Core only had a convex NFP, so Opus55 and Gpt6Astra each built concave NFPs from Clipper's Minkowski sum, and only Opus55 added the terms that cover one part lying inside or swallowing the other - Gpt6Astra instead filled every positive path and lost real interlocks. NoFitPolygon.Compute ports Opus55's construction (boundary sweep united with A + p0 and -B + a0; convex pairs use the linear edge merge). It works on filled perimeters only; hole-aware clearance stays with collision testing. Tests port Opus55's NFP tests and add a notch fit and a seeded property check against Collision.HasOverlap. Co-Authored-By: Codex <noreply@openai.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
132 lines
4.6 KiB
C#
132 lines
4.6 KiB
C#
using Clipper2Lib;
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using OpenNest.Geometry;
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namespace OpenNest.Tests.Geometry;
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public class NoFitPolygonTests
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{
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[Theory]
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[InlineData(0, 0, true)]
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[InlineData(-5, -5, true)]
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[InlineData(2, 0.5, true)]
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[InlineData(4, 0, false)]
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[InlineData(0, -21, false)]
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[InlineData(-21, 0, false)]
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public void PortedContainmentCases(double x, double y, bool forbidden)
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{
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var a = Ring((0, 0), (3, 0), (3, 1), (1, 1), (1, 3), (0, 3));
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Assert.Equal(forbidden, Inside(NoFitPolygon.Compute(a, Square(20)), x, y));
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}
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[Fact]
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public void SquareFitsInNotch()
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{
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var a = Ring((0, 0), (5, 0), (5, 1), (1, 1), (1, 5), (0, 5));
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Assert.False(Inside(NoFitPolygon.Compute(a, Square(2)), 2, 2));
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Assert.True(Inside(NoFitPolygon.Compute(a, Square(2)), 0.5, 2));
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}
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[Fact]
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public void PerimeterOnlyNfpCannotRepresentPartInHole()
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{
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var outer = Square(10);
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var hole = Move(Square(6), 2, 2);
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var moving = Square(1);
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Assert.False(Collision.HasOverlap(outer, Move(moving, 4, 4), new List<Polygon> { hole }));
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// The API explicitly fills its single perimeter. Hole-aware callers must use Collision.
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Assert.True(Inside(NoFitPolygon.Compute(outer, moving), 4, 4));
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}
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[Fact]
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public void ConvexWindingClosureAndOriginAreNormalized()
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{
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var a = ClipperBridge.ToPath(Move(Square(3), 7, 4), true);
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var b = ClipperBridge.ToPath(Move(Square(2), 1, 2), false);
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b.Add(b[0]);
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var result = NoFitPolygon.Compute(a, b);
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Assert.Equal(25, System.Math.Abs(Clipper.Area(result)), 8);
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Assert.True(Inside(result, 6, 2));
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Assert.False(Inside(result, 10, 2));
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}
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[Fact]
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public void SeededConcavePairsAgreeAwayFromBoundary()
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{
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var random = new Random(760125);
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var decisions = 0;
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for (var pair = 0; pair < 100; pair++)
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{
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var a = Star(random);
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var b = Star(random);
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var nfp = NoFitPolygon.Compute(a, b);
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for (var sample = 0; sample < 100; sample++)
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{
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var x = random.NextDouble() * 20 - 10;
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var y = random.NextDouble() * 20 - 10;
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// Exclude a 0.01 boundary band: tiny contact wedges can have area below
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// Collision's 1e-5 area floor even beyond Clipper's 1e-4 grid.
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if (NearBoundary(nfp, x, y, 0.01))
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continue;
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Assert.True(Collision.HasOverlap(a, Move(b, x, y)) == Inside(nfp, x, y), $"pair={pair} sample={sample} x={x:R} y={y:R}");
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decisions++;
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}
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}
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Assert.True(decisions > 9800);
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}
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internal static Polygon Star(Random random)
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{
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var points = new (double, double)[8];
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for (var i = 0; i < points.Length; i++)
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{
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var angle = i * System.Math.PI / 4;
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var radius = (i % 2 == 0 ? 3 : 1) * (0.8 + random.NextDouble() * 0.4);
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points[i] = (radius * System.Math.Cos(angle), radius * System.Math.Sin(angle));
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}
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return Ring(points);
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}
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internal static Polygon Square(double size) => Ring((0, 0), (size, 0), (size, size), (0, size));
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internal static Polygon Ring(params (double X, double Y)[] points)
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{
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var polygon = new Polygon();
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foreach (var (x, y) in points)
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polygon.Vertices.Add(new Vector(x, y));
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polygon.Close();
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polygon.UpdateBounds();
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return polygon;
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}
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internal static Polygon Move(Polygon polygon, double x, double y) =>
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ClipperBridge.ToPolygon(Clipper.TranslatePath(ClipperBridge.ToPath(polygon, new Vector()), x, y));
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private static bool Inside(PathsD region, double x, double y)
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{
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var winding = 0;
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foreach (var path in region)
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if (Clipper.PointInPolygon(new PointD(x, y), path) == PointInPolygonResult.IsInside)
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winding += Clipper.IsPositive(path) ? 1 : -1;
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return winding != 0;
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}
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private static bool NearBoundary(PathsD paths, double x, double y, double tolerance)
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{
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foreach (var path in paths)
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for (var i = 0; i < path.Count; i++)
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{
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var a = path[i];
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var b = path[(i + 1) % path.Count];
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var dx = b.x - a.x;
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var dy = b.y - a.y;
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var t = System.Math.Clamp(((x - a.x) * dx + (y - a.y) * dy) / (dx * dx + dy * dy), 0, 1);
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var ex = x - a.x - t * dx;
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var ey = y - a.y - t * dy;
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if (ex * ex + ey * ey < tolerance * tolerance)
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return true;
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}
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return false;
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}
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}
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