Geometry Simplifier: - Replace least-squares circle fitting with mirror axis algorithm that constrains center to perpendicular bisector of chord, guaranteeing zero-gap endpoint connectivity by construction - Golden section search optimizes center position along the axis - Increase default tolerance from 0.005 to 0.5 for practical CNC use - Support existing arcs in simplification runs (sample arc points to find larger replacement arcs spanning lines + arcs together) - Add tolerance zone visualization (offset original geometry ±tolerance) - Show original geometry overlay with orange dashed lines in preview - Add "Original" checkbox to CadConverter for comparing old vs new - Store OriginalEntities on FileListItem to prevent tolerance creep when re-running simplifier with different settings Bend Detection: - Propagate bend notes to collinear bend lines split by cutouts using infinite-line perpendicular distance check - Add bend note text rendering in EntityView at bend line midpoints DXF Import: - Fix trimmed ellipse closing chord: only close when sweep ≈ 2π, preventing phantom lines through slot cutouts Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
408 lines
13 KiB
C#
408 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenNest.Math;
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namespace OpenNest.Geometry;
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public class ArcCandidate
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{
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public int ShapeIndex { get; set; }
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public int StartIndex { get; set; }
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public int EndIndex { get; set; }
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public int LineCount => EndIndex - StartIndex + 1;
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public Arc FittedArc { get; set; }
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public double MaxDeviation { get; set; }
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public Box BoundingBox { get; set; }
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public bool IsSelected { get; set; } = true;
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}
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public class GeometrySimplifier
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{
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public double Tolerance { get; set; } = 0.5;
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public int MinLines { get; set; } = 3;
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public List<ArcCandidate> Analyze(Shape shape)
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{
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var candidates = new List<ArcCandidate>();
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var entities = shape.Entities;
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var i = 0;
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while (i < entities.Count)
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{
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if (entities[i] is not Line and not Arc)
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{
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i++;
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continue;
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}
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// Collect consecutive lines and arcs on the same layer
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var runStart = i;
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var layer = entities[i].Layer;
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var lineCount = 0;
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while (i < entities.Count && (entities[i] is Line || entities[i] is Arc) && entities[i].Layer == layer)
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{
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if (entities[i] is Line) lineCount++;
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i++;
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}
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var runEnd = i - 1;
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// Only analyze runs that have enough line entities to simplify
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if (lineCount >= MinLines)
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FindCandidatesInRun(entities, runStart, runEnd, candidates);
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}
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return candidates;
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}
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public Shape Apply(Shape shape, List<ArcCandidate> candidates)
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{
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var selected = candidates
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.Where(c => c.IsSelected)
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.OrderBy(c => c.StartIndex)
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.ToList();
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var newEntities = new List<Entity>();
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var i = 0;
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foreach (var candidate in selected)
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{
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// Copy entities before this candidate
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while (i < candidate.StartIndex)
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{
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newEntities.Add(shape.Entities[i]);
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i++;
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}
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// Insert the fitted arc
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newEntities.Add(candidate.FittedArc);
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// Skip past the replaced lines
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i = candidate.EndIndex + 1;
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}
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// Copy remaining entities
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while (i < shape.Entities.Count)
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{
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newEntities.Add(shape.Entities[i]);
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i++;
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}
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var result = new Shape();
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result.Entities.AddRange(newEntities);
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return result;
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}
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private void FindCandidatesInRun(List<Entity> entities, int runStart, int runEnd, List<ArcCandidate> candidates)
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{
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var j = runStart;
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while (j <= runEnd - MinLines + 1)
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{
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// Need at least MinLines entities ahead
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var k = j + MinLines - 1;
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if (k > runEnd) break;
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var points = CollectPoints(entities, j, k);
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if (points.Count < 3)
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{
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j++;
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continue;
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}
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var (center, radius, dev) = FitMirrorAxis(points);
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if (!center.IsValid() || dev > Tolerance)
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{
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j++;
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continue;
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}
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// Extend as far as possible
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var prevCenter = center;
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var prevRadius = radius;
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var prevDev = dev;
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while (k + 1 <= runEnd)
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{
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k++;
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points = CollectPoints(entities, j, k);
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if (points.Count < 3)
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{
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k--;
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break;
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}
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var (nc, nr, nd) = FitMirrorAxis(points);
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if (!nc.IsValid() || nd > Tolerance)
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{
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k--;
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break;
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}
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prevCenter = nc;
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prevRadius = nr;
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prevDev = nd;
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}
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var finalPoints = CollectPoints(entities, j, k);
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var arc = CreateArc(prevCenter, prevRadius, finalPoints, entities[j]);
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var bbox = ComputeBoundingBox(finalPoints);
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candidates.Add(new ArcCandidate
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{
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StartIndex = j,
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EndIndex = k,
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FittedArc = arc,
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MaxDeviation = prevDev,
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BoundingBox = bbox,
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});
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j = k + 1;
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}
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}
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/// <summary>
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/// Fits a circular arc through a set of points using the mirror axis approach.
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/// The center is constrained to lie on the perpendicular bisector of the chord
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/// (P1→Pn), guaranteeing the arc passes exactly through both endpoints.
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/// Golden section search finds the optimal position along this axis.
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/// </summary>
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private (Vector center, double radius, double deviation) FitMirrorAxis(List<Vector> points)
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{
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if (points.Count < 3)
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return (Vector.Invalid, 0, double.MaxValue);
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var p1 = points[0];
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var pn = points[^1];
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// Chord midpoint and length
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var mx = (p1.X + pn.X) / 2;
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var my = (p1.Y + pn.Y) / 2;
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var dx = pn.X - p1.X;
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var dy = pn.Y - p1.Y;
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var chordLen = System.Math.Sqrt(dx * dx + dy * dy);
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if (chordLen < 1e-10)
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return (Vector.Invalid, 0, double.MaxValue);
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var halfChord = chordLen / 2;
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// Unit normal (mirror axis direction, perpendicular to chord)
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var nx = -dy / chordLen;
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var ny = dx / chordLen;
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// Find max signed projection onto the normal (sagitta with sign)
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var maxSagitta = 0.0;
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for (var i = 1; i < points.Count - 1; i++)
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{
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var proj = (points[i].X - mx) * nx + (points[i].Y - my) * ny;
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if (System.Math.Abs(proj) > System.Math.Abs(maxSagitta))
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maxSagitta = proj;
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}
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if (System.Math.Abs(maxSagitta) < 1e-10)
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return (Vector.Invalid, 0, double.MaxValue); // collinear
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// Initial d estimate from sagitta geometry:
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// Center at M + d*N, radius R = sqrt(halfChord² + d²)
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// For a point on the arc at perpendicular distance s from chord:
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// (d - s)² = halfChord² + d² → d = (s² - halfChord²) / (2s)
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var dInit = (maxSagitta * maxSagitta - halfChord * halfChord) / (2 * maxSagitta);
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// Golden section search around initial estimate
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var range = System.Math.Max(System.Math.Abs(dInit) * 2, halfChord);
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var dLow = dInit - range;
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var dHigh = dInit + range;
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var phi = (System.Math.Sqrt(5) - 1) / 2;
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for (var iter = 0; iter < 50; iter++)
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{
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var d1 = dHigh - phi * (dHigh - dLow);
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var d2 = dLow + phi * (dHigh - dLow);
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var dev1 = EvalDeviation(points, mx, my, nx, ny, halfChord, d1);
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var dev2 = EvalDeviation(points, mx, my, nx, ny, halfChord, d2);
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if (dev1 < dev2)
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dHigh = d2;
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else
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dLow = d1;
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if (dHigh - dLow < 1e-12)
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break;
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}
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var dOpt = (dLow + dHigh) / 2;
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var center = new Vector(mx + dOpt * nx, my + dOpt * ny);
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var radius = System.Math.Sqrt(halfChord * halfChord + dOpt * dOpt);
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var deviation = EvalDeviation(points, mx, my, nx, ny, halfChord, dOpt);
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return (center, radius, deviation);
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}
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/// <summary>
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/// Evaluates the max deviation of intermediate points from the circle
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/// defined by center = M + d*N, radius = sqrt(halfChord² + d²).
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/// Endpoints are excluded since they're on the circle by construction.
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/// </summary>
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private static double EvalDeviation(List<Vector> points,
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double mx, double my, double nx, double ny, double halfChord, double d)
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{
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var cx = mx + d * nx;
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var cy = my + d * ny;
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var r = System.Math.Sqrt(halfChord * halfChord + d * d);
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var maxDev = 0.0;
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for (var i = 1; i < points.Count - 1; i++)
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{
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var px = points[i].X - cx;
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var py = points[i].Y - cy;
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var dist = System.Math.Sqrt(px * px + py * py);
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var dev = System.Math.Abs(dist - r);
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if (dev > maxDev)
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maxDev = dev;
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}
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return maxDev;
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}
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private static List<Vector> CollectPoints(List<Entity> entities, int start, int end)
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{
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var points = new List<Vector>();
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for (var i = start; i <= end; i++)
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{
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switch (entities[i])
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{
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case Line line:
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if (i == start)
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points.Add(line.StartPoint);
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points.Add(line.EndPoint);
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break;
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case Arc arc:
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if (i == start)
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points.Add(arc.StartPoint());
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// Sample intermediate points so deviation is measured
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// accurately across the full arc span
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var segments = System.Math.Max(2, arc.SegmentsForTolerance(0.1));
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var arcPoints = arc.ToPoints(segments);
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// Skip first (already added or connects to previous) and add the rest
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for (var j = 1; j < arcPoints.Count; j++)
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points.Add(arcPoints[j]);
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break;
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}
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}
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return points;
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}
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private static Arc CreateArc(Vector center, double radius, List<Vector> points, Entity sourceEntity)
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{
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var firstPoint = points[0];
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var lastPoint = points[^1];
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var startAngle = System.Math.Atan2(firstPoint.Y - center.Y, firstPoint.X - center.X);
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var endAngle = System.Math.Atan2(lastPoint.Y - center.Y, lastPoint.X - center.X);
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// Determine direction by summing signed angular changes
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var totalAngle = 0.0;
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for (var i = 0; i < points.Count - 1; i++)
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{
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var a1 = System.Math.Atan2(points[i].Y - center.Y, points[i].X - center.X);
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var a2 = System.Math.Atan2(points[i + 1].Y - center.Y, points[i + 1].X - center.X);
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var da = a2 - a1;
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while (da > System.Math.PI) da -= Angle.TwoPI;
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while (da < -System.Math.PI) da += Angle.TwoPI;
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totalAngle += da;
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}
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var isReversed = totalAngle < 0;
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// Normalize angles to [0, 2pi)
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if (startAngle < 0) startAngle += Angle.TwoPI;
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if (endAngle < 0) endAngle += Angle.TwoPI;
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var arc = new Arc(center, radius, startAngle, endAngle, isReversed);
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arc.Layer = sourceEntity.Layer;
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arc.Color = sourceEntity.Color;
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return arc;
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}
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private static Box ComputeBoundingBox(List<Vector> points)
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{
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var minX = double.MaxValue;
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var minY = double.MaxValue;
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var maxX = double.MinValue;
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var maxY = double.MinValue;
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for (var i = 0; i < points.Count; i++)
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{
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if (points[i].X < minX) minX = points[i].X;
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if (points[i].Y < minY) minY = points[i].Y;
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if (points[i].X > maxX) maxX = points[i].X;
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if (points[i].Y > maxY) maxY = points[i].Y;
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}
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return new Box(minX, minY, maxX - minX, maxY - minY);
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}
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internal static (Vector center, double radius) FitCircle(List<Vector> points)
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{
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var n = points.Count;
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if (n < 3)
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return (Vector.Invalid, 0);
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double sumX = 0, sumY = 0, sumX2 = 0, sumY2 = 0, sumXY = 0;
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double sumXZ = 0, sumYZ = 0, sumZ = 0;
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for (var i = 0; i < n; i++)
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{
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var x = points[i].X;
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var y = points[i].Y;
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var z = x * x + y * y;
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sumX += x;
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sumY += y;
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sumX2 += x * x;
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sumY2 += y * y;
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sumXY += x * y;
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sumXZ += x * z;
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sumYZ += y * z;
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sumZ += z;
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}
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var det = sumX2 * (sumY2 * n - sumY * sumY)
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- sumXY * (sumXY * n - sumY * sumX)
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+ sumX * (sumXY * sumY - sumY2 * sumX);
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if (System.Math.Abs(det) < 1e-10)
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return (Vector.Invalid, 0);
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var detA = sumXZ * (sumY2 * n - sumY * sumY)
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- sumXY * (sumYZ * n - sumY * sumZ)
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+ sumX * (sumYZ * sumY - sumY2 * sumZ);
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var detB = sumX2 * (sumYZ * n - sumY * sumZ)
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- sumXZ * (sumXY * n - sumY * sumX)
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+ sumX * (sumXY * sumZ - sumYZ * sumX);
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var detC = sumX2 * (sumY2 * sumZ - sumYZ * sumY)
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- sumXY * (sumXY * sumZ - sumYZ * sumX)
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+ sumXZ * (sumXY * sumY - sumY2 * sumX);
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var a = detA / det;
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var b = detB / det;
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var c = detC / det;
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var cx = a / 2.0;
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var cy = b / 2.0;
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var rSquared = cx * cx + cy * cy + c;
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if (rSquared <= 0)
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return (Vector.Invalid, 0);
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return (new Vector(cx, cy), System.Math.Sqrt(rSquared));
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}
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}
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