Files
OpenNest/OpenNest.Core/Geometry/Shape.cs
AJ Isaacs 2db8c49838 feat: add etch mark entities from bend lines to CNC program pipeline
Etch marks for up bends are now real geometry entities on an ETCH layer
instead of being drawn dynamically. They flow through the full pipeline:
entities → FilterPanel layers → ConvertGeometry (tagged as Scribe) →
post-processor sequencing before cut geometry.

Also includes ShapeProfile normalization (CW perimeter, CCW cutouts)
applied consistently across all import paths, and inward offset support
for cutout shapes in overlap/offset polygon calculations.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 00:42:49 -04:00

776 lines
24 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace OpenNest.Geometry
{
public class Shape : Entity
{
/// <summary>
/// Entities that make up the shape.
/// </summary>
public List<Entity> Entities;
public Shape()
{
Entities = new List<Entity>();
}
/// <summary>
/// Returns true if the shape is closed.
/// </summary>
/// <returns></returns>
public bool IsClosed()
{
if (Entities.Count == 0)
return false;
var tol = Math.Tolerance.ChainTolerance;
var first = Entities[0];
Vector firstStartPoint;
Vector firstEndPoint;
switch (first.Type)
{
case EntityType.Arc:
var arc = (Arc)first;
firstStartPoint = arc.StartPoint();
firstEndPoint = arc.EndPoint();
break;
case EntityType.Circle:
return Entities.Count == 1;
case EntityType.Line:
var line = (Line)first;
firstStartPoint = line.StartPoint;
firstEndPoint = line.EndPoint;
break;
default:
Debug.Fail("Unhandled geometry type");
return false;
}
var endpt = firstEndPoint;
Entity geo = null;
for (int i = 1; i < Entities.Count; ++i)
{
geo = Entities[i];
switch (geo.Type)
{
case EntityType.Arc:
var arc = (Arc)geo;
if (arc.StartPoint().DistanceTo(endpt) > tol)
return false;
endpt = arc.EndPoint();
break;
case EntityType.Circle:
return Entities.Count == 1;
case EntityType.Line:
var line = (Line)geo;
if (line.StartPoint.DistanceTo(endpt) > tol)
return false;
endpt = line.EndPoint;
break;
default:
Debug.Fail("Unhandled geometry type");
return false;
}
}
if (geo == null)
return false;
var last = geo;
Vector lastEndPoint;
switch (last.Type)
{
case EntityType.Arc:
var arc = (Arc)last;
lastEndPoint = arc.EndPoint();
break;
case EntityType.Line:
var line = (Line)last;
lastEndPoint = line.EndPoint;
break;
default:
Debug.Fail("Unhandled geometry type");
return false;
}
return lastEndPoint.DistanceTo(firstStartPoint) <= tol;
}
/// <summary>
/// Gets the area.
/// </summary>
/// <returns>Returns the area or 0 if the shape is NOT closed.</returns>
public double Area()
{
// Check if the shape is closed so we can get the area.
if (!IsClosed())
return 0;
// If the shape is closed and only one entity in the geometry
// then that entity would have to be a circle.
if (Entities.Count == 1)
{
var circle = Entities[0] as Circle;
return circle == null ? 0 : circle.Area();
}
return ToPolygon().Area();
}
/// <summary>
/// Joins all overlapping lines and arcs.
/// </summary>
public void Optimize()
{
var lines = new List<Line>();
var arcs = new List<Arc>();
foreach (var geo in Entities)
{
switch (geo.Type)
{
case EntityType.Arc:
arcs.Add((Arc)geo);
break;
case EntityType.Line:
lines.Add((Line)geo);
break;
}
}
GeometryOptimizer.Optimize(lines);
GeometryOptimizer.Optimize(arcs);
}
/// <summary>
/// Gets the closest point on the shape to the given point.
/// </summary>
/// <param name="pt"></param>
/// <param name="entity">Entity that contains the point.</param>
/// <returns></returns>
public Vector ClosestPointTo(Vector pt, out Entity entity)
{
if (Entities.Count == 0)
{
entity = null;
return Vector.Invalid;
}
var first = Entities[0];
Vector closestPt = first.ClosestPointTo(pt);
double distance = closestPt.DistanceTo(pt);
entity = first;
for (int i = 1; i < Entities.Count; i++)
{
var entity2 = Entities[i];
var closestPt2 = entity2.ClosestPointTo(pt);
var distance2 = closestPt2.DistanceTo(pt);
if (distance2 < distance)
{
closestPt = closestPt2;
distance = distance2;
entity = entity2;
}
}
return closestPt;
}
/// <summary>
/// Returns a new shape with entities reordered so that the given point on
/// the given entity becomes the new start point of the contour.
/// </summary>
/// <param name="point">The point on the entity to reindex at.</param>
/// <param name="entity">The entity containing the point.</param>
/// <returns>A new reindexed shape.</returns>
public Shape ReindexAt(Vector point, Entity entity)
{
// Circle case: return a new shape with just the circle
if (entity is Circle)
{
var result = new Shape();
result.Entities.Add(entity);
return result;
}
var i = Entities.IndexOf(entity);
if (i < 0)
throw new ArgumentException("Entity not found in shape", nameof(entity));
// Split the entity at the point
Entity firstHalf = null;
Entity secondHalf = null;
if (entity is Line line)
{
var (f, s) = line.SplitAt(point);
firstHalf = f;
secondHalf = s;
}
else if (entity is Arc arc)
{
var (f, s) = arc.SplitAt(point);
firstHalf = f;
secondHalf = s;
}
// Build reindexed entity list
var entities = new List<Entity>();
// secondHalf of split entity (if not null)
if (secondHalf != null)
entities.Add(secondHalf);
// Entities after the split index (wrapping)
for (var j = i + 1; j < Entities.Count; j++)
entities.Add(Entities[j]);
// Entities before the split index (wrapping)
for (var j = 0; j < i; j++)
entities.Add(Entities[j]);
// firstHalf of split entity (if not null)
if (firstHalf != null)
entities.Add(firstHalf);
var reindexed = new Shape();
reindexed.Entities.AddRange(entities);
return reindexed;
}
/// <summary>
/// Converts the shape to a polygon.
/// </summary>
/// <returns></returns>
public Polygon ToPolygon(int arcSegments = 1000)
{
var polygon = new Polygon();
foreach (var entity in Entities)
{
switch (entity.Type)
{
case EntityType.Arc:
var arc = (Arc)entity;
polygon.Vertices.AddRange(arc.ToPoints(arcSegments));
break;
case EntityType.Line:
var line = (Line)entity;
polygon.Vertices.AddRange(new[]
{
line.StartPoint,
line.EndPoint
});
break;
case EntityType.Circle:
var circle = (Circle)entity;
polygon.Vertices.AddRange(circle.ToPoints(arcSegments));
break;
default:
Debug.Fail("Unhandled geometry type");
break;
}
}
polygon.Close();
polygon.Cleanup();
return polygon;
}
/// <summary>
/// Converts the shape to a polygon using a chord tolerance to determine
/// the number of segments per arc/circle.
/// </summary>
public Polygon ToPolygonWithTolerance(double tolerance, bool circumscribe = false)
{
var polygon = new Polygon();
foreach (var entity in Entities)
{
switch (entity.Type)
{
case EntityType.Arc:
var arc = (Arc)entity;
polygon.Vertices.AddRange(arc.ToPoints(arc.SegmentsForTolerance(tolerance), circumscribe));
break;
case EntityType.Line:
var line = (Line)entity;
polygon.Vertices.AddRange(new[]
{
line.StartPoint,
line.EndPoint
});
break;
case EntityType.Circle:
var circle = (Circle)entity;
polygon.Vertices.AddRange(circle.ToPoints(circle.SegmentsForTolerance(tolerance), circumscribe));
break;
default:
Debug.Fail("Unhandled geometry type");
break;
}
}
polygon.Close();
polygon.Cleanup();
return polygon;
}
/// <summary>
/// Reverses the rotation direction of the shape.
/// </summary>
public override void Reverse()
{
Entities.ForEach(e => e.Reverse());
Entities.Reverse();
}
/// <summary>
/// Linear distance of the shape.
/// </summary>
public override double Length
{
get { return Entities.Sum(geo => geo.Length); }
}
/// <summary>
/// Moves the start point to the given coordinates.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
public override void MoveTo(double x, double y)
{
throw new NotImplementedException();
}
/// <summary>
/// Moves the start point to the given point.
/// </summary>
/// <param name="pt"></param>
public override void MoveTo(Vector pt)
{
throw new NotImplementedException();
}
/// <summary>
/// Offsets the shape location by the given distances.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
public override void Offset(double x, double y)
{
Entities.ForEach(e => e.Offset(x, y));
boundingBox.Offset(x, y);
}
/// <summary>
/// Offsets the shape location by the given distances.
/// </summary>
/// <param name="voffset"></param>
public override void Offset(Vector voffset)
{
Entities.ForEach(e => e.Offset(voffset));
boundingBox.Offset(voffset);
}
/// <summary>
/// Scales the shape from the zero point.
/// </summary>
/// <param name="factor"></param>
public override void Scale(double factor)
{
Entities.ForEach(e => e.Scale(factor));
UpdateBounds();
}
/// <summary>
/// Scales the shape from the origin.
/// </summary>
/// <param name="factor"></param>
/// <param name="origin"></param>
public override void Scale(double factor, Vector origin)
{
Entities.ForEach(e => e.Scale(factor, origin));
UpdateBounds();
}
/// <summary>
/// Rotates the shape from the zero point.
/// </summary>
/// <param name="angle"></param>
public override void Rotate(double angle)
{
Entities.ForEach(e => e.Rotate(angle));
UpdateBounds();
}
/// <summary>
/// Rotates the shape from the origin.
/// </summary>
/// <param name="angle"></param>
/// <param name="origin"></param>
public override void Rotate(double angle, Vector origin)
{
Entities.ForEach(e => e.Rotate(angle, origin));
UpdateBounds();
}
/// <summary>
/// Updates the bounding box.
/// </summary>
public override void UpdateBounds()
{
boundingBox = Entities.Select(geo => geo.BoundingBox)
.ToList()
.GetBoundingBox();
}
public override Entity OffsetEntity(double distance, OffsetSide side)
{
var offsetShape = new Shape();
var definedShape = new ShapeProfile(this);
Entity firstEntity = null;
Entity firstOffsetEntity = null;
Entity lastEntity = null;
Entity lastOffsetEntity = null;
foreach (var entity in definedShape.Perimeter.Entities)
{
var offsetEntity = entity.OffsetEntity(distance, side);
if (offsetEntity == null)
continue;
if (firstEntity == null)
{
firstEntity = entity;
firstOffsetEntity = offsetEntity;
}
switch (entity.Type)
{
case EntityType.Line:
{
var line = (Line)entity;
var offsetLine = (Line)offsetEntity;
if (lastOffsetEntity != null && lastOffsetEntity.Type == EntityType.Line)
{
JoinOffsetLines(
(Line)lastEntity, (Line)lastOffsetEntity,
line, offsetLine,
distance, side, offsetShape);
}
offsetShape.Entities.Add(offsetLine);
break;
}
default:
offsetShape.Entities.Add(offsetEntity);
break;
}
lastOffsetEntity = offsetEntity;
lastEntity = entity;
}
// Close the shape: join last offset entity back to first
if (lastOffsetEntity != null && firstOffsetEntity != null
&& lastOffsetEntity != firstOffsetEntity
&& lastOffsetEntity.Type == EntityType.Line
&& firstOffsetEntity.Type == EntityType.Line)
{
JoinOffsetLines(
(Line)lastEntity, (Line)lastOffsetEntity,
(Line)firstEntity, (Line)firstOffsetEntity,
distance, side, offsetShape);
}
foreach (var cutout in definedShape.Cutouts)
offsetShape.Entities.AddRange(((Shape)cutout.OffsetEntity(distance, side)).Entities);
return offsetShape;
}
private static void JoinOffsetLines(
Line lastLine, Line lastOffsetLine,
Line line, Line offsetLine,
double distance, OffsetSide side, Shape offsetShape)
{
Vector intersection;
if (Intersect.IntersectsUnbounded(offsetLine, lastOffsetLine, out intersection))
{
offsetLine.StartPoint = intersection;
lastOffsetLine.EndPoint = intersection;
}
else
{
var arc = new Arc(
line.StartPoint,
distance,
line.StartPoint.AngleTo(lastOffsetLine.EndPoint),
line.StartPoint.AngleTo(offsetLine.StartPoint),
side == OffsetSide.Left
);
offsetShape.Entities.Add(arc);
}
}
public override Entity OffsetEntity(double distance, Vector pt)
{
throw new NotImplementedException();
}
/// <summary>
/// Offsets the shape outward by the given distance, detecting winding direction
/// to choose the correct offset side. Falls back to the opposite side if the
/// bounding box shrinks (indicating the offset went inward).
/// </summary>
public Shape OffsetOutward(double distance)
{
var poly = ToPolygon();
var side = poly.Vertices.Count >= 3 && poly.RotationDirection() == RotationType.CW
? OffsetSide.Left
: OffsetSide.Right;
var result = OffsetEntity(distance, side) as Shape;
if (result == null)
return null;
UpdateBounds();
var originalBB = BoundingBox;
result.UpdateBounds();
var offsetBB = result.BoundingBox;
if (offsetBB.Width < originalBB.Width || offsetBB.Length < originalBB.Length)
{
Trace.TraceWarning(
"Shape.OffsetOutward: offset shrank bounding box " +
$"(original={originalBB.Width:F3}x{originalBB.Length:F3}, " +
$"offset={offsetBB.Width:F3}x{offsetBB.Length:F3}). " +
"Retrying with opposite side.");
var opposite = side == OffsetSide.Left ? OffsetSide.Right : OffsetSide.Left;
var retry = OffsetEntity(distance, opposite) as Shape;
if (retry != null)
result = retry;
}
return result;
}
/// <summary>
/// Offsets the shape inward by the given distance.
/// Normalizes to CCW winding before offsetting Left (which is inward for CCW),
/// making the method independent of the original contour winding direction.
/// </summary>
public Shape OffsetInward(double distance)
{
var poly = ToPolygon();
if (poly == null || poly.Vertices.Count < 3
|| poly.RotationDirection() == RotationType.CCW)
return OffsetEntity(distance, OffsetSide.Left) as Shape;
// Create a reversed copy to avoid mutating shared entity objects.
var copy = new Shape();
for (var i = Entities.Count - 1; i >= 0; i--)
{
switch (Entities[i])
{
case Line l:
copy.Entities.Add(new Line(l.EndPoint, l.StartPoint) { Layer = l.Layer });
break;
case Arc a:
copy.Entities.Add(new Arc(a.Center, a.Radius, a.EndAngle, a.StartAngle, !a.IsReversed) { Layer = a.Layer });
break;
case Circle c:
copy.Entities.Add(new Circle(c.Center, c.Radius) { Layer = c.Layer });
break;
}
}
return copy.OffsetEntity(distance, OffsetSide.Left) as Shape;
}
/// <summary>
/// Gets the closest point on the shape to the given point.
/// </summary>
/// <param name="pt"></param>
/// <returns></returns>
public override Vector ClosestPointTo(Vector pt)
{
Entity entity;
return ClosestPointTo(pt, out entity);
}
/// <summary>
/// Returns true if the given arc is intersecting this.
/// </summary>
/// <param name="arc"></param>
/// <returns></returns>
public override bool Intersects(Arc arc)
{
List<Vector> pts;
return Intersect.Intersects(arc, this, out pts);
}
/// <summary>
/// Returns true if the given arc is intersecting this.
/// </summary>
/// <param name="arc"></param>
/// <param name="pts"></param>
/// <returns></returns>
public override bool Intersects(Arc arc, out List<Vector> pts)
{
return Intersect.Intersects(arc, this, out pts);
}
/// <summary>
/// Returns true if the given circle is intersecting this.
/// </summary>
/// <param name="circle"></param>
/// <returns></returns>
public override bool Intersects(Circle circle)
{
List<Vector> pts;
return Intersect.Intersects(circle, this, out pts);
}
/// <summary>
/// Returns true if the given circle is intersecting this.
/// </summary>
/// <param name="circle"></param>
/// <param name="pts"></param>
/// <returns></returns>
public override bool Intersects(Circle circle, out List<Vector> pts)
{
return Intersect.Intersects(circle, this, out pts);
}
/// <summary>
/// Returns true if the given line is intersecting this.
/// </summary>
/// <param name="line"></param>
/// <returns></returns>
public override bool Intersects(Line line)
{
List<Vector> pts;
return Intersect.Intersects(line, this, out pts);
}
/// <summary>
/// Returns true if the given line is intersecting this.
/// </summary>
/// <param name="line"></param>
/// <param name="pts"></param>
/// <returns></returns>
public override bool Intersects(Line line, out List<Vector> pts)
{
return Intersect.Intersects(line, this, out pts);
}
/// <summary>
/// Returns true if the given polygon is intersecting this.
/// </summary>
/// <param name="polygon"></param>
/// <returns></returns>
public override bool Intersects(Polygon polygon)
{
List<Vector> pts;
return Intersect.Intersects(this, polygon, out pts);
}
/// <summary>
/// Returns true if the given polygon is intersecting this.
/// </summary>
/// <param name="polygon"></param>
/// <param name="pts"></param>
/// <returns></returns>
public override bool Intersects(Polygon polygon, out List<Vector> pts)
{
return Intersect.Intersects(this, polygon, out pts);
}
/// <summary>
/// Returns true if the given shape is intersecting this.
/// </summary>
/// <param name="shape"></param>
/// <returns></returns>
public override bool Intersects(Shape shape)
{
List<Vector> pts;
return Intersect.Intersects(this, shape, out pts);
}
/// <summary>
/// Returns true if the given shape is intersecting this.
/// </summary>
/// <param name="shape"></param>
/// <param name="pts"></param>
/// <returns></returns>
public override bool Intersects(Shape shape, out List<Vector> pts)
{
return Intersect.Intersects(this, shape, out pts);
}
/// <summary>
/// Type of entity.
/// </summary>
public override EntityType Type
{
get { return EntityType.Shape; }
}
public BoundingRectangleResult FindBestRotation()
{
return Entities.FindBestRotation();
}
public BoundingRectangleResult FindBestRotation(double startAngle, double endAngle)
{
return Entities.FindBestRotation(startAngle, endAngle);
}
}
}