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ToPolygon() used 1000 segments for every arc and circle regardless of size: no more accurate for large arcs and needlessly dense for small ones, which made every Drawing area and canonical-angle computation on an arc-heavy part handle hundreds of thousands of vertices. The parameterless overload now delegates to ToPolygonWithTolerance with DefaultChordTolerance = 0.0001. That is ten times tighter than the spacing and overlap checks' 0.001 because callers use this polygon for area, which an inscribed polygon always under-reads: at 0.001, seven area-sensitive cut-off, splitter and circle-packing tests drifted past their precision; at 0.0001 all pass. ToPolygon(int) keeps the fixed segment count for any caller that wants it. With the one-pass Cleanup, a 300-nest PEP archive import on the forge server went from 46.1 s to 15.5 s. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
106 lines
4.4 KiB
C#
106 lines
4.4 KiB
C#
using System;
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using System.Collections.Generic;
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using OpenNest.Math;
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namespace OpenNest.Geometry
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{
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/// <summary>
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/// A part's material as world-space polygons for part-spacing checks: the perimeter and its
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/// cutouts, optionally grown by a clearance (perimeter offset outward, cutouts inward, in one
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/// Clipper region offset). Auto Nest's layout check and the pre-post review both judge
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/// spacing with this outline and <see cref="InflationFor"/>, so they cannot disagree.
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/// </summary>
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public sealed class SpacingOutline
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{
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/// <summary>Arc chord tolerance of the outline. Perimeter arcs are circumscribed and
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/// cutout arcs inscribed, so flattening never hides material.</summary>
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public const double ChordTolerance = 0.001;
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/// <summary>How far under the part spacing a gap may fall and still pass. Layouts placed
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/// exactly at the spacing land up to ~1e-4 short once rotated, rounded coordinates
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/// (e.g. PEP's 4-decimal exports) meet the Clipper grid; 0.0005 covers that with margin
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/// and is far below anything a cutting machine can resolve.</summary>
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public const double SpacingSlack = 0.0005;
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private bool prepared;
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private TriangulatedRegion triangles;
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public SpacingOutline(Polygon perimeter, List<Polygon> holes)
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{
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Perimeter = perimeter ?? throw new ArgumentNullException(nameof(perimeter));
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Holes = holes ?? new List<Polygon>();
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}
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public Polygon Perimeter { get; }
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public List<Polygon> Holes { get; }
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/// <summary>Prepared on the first overlap test; null preparation is cached too.</summary>
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public TriangulatedRegion Triangles
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{
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get
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{
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if (!prepared)
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{
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triangles = TriangulatedRegion.Build(Perimeter, Holes);
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prepared = true;
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}
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return triangles;
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}
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}
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/// <summary>Inflation that enforces <paramref name="spacing"/> less <see cref="SpacingSlack"/>.
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/// Inflating one part of a pair by it and testing against the other's raw outline covers
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/// both sides: a part inside the other's (shrunk) cutout, or the inflated outline inside
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/// the other's raw cutout.</summary>
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public static double InflationFor(double spacing) =>
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System.Math.Max(0, spacing - SpacingSlack);
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/// <summary>
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/// Outlines <paramref name="profile"/> (already rotated) at <paramref name="location"/>,
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/// grown by <paramref name="inflateBy"/>. A cutout that closes up under the offset is
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/// dropped, which treats it as solid: conservative, since it has no room for another part
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/// at the required spacing anyway. Null when the offset leaves no perimeter.
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/// </summary>
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public static SpacingOutline Build(ShapeProfile profile, Vector location, double inflateBy)
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{
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ArgumentNullException.ThrowIfNull(profile);
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// Flatten by chord tolerance, not a fixed segment count: arc-heavy real parts
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// otherwise produce thousands of vertices.
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var region = ClipperBridge.OffsetForValidation(
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profile,
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inflateBy > Tolerance.Epsilon ? inflateBy : 0,
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ChordTolerance
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);
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var perimeter = region.LargestOuter();
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if (perimeter == null)
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return null;
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ToWorld(perimeter, location);
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foreach (var hole in region.Holes)
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ToWorld(hole, location);
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return new SpacingOutline(perimeter, region.Holes);
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}
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/// <summary>True when the two outlines share material (holes subtracted).</summary>
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public bool Overlaps(SpacingOutline other)
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{
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ArgumentNullException.ThrowIfNull(other);
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var at = Triangles;
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var bt = other.Triangles;
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// Keeping translations at zero preserves the reference's floating-point operation order.
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return (at != null && bt != null ? at.Overlaps(bt, 0, 0, 0, 0) : null)
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?? Collision.HasOverlap(Perimeter, other.Perimeter, Holes, other.Holes);
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}
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private static void ToWorld(Polygon polygon, Vector location)
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{
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polygon.Offset(location);
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polygon.UpdateBounds();
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}
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}
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}
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