if (line1.StartPoint == line2.EndPoint)
onPoint = true;
else if (line1.EndPoint == line2.StartPoint)
onPoint = true;
else if (line1.EndPoint == line2.EndPoint)
onPoint = true;
var t1 = line1.StartPoint.Y > line1.EndPoint.Y ? line1.StartPoint.Y : line1.EndPoint.Y;
var t2 = line2.StartPoint.Y > line2.EndPoint.Y ? line2.StartPoint.Y : line2.EndPoint.Y;
var b1 = line1.StartPoint.Y < line1.EndPoint.Y ? line1.StartPoint.Y : line1.EndPoint.Y;
var b2 = line2.StartPoint.Y < line2.EndPoint.Y ? line2.StartPoint.Y : line2.EndPoint.Y;
var l1 = line1.StartPoint.X < line1.EndPoint.X ? line1.StartPoint.X : line1.EndPoint.X;
var l2 = line2.StartPoint.X < line2.EndPoint.X ? line2.StartPoint.X : line2.EndPoint.X;
var r1 = line1.StartPoint.X > line1.EndPoint.X ? line1.StartPoint.X : line1.EndPoint.X;
var r2 = line2.StartPoint.X > line2.EndPoint.X ? line2.StartPoint.X : line2.EndPoint.X;
if (!onPoint)
{
if (t1 < b2 - Tolerance.Epsilon) return false;
if (b1 > t2 + Tolerance.Epsilon) return false;
if (l1 > r2 + Tolerance.Epsilon) return false;
if (r1 < l2 - Tolerance.Epsilon) return false;
}
var l = l1 < l2 ? l1 : l2;
var r = r1 > r2 ? r1 : r2;
var t = t1 > t2 ? t1 : t2;
var b = b1 < b2 ? b1 : b2;
if (!line1.IsVertical() && line1.Slope() < 0)
lineOut = new Line(new Vector(l, t), new Vector(r, b));
else
lineOut = new Line(new Vector(l, b), new Vector(r, t));
return true;
}
public static bool TryJoinArcs(Arc arc1, Arc arc2, out Arc arcOut)
{
arcOut = null;
if (arc1 == arc2)
return false;
if (arc1.Center != arc2.Center)
return false;
if (!arc1.Radius.IsEqualTo(arc2.Radius))
return false;
if (arc1.StartAngle > arc1.EndAngle)
arc1.StartAngle -= Angle.TwoPI;
if (arc2.StartAngle > arc2.EndAngle)
arc2.StartAngle -= Angle.TwoPI;
if (arc1.EndAngle < arc2.StartAngle || arc1.StartAngle > arc2.EndAngle)
return false;
var startAngle = arc1.StartAngle < arc2.StartAngle ? arc1.StartAngle : arc2.StartAngle;
var endAngle = arc1.EndAngle > arc2.EndAngle ? arc1.EndAngle : arc2.EndAngle;
if (startAngle < 0) startAngle += Angle.TwoPI;
if (endAngle < 0) endAngle += Angle.TwoPI;
arcOut = new Arc(arc1.Center, arc1.Radius, startAngle, endAngle);
return true;
}
private static List<Line> GetCollinearLines(this IList<Line> lines, Line line, int startIndex)
{
var collinearLines = new List<Line>();
Parallel.For(startIndex, lines.Count, index =>
{
var compareLine = lines[index];
if (Object.ReferenceEquals(line, compareLine))
return;
if (!line.IsCollinearTo(compareLine))
return;
lock (collinearLines)
{
collinearLines.Add(compareLine);
}
});
return collinearLines;
}
private static List<Arc> GetCoradialArs(this IList<Arc> arcs, Arc arc, int startIndex)
{
var coradialArcs = new List<Arc>();
Parallel.For(startIndex, arcs.Count, index =>
{
var compareArc = arcs[index];
if (Object.ReferenceEquals(arc, compareArc))
return;
if (!arc.IsCoradialTo(compareArc))
return;
lock (coradialArcs)
{
coradialArcs.Add(compareArc);
}
});
return coradialArcs;
}
public static List<Shape> GetShapes(IEnumerable<Entity> entities)
{
var lines = new List<Line>();
var arcs = new List<Arc>();
var circles = new List<Circle>();
var shapes = new List<Shape>();
var entities2 = new Queue<Entity>(entities);
while (entities2.Count > 0)
{
var entity = entities2.Dequeue();
switch (entity.Type)
{
case EntityType.Arc:
arcs.Add((Arc)entity);
break;
case EntityType.Circle:
circles.Add((Circle)entity);
break;
case EntityType.Line:
lines.Add((Line)entity);
break;
case EntityType.Shape:
var shape = (Shape)entity;
shape.Entities.ForEach(e => entities2.Enqueue(e));
break;
default:
Debug.Fail("Unhandled geometry type");
break;
}
}
foreach (var circle in circles)
{
var shape = new Shape();
shape.Entities.Add(circle);
shape.UpdateBounds();
shapes.Add(shape);
}
var entityList = new List<Entity>();
entityList.AddRange(lines);
entityList.AddRange(arcs);
while (entityList.Count > 0)
{
var next = entityList[0];
var shape = new Shape();
shape.Entities.Add(next);
entityList.RemoveAt(0);
Vector startPoint = new Vector();
Entity connected;
switch (next.Type)
{
case EntityType.Arc:
var arc = (Arc)next;
startPoint = arc.EndPoint();
break;
case EntityType.Line:
var line = (Line)next;
startPoint = line.EndPoint;
break;
}
while ((connected = GetConnected(startPoint, entityList)) != null)
{
shape.Entities.Add(connected);
entityList.Remove(connected);
switch (connected.Type)
{
case EntityType.Arc:
var arc = (Arc)connected;
startPoint = arc.EndPoint();
break;
case EntityType.Line:
var line = (Line)connected;
startPoint = line.EndPoint;
break;
}
}
shape.UpdateBounds();
shapes.Add(shape);
}
return shapes;
}
internal static Entity GetConnected(Vector pt, IEnumerable<Entity> geometry)
{
var tol = Math.Tolerance.ChainTolerance;
foreach (var geo in geometry)
{
switch (geo.Type)
{
case EntityType.Arc:
var arc = (Arc)geo;
if (arc.StartPoint().DistanceTo(pt) <= tol)
return arc;
if (arc.EndPoint().DistanceTo(pt) <= tol)
{
arc.Reverse();
return arc;
}
break;
case EntityType.Line:
var line = (Line)geo;
if (line.StartPoint.DistanceTo(pt) <= tol)
return line;
if (line.EndPoint.DistanceTo(pt) <= tol)
{
line.Reverse();
return line;
}
break;
}
}
return null;
}
internal static bool Intersects(Arc arc1, Arc arc2, out List<Vector> pts)
{
var c1 = new Circle(arc1.Center, arc1.Radius);
var c2 = new Circle(arc2.Center, arc2.Radius);
if (!Intersects(c1, c2, out pts))
{
pts = new List<Vector>();
return false;
}
pts = pts.Where(pt =>
Angle.IsBetweenRad(arc1.Center.AngleTo(pt), arc1.StartAngle, arc1.EndAngle, arc1.IsReversed) &&
Angle.IsBetweenRad(arc2.Center.AngleTo(pt), arc2.StartAngle, arc2.EndAngle, arc2.IsReversed))
.ToList();
return pts.Count > 0;
}
internal static bool Intersects(Arc arc, Circle circle, out List<Vector> pts)
{
var c1 = new Circle(arc.Center, arc.Radius);
if (!Intersects(c1, circle, out pts))
{
pts = new List<Vector>();
return false;
}
pts = pts.Where(pt => Angle.IsBetweenRad(
arc.Center.AngleTo(pt),
arc.StartAngle,
arc.EndAngle,
arc.IsReversed)).ToList();
return pts.Count > 0;
}
internal static bool Intersects(Arc arc, Line line, out List<Vector> pts)
{
var c1 = new Circle(arc.Center, arc.Radius);
if (!Intersects(c1, line, out pts))
{
pts = new List<Vector>();
return false;
}
pts = pts.Where(pt => Angle.IsBetweenRad(
arc.Center.AngleTo(pt),
arc.StartAngle,
arc.EndAngle,
arc.IsReversed)).ToList();
return pts.Count > 0;
}
internal static bool Intersects(Arc arc, Shape shape, out List<Vector> pts)
{
var pts2 = new List<Vector>();
foreach (var geo in shape.Entities)
{
List<Vector> pts3;
geo.Intersects(arc, out pts3);
pts2.AddRange(pts3);
}
pts = pts2.Where(pt => Angle.IsBetweenRad(
arc.Center.AngleTo(pt),
arc.StartAngle,
arc.EndAngle,
arc.IsReversed)).ToList();
return pts.Count > 0;
}
internal static bool Intersects(Arc arc, Polygon polygon, out List<Vector> pts)
{
var pts2 = new List<Vector>();
var lines = polygon.ToLines();
foreach (var line in lines)
{
List<Vector> pts3;
Intersects(arc, line, out pts3);
pts2.AddRange(pts3);
}
pts = pts2.Where(pt => Angle.IsBetweenRad(
arc.Center.AngleTo(pt),
arc.StartAngle,
arc.EndAngle,
arc.IsReversed)).ToList();
return pts.Count > 0;
}
internal static bool Intersects(Circle circle1, Circle circle2, out List<Vector> pts)
{
var distance = circle1.Center.DistanceTo(circle2.Center);
// check if circles are too far apart
if (distance > circle1.Radius + circle2.Radius)
{
pts = new List<Vector>();
return false;
}
// check if one circle contains the other
if (distance < System.Math.Abs(circle1.Radius - circle2.Radius))
{
pts = new List<Vector>();
return false;
}
var d = circle2.Center - circle1.Center;
var a = (circle1.Radius * circle1.Radius - circle2.Radius * circle2.Radius + distance * distance) / (2.0 * distance);
var h = System.Math.Sqrt(circle1.Radius * circle1.Radius - a * a);
var pt = new Vector(
circle1.Center.X + (a * d.X) / distance,
circle1.Center.Y + (a * d.Y) / distance);
var i1 = new Vector(
pt.X + (h * d.Y) / distance,
pt.Y - (h * d.X) / distance);
var i2 = new Vector(
pt.X - (h * d.Y) / distance,
pt.Y + (h * d.X) / distance);
pts = i1 != i2 ? new List<Vector> { i1, i2 } : new List<Vector> { i1 };
return true;
}
internal static bool Intersects(Circle circle, Line line, out List<Vector> pts)
{
var d1 = line.EndPoint - line.StartPoint;
var d2 = line.StartPoint - circle.Center;
var a = d1.X * d1.X + d1.Y * d1.Y;
var b = (d1.X * d2.X + d1.Y * d2.Y) * 2;
var c = (d2.X * d2.X + d2.Y * d2.Y) - circle.Radius * circle.Radius;
var det = b * b - 4 * a * c;
if ((a <= Tolerance.Epsilon) || (det < 0))
{
pts = new List<Vector>();
return false;
}
double t;
pts = new List<Vector>();
if (det.IsEqualTo(0))
{
t = -b / (2 * a);
var pt1 = new Vector(line.StartPoint.X + t * d1.X, line.StartPoint.Y + t * d1.Y);
if (line.BoundingBox.Contains(pt1))
pts.Add(pt1);
return true;
}
t = (-b + System.Math.Sqrt(det)) / (2 * a);
var pt2 = new Vector(line.StartPoint.X + t * d1.X, line.StartPoint.Y + t * d1.Y);
if (line.BoundingBox.Contains(pt2))
pts.Add(pt2);
t = (-b - System.Math.Sqrt(det)) / (2 * a);
var pt3 = new Vector(line.StartPoint.X + t * d1.X, line.StartPoint.Y + t * d1.Y);
if (line.BoundingBox.Contains(pt3))
pts.Add(pt3);
return true;
}
internal static bool Intersects(Circle circle, Shape shape, out List<Vector> pts)
{
pts = new List<Vector>();
foreach (var geo in shape.Entities)
{
List<Vector> pts3;
geo.Intersects(circle, out pts3);
pts.AddRange(pts3);
}
return pts.Count > 0;
}
internal static bool Intersects(Circle circle, Polygon polygon, out List<Vector> pts)
{
pts = new List<Vector>();
var lines = polygon.ToLines();
foreach (var line in lines)
{
List<Vector> pts3;
Intersects(circle, line, out pts3);
pts.AddRange(pts3);
}
return pts.Count > 0;
}
internal static bool Intersects(Line line1, Line line2, out Vector pt)
{
var a1 = line1.EndPoint.Y - line1.StartPoint.Y;
var b1 = line1.StartPoint.X - line1.EndPoint.X;
var c1 = a1 * line1.StartPoint.X + b1 * line1.StartPoint.Y;
var a2 = line2.EndPoint.Y - line2.StartPoint.Y;
var b2 = line2.StartPoint.X - line2.EndPoint.X;
var c2 = a2 * line2.StartPoint.X + b2 * line2.StartPoint.Y;
var d = a1 * b2 - a2 * b1;
if (d.IsEqualTo(0.0))
{
pt = Vector.Zero;
return false;
}
var x = (b2 * c1 - b1 * c2) / d;
var y = (a1 * c2 - a2 * c1) / d;
pt = new Vector(x, y);
return line1.BoundingBox.Contains(pt) && line2.BoundingBox.Contains(pt);
}
internal static bool Intersects(Line line, Shape shape, out List<Vector> pts)
{
pts = new List<Vector>();
foreach (var geo in shape.Entities)
{
List<Vector> pts3;
geo.Intersects(line, out pts3);
pts.AddRange(pts3);
}
return pts.Count > 0;
}
internal static bool Intersects(Line line, Polygon polygon, out List<Vector> pts)
{
pts = new List<Vector>();
var lines = polygon.ToLines();
foreach (var line2 in lines)
{
Vector pt;
if (Intersects(line, line2, out pt))
pts.Add(pt);
}
return pts.Count > 0;
}
internal static bool Intersects(Shape shape1, Shape shape2, out List<Vector> pts)
{
pts = new List<Vector>();
for (int i = 0; i < shape1.Entities.Count; i++)
{
var geo1 = shape1.Entities[i];
for (int j = 0; j < shape2.Entities.Count; j++)
{
List<Vector> pts2;
bool success = false;
var geo2 = shape2.Entities[j];
switch (geo2.Type)
{
case EntityType.Arc:
success = geo1.Intersects((Arc)geo2, out pts2);
break;
case EntityType.Circle:
success = geo1.Intersects((Circle)geo2, out pts2);
break;
case EntityType.Line:
success = geo1.Intersects((Line)geo2, out pts2);
break;
case EntityType.Shape:
success = geo1.Intersects((Shape)geo2, out pts2);
break;
case EntityType.Polygon:
success = geo1.Intersects((Polygon)geo2, out pts2);
break;
default:
continue;
}
if (success)
pts.AddRange(pts2);
}
}
return pts.Count > 0;
}
internal static bool Intersects(Shape shape, Polygon polygon, out List<Vector> pts)
{
pts = new List<Vector>();
var lines = polygon.ToLines();
for (int i = 0; i < shape.Entities.Count; i++)
{
var geo = shape.Entities[i];
for (int j = 0; j < lines.Count; j++)
{
var line = lines[j];
List<Vector> pts2;
if (geo.Intersects(line, out pts2))
pts.AddRange(pts2);
}
}
return pts.Count > 0;
}
internal static bool Intersects(Polygon polygon1, Polygon polygon2, out List<Vector> pts)
{
pts = new List<Vector>();
var lines1 = polygon1.ToLines();
var lines2 = polygon2.ToLines();
for (int i = 0; i < lines1.Count; i++)
{
var line1 = lines1[i];
for (int j = 0; j < lines2.Count; j++)
{
var line2 = lines2[j];
Vector pt;
if (Intersects(line1, line2, out pt))
pts.Add(pt);
}
}
return pts.Count > 0;
}
public static List<Line> GetPartLines(Part part, double chordTolerance = 0.001)
{
var entities = ConvertProgram.ToGeometry(part.Program);
var shapes = 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 = 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;
}
public static List<Line> GetOffsetPartLines(Part part, double spacing, double chordTolerance = 0.001)
{
var entities = ConvertProgram.ToGeometry(part.Program);
var shapes = GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid));
var lines = new List<Line>();
foreach (var shape in shapes)
{
// Add chord tolerance to compensate for inscribed polygon chords
// being inside the actual offset arcs.
var offsetEntity = shape.OffsetEntity(spacing + chordTolerance, OffsetSide.Left) as Shape;
if (offsetEntity == null)
continue;
var polygon = offsetEntity.ToPolygonWithTolerance(chordTolerance);
polygon.RemoveSelfIntersections();
polygon.Offset(part.Location);
lines.AddRange(polygon.ToLines());
}
return lines;
}
public static List<Line> GetOffsetPartLines(Part part, double spacing, PushDirection facingDirection, double chordTolerance = 0.001)
{
var entities = ConvertProgram.ToGeometry(part.Program);
var shapes = GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid));
var lines = new List<Line>();
foreach (var shape in shapes)
{
var offsetEntity = shape.OffsetEntity(spacing + chordTolerance, OffsetSide.Left) as Shape;
if (offsetEntity == null)
continue;
var polygon = offsetEntity.ToPolygonWithTolerance(chordTolerance);
polygon.RemoveSelfIntersections();
polygon.Offset(part.Location);
lines.AddRange(GetDirectionalLines(polygon, facingDirection));
}
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;
}
/// <summary>
/// Finds the distance from a vertex to a line segment along a push axis.
/// Returns double.MaxValue if the ray does not hit the segment.
/// </summary>
private static double RayEdgeDistance(Vector vertex, Line edge, PushDirection direction)
{
return RayEdgeDistance(
vertex.X, vertex.Y,
edge.pt1.X, edge.pt1.Y, edge.pt2.X, edge.pt2.Y,
direction);
}
[System.Runtime.CompilerServices.MethodImpl(
System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
private static double RayEdgeDistance(
double vx, double vy,
double p1x, double p1y, double p2x, double p2y,
PushDirection direction)
{
switch (direction)
{
case PushDirection.Left:
case PushDirection.Right:
{
var dy = p2y - p1y;
if (System.Math.Abs(dy) < Tolerance.Epsilon)
return double.MaxValue;
var t = (vy - p1y) / dy;
if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon)
return double.MaxValue;
var ix = p1x + t * (p2x - p1x);
var dist = direction == PushDirection.Left ? vx - ix : ix - vx;
if (dist > Tolerance.Epsilon) return dist;
if (dist >= -Tolerance.Epsilon) return 0;
return double.MaxValue;
}
case PushDirection.Down:
case PushDirection.Up:
{
var dx = p2x - p1x;
if (System.Math.Abs(dx) < Tolerance.Epsilon)
return double.MaxValue;
var t = (vx - p1x) / dx;
if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon)
return double.MaxValue;
var iy = p1y + t * (p2y - p1y);
var dist = direction == PushDirection.Down ? vy - iy : iy - vy;
if (dist > Tolerance.Epsilon) return dist;
if (dist >= -Tolerance.Epsilon) return 0;
return double.MaxValue;
}
default:
return double.MaxValue;
}
}
/// <summary>
/// Computes the minimum translation distance along a push direction before
/// any edge of movingLines contacts any edge of stationaryLines.
/// Returns double.MaxValue if no collision path exists.
/// </summary>
public static double DirectionalDistance(List<Line> movingLines, List<Line> stationaryLines, PushDirection direction)
{
var minDist = double.MaxValue;
// Case 1: Each moving vertex -> each stationary edge
var movingVertices = new HashSet<Vector>();
for (int i = 0; i < movingLines.Count; i++)
{
movingVertices.Add(movingLines[i].pt1);
movingVertices.Add(movingLines[i].pt2);
}
var stationaryEdges = new (Vector start, Vector end)[stationaryLines.Count];
for (int i = 0; i < stationaryLines.Count; i++)
stationaryEdges[i] = (stationaryLines[i].pt1, stationaryLines[i].pt2);
// Sort edges for pruning if not already sorted (usually they aren't here)
if (direction == PushDirection.Left || direction == PushDirection.Right)
stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray();
else
stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray();
foreach (var mv in movingVertices)
{
var d = OneWayDistance(mv, stationaryEdges, Vector.Zero, direction);
if (d < minDist) minDist = d;
}
// Case 2: Each stationary vertex -> each moving edge (opposite direction)
var opposite = OppositeDirection(direction);
var stationaryVertices = new HashSet<Vector>();
for (int i = 0; i < stationaryLines.Count; i++)
{
stationaryVertices.Add(stationaryLines[i].pt1);
stationaryVertices.Add(stationaryLines[i].pt2);
}
var movingEdges = new (Vector start, Vector end)[movingLines.Count];
for (int i = 0; i < movingLines.Count; i++)
movingEdges[i] = (movingLines[i].pt1, movingLines[i].pt2);
if (opposite == PushDirection.Left || opposite == PushDirection.Right)
movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray();
else
movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray();
foreach (var sv in stationaryVertices)
{
var d = OneWayDistance(sv, movingEdges, Vector.Zero, opposite);
if (d < minDist) minDist = d;
}
return minDist;
}
/// <summary>
/// Computes the minimum directional distance with the moving lines translated
/// by (movingDx, movingDy) without creating new Line objects.
/// </summary>
public static double DirectionalDistance(
List<Line> movingLines, double movingDx, double movingDy,
List<Line> stationaryLines, PushDirection direction)
{
var minDist = double.MaxValue;
var movingOffset = new Vector(movingDx, movingDy);
// Case 1: Each moving vertex -> each stationary edge
var movingVertices = new HashSet<Vector>();
for (int i = 0; i < movingLines.Count; i++)
{
movingVertices.Add(movingLines[i].pt1 + movingOffset);
movingVertices.Add(movingLines[i].pt2 + movingOffset);
}
var stationaryEdges = new (Vector start, Vector end)[stationaryLines.Count];
for (int i = 0; i < stationaryLines.Count; i++)
stationaryEdges[i] = (stationaryLines[i].pt1, stationaryLines[i].pt2);
if (direction == PushDirection.Left || direction == PushDirection.Right)
stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray();
else
stationaryEdges = stationaryEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray();
foreach (var mv in movingVertices)
{
var d = OneWayDistance(mv, stationaryEdges, Vector.Zero, direction);
if (d < minDist) minDist = d;
}
// Case 2: Each stationary vertex -> each moving edge (opposite direction)
var opposite = OppositeDirection(direction);
var stationaryVertices = new HashSet<Vector>();
for (int i = 0; i < stationaryLines.Count; i++)
{
stationaryVertices.Add(stationaryLines[i].pt1);
stationaryVertices.Add(stationaryLines[i].pt2);
}
var movingEdges = new (Vector start, Vector end)[movingLines.Count];
for (int i = 0; i < movingLines.Count; i++)
movingEdges[i] = (movingLines[i].pt1, movingLines[i].pt2);
if (opposite == PushDirection.Left || opposite == PushDirection.Right)
movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.Y, e.end.Y)).ToArray();
else
movingEdges = movingEdges.OrderBy(e => System.Math.Min(e.start.X, e.end.X)).ToArray();
foreach (var sv in stationaryVertices)
{
var d = OneWayDistance(sv, movingEdges, movingOffset, opposite);
if (d < minDist) minDist = d;
}
return minDist;
}
/// <summary>
/// Packs line segments into a flat double array [x1,y1,x2,y2, ...] for GPU transfer.
/// </summary>
public static double[] FlattenLines(List<Line> lines)
{
var result = new double[lines.Count * 4];
for (int i = 0; i < lines.Count; i++)
{
var line = lines[i];
result[i * 4] = line.pt1.X;
result[i * 4 + 1] = line.pt1.Y;
result[i * 4 + 2] = line.pt2.X;
result[i * 4 + 3] = line.pt2.Y;
}
return result;
}
/// <summary>
/// Computes the minimum directional distance using raw edge arrays and location offsets
/// to avoid all intermediate object allocations.
/// </summary>
public static double DirectionalDistance(
(Vector start, Vector end)[] movingEdges, Vector movingOffset,
(Vector start, Vector end)[] stationaryEdges, Vector stationaryOffset,
PushDirection direction)
{
var minDist = double.MaxValue;
// Extract unique vertices from moving edges.
var movingVertices = new HashSet<Vector>();
for (var i = 0; i < movingEdges.Length; i++)
{
movingVertices.Add(movingEdges[i].start + movingOffset);
movingVertices.Add(movingEdges[i].end + movingOffset);
}
// Case 1: Each moving vertex -> each stationary edge
foreach (var mv in movingVertices)
{
var d = OneWayDistance(mv, stationaryEdges, stationaryOffset, direction);
if (d < minDist) minDist = d;
}
// Case 2: Each stationary vertex -> each moving edge (opposite direction)
var opposite = OppositeDirection(direction);
var stationaryVertices = new HashSet<Vector>();
for (var i = 0; i < stationaryEdges.Length; i++)
{
stationaryVertices.Add(stationaryEdges[i].start + stationaryOffset);
stationaryVertices.Add(stationaryEdges[i].end + stationaryOffset);
}
foreach (var sv in stationaryVertices)
{
var d = OneWayDistance(sv, movingEdges, movingOffset, opposite);
if (d < minDist) minDist = d;
}
return minDist;
}
public static double OneWayDistance(
Vector vertex, (Vector start, Vector end)[] edges, Vector edgeOffset,
PushDirection direction)
{
var minDist = double.MaxValue;
var vx = vertex.X;
var vy = vertex.Y;
// Pruning: edges are sorted by their perpendicular min-coordinate in PartBoundary.
if (direction == PushDirection.Left || direction == PushDirection.Right)
{
for (var i = 0; i < edges.Length; i++)
{
var e1 = edges[i].start + edgeOffset;
var e2 = edges[i].end + edgeOffset;
var minY = e1.Y < e2.Y ? e1.Y : e2.Y;
var maxY = e1.Y > e2.Y ? e1.Y : e2.Y;
// Since edges are sorted by minY, if vy < minY, then vy < all subsequent minY.
if (vy < minY - Tolerance.Epsilon)
break;
if (vy > maxY + Tolerance.Epsilon)
continue;
var d = RayEdgeDistance(vx, vy, e1.X, e1.Y, e2.X, e2.Y, direction);
if (d < minDist) minDist = d;
}
}
else // Up/Down
{
for (var i = 0; i < edges.Length; i++)
{
var e1 = edges[i].start + edgeOffset;
var e2 = edges[i].end + edgeOffset;
var minX = e1.X < e2.X ? e1.X : e2.X;
var maxX = e1.X > e2.X ? e1.X : e2.X;
// Since edges are sorted by minX, if vx < minX, then vx < all subsequent minX.
if (vx < minX - Tolerance.Epsilon)
break;
if (vx > maxX + Tolerance.Epsilon)
continue;
var d = RayEdgeDistance(vx, vy, e1.X, e1.Y, e2.X, e2.Y, direction);
if (d < minDist) minDist = d;
}
}
return minDist;
}
public static PushDirection OppositeDirection(PushDirection direction)
{
switch (direction)
{
case PushDirection.Left: return PushDirection.Right;
case PushDirection.Right: return PushDirection.Left;
case PushDirection.Up: return PushDirection.Down;
case PushDirection.Down: return PushDirection.Up;
default: return direction;
}
}
public static bool IsHorizontalDirection(PushDirection direction)
{
return direction is PushDirection.Left or PushDirection.Right;
}
public static double EdgeDistance(Box box, Box boundary, PushDirection direction)
{
switch (direction)
{
case PushDirection.Left: return box.Left - boundary.Left;
case PushDirection.Right: return boundary.Right - box.Right;
case PushDirection.Up: return boundary.Top - box.Top;
case PushDirection.Down: return box.Bottom - boundary.Bottom;
default: return double.MaxValue;
}
}
public static Vector DirectionToOffset(PushDirection direction, double distance)
{
switch (direction)
{
case PushDirection.Left: return new Vector(-distance, 0);
case PushDirection.Right: return new Vector(distance, 0);
case PushDirection.Up: return new Vector(0, distance);
case PushDirection.Down: return new Vector(0, -distance);
default: return new Vector();
}
}
public static double DirectionalGap(Box from, Box to, PushDirection direction)
{
switch (direction)
{
case PushDirection.Left: return from.Left - to.Right;
case PushDirection.Right: return to.Left - from.Right;
case PushDirection.Up: return to.Bottom - from.Top;
case PushDirection.Down: return from.Bottom - to.Top;
default: return double.MaxValue;
}
}
public static double ClosestDistanceLeft(Box box, List<Box> boxes)
{
var closestDistance = double.MaxValue;
for (int i = 0; i < boxes.Count; i++)
{
var compareBox = boxes[i];
RelativePosition pos;
if (!box.IsHorizontalTo(compareBox, out pos))
continue;
if (pos != RelativePosition.Right)
continue;
var distance = box.Left - compareBox.Right;
if (distance < closestDistance)
closestDistance = distance;
}
return closestDistance == double.MaxValue ? double.NaN : closestDistance;
}
public static double ClosestDistanceRight(Box box, List<Box> boxes)
{
var closestDistance = double.MaxValue;
for (int i = 0; i < boxes.Count; i++)
{
var compareBox = boxes[i];
RelativePosition pos;
if (!box.IsHorizontalTo(compareBox, out pos))
continue;
if (pos != RelativePosition.Left)
continue;
var distance = compareBox.Left - box.Right;
if (distance < closestDistance)
closestDistance = distance;
}
return closestDistance == double.MaxValue ? double.NaN : closestDistance;
}
public static double ClosestDistanceUp(Box box, List<Box> boxes)
{
var closestDistance = double.MaxValue;
for (int i = 0; i < boxes.Count; i++)
{
var compareBox = boxes[i];
RelativePosition pos;
if (!box.IsVerticalTo(compareBox, out pos))
continue;
if (pos != RelativePosition.Bottom)
continue;
var distance = compareBox.Bottom - box.Top;
if (distance < closestDistance)
closestDistance = distance;
}
return closestDistance == double.MaxValue ? double.NaN : closestDistance;
}
public static double ClosestDistanceDown(Box box, List<Box> boxes)
{
var closestDistance = double.MaxValue;
for (int i = 0; i < boxes.Count; i++)
{
var compareBox = boxes[i];
RelativePosition pos;
if (!box.IsVerticalTo(compareBox, out pos))
continue;
if (pos != RelativePosition.Top)
continue;
var distance = box.Bottom - compareBox.Top;
if (distance < closestDistance)
closestDistance = distance;
}
return closestDistance == double.MaxValue ? double.NaN : closestDistance;
}
public static Box GetLargestBoxVertically(Vector pt, Box bounds, IEnumerable<Box> boxes)
{
var verticalBoxes = boxes.Where(b => !(b.Left > pt.X || b.Right < pt.X)).ToList();
#region Find Top/Bottom Limits
var top = double.MaxValue;
var btm = double.MinValue;
foreach (var box in verticalBoxes)
{
var boxBtm = box.Bottom;
var boxTop = box.Top;
if (boxBtm > pt.Y && boxBtm < top)
top = boxBtm;
else if (box.Top < pt.Y && boxTop > btm)
btm = boxTop;
}
if (top == double.MaxValue)
{
if (bounds.Top > pt.Y)
top = bounds.Top;
else return Box.Empty;
}
if (btm == double.MinValue)
{
if (bounds.Bottom < pt.Y)
btm = bounds.Bottom;
else return Box.Empty;
}
#endregion
var horizontalBoxes = boxes.Where(b => !(b.Bottom >= top || b.Top <= btm)).ToList();
#region Find Left/Right Limits
var lft = double.MinValue;
var rgt = double.MaxValue;
foreach (var box in horizontalBoxes)
{
var boxLft = box.Left;
var boxRgt = box.Right;
if (boxLft > pt.X && boxLft < rgt)
rgt = boxLft;
else if (boxRgt < pt.X && boxRgt > lft)
lft = boxRgt;
}
if (rgt == double.MaxValue)
{
if (bounds.Right > pt.X)
rgt = bounds.Right;
else return Box.Empty;
}
if (lft == double.MinValue)
{
if (bounds.Left < pt.X)
lft = bounds.Left;
else return Box.Empty;
}
#endregion
return new Box(lft, btm, rgt - lft, top - btm);
}
public static Box GetLargestBoxHorizontally(Vector pt, Box bounds, IEnumerable<Box> boxes)
{
var horizontalBoxes = boxes.Where(b => !(b.Bottom > pt.Y || b.Top < pt.Y)).ToList();
#region Find Left/Right Limits
var lft = double.MinValue;
var rgt = double.MaxValue;
foreach (var box in horizontalBoxes)
{
var boxLft = box.Left;
var boxRgt = box.Right;
if (boxLft > pt.X && boxLft < rgt)
rgt = boxLft;
else if (boxRgt < pt.X && boxRgt > lft)
lft = boxRgt;
}
if (rgt == double.MaxValue)
{
if (bounds.Right > pt.X)
rgt = bounds.Right;
else return Box.Empty;
}
if (lft == double.MinValue)
{
if (bounds.Left < pt.X)
lft = bounds.Left;
else return Box.Empty;
}
#endregion
var verticalBoxes = boxes.Where(b => !(b.Left >= rgt || b.Right <= lft)).ToList();
#region Find Top/Bottom Limits
var top = double.MaxValue;
var btm = double.MinValue;
foreach (var box in verticalBoxes)
{
var boxBtm = box.Bottom;
var boxTop = box.Top;
if (boxBtm > pt.Y && boxBtm < top)
top = boxBtm;
else if (box.Top < pt.Y && boxTop > btm)
btm = boxTop;
}
if (top == double.MaxValue)
{
if (bounds.Top > pt.Y)
top = bounds.Top;
else return Box.Empty;
}
if (btm == double.MinValue)
{
if (bounds.Bottom < pt.Y)
btm = bounds.Bottom;
else return Box.Empty;
}
#endregion
return new Box(lft, btm, rgt - lft, top - btm);
}
}
}