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>
79 lines
2.6 KiB
C#
79 lines
2.6 KiB
C#
using OpenNest.Converters;
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using OpenNest.Geometry;
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using OpenNest.Math;
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using System.Linq;
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namespace OpenNest.Engine.BestFit
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{
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public static class PolygonHelper
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{
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public static PolygonExtractionResult ExtractPerimeterPolygon(Drawing drawing, double halfSpacing)
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{
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var entities = ConvertProgram.ToGeometry(drawing.Program)
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.Where(e => e.Layer != SpecialLayers.Rapid)
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.ToList();
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if (entities.Count == 0)
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return new PolygonExtractionResult(null, Vector.Zero);
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var definedShape = new ShapeProfile(entities);
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var perimeter = definedShape.Perimeter;
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if (perimeter == null)
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return new PolygonExtractionResult(null, Vector.Zero);
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// Ensure CW winding for correct outward offset direction.
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definedShape.NormalizeWinding();
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var inflated = halfSpacing > 0
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? (perimeter.OffsetOutward(halfSpacing) ?? perimeter)
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: perimeter;
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// Convert to polygon with circumscribed arcs for tight nesting.
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var polygon = inflated.ToPolygonWithTolerance(0.01, circumscribe: true);
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if (polygon.Vertices.Count < 3)
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return new PolygonExtractionResult(null, Vector.Zero);
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// Normalize: move polygon to origin.
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polygon.UpdateBounds();
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var bb = polygon.BoundingBox;
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polygon.Offset(-bb.Left, -bb.Bottom);
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// No correction needed: BestFitFinder always pairs the same drawing with
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// itself, so the polygon-to-part offset is identical for both parts and
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// cancels out in the NFP displacement.
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return new PolygonExtractionResult(polygon, Vector.Zero);
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}
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public static Polygon RotatePolygon(Polygon polygon, double angle, bool reNormalize = true)
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{
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if (angle.IsEqualTo(0))
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return polygon;
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var result = new Polygon();
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var cos = System.Math.Cos(angle);
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var sin = System.Math.Sin(angle);
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foreach (var v in polygon.Vertices)
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{
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result.Vertices.Add(new Vector(
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v.X * cos - v.Y * sin,
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v.X * sin + v.Y * cos));
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}
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if (reNormalize)
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{
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// Re-normalize to origin.
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result.UpdateBounds();
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var bb = result.BoundingBox;
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result.Offset(-bb.Left, -bb.Bottom);
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}
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return result;
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}
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}
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public record PolygonExtractionResult(Polygon Polygon, Vector Correction);
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}
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