Files
OpenNest/OpenNest.Core/Geometry/ContourSampler.cs
T
aj a368ef0115 refactor(geometry): share cut-direction sampling primitives
Extract the pure world-space position/tangent math from the WinForms
cut-direction arrow renderer into Core (ContourSampler), keeping screen
conversion, arrowheads, and the per-move display policy in the view.
Add a contour-wide arclength scheduler (RingMoves) for measurement use:
distance carries across segment boundaries, short segments are never
omitted, and the closing vertex is not duplicated. Characterization
tests pin the arrow policy (counts, short-move skipping, CW/CCW and
full-circle sweeps, subprogram offsets, suppressed/rapid moves,
incremental mode) and the scheduler's start-vertex invariance.
2026-10-01 01:54:00 -04:00

386 lines
15 KiB
C#

using System;
using System.Collections.Generic;
using OpenNest.CNC;
using OpenNest.Math;
namespace OpenNest.Geometry
{
/// <summary>
/// One world-space point on a cut contour together with the cut direction there.
/// Produced by <see cref="ContourSampler"/> for rendering (cut-direction arrows)
/// and for measurement (contour alignment); neither caller may mutate it.
/// </summary>
public readonly struct ContourSample
{
/// <summary>Point on the contour in world coordinates.</summary>
public Vector Position { get; }
/// <summary>Unit vector pointing in the direction of travel along the contour.</summary>
public Vector Direction { get; }
/// <summary>
/// World-frame tangent angle in radians (atan2 of <see cref="Direction"/>).
/// Screen-space conversion is the renderer's job.
/// </summary>
public double Tangent { get; }
/// <summary>
/// Arclength of this sample from the start of the contour walk it came from:
/// cumulative distance along non-rapid, non-suppressed moves for a program
/// walk, and from the ring's first vertex for a ring walk.
/// </summary>
public double At { get; }
public ContourSample(Vector position, Vector direction, double tangent, double at)
{
Position = position;
Direction = direction;
Tangent = tangent;
At = at;
}
}
/// <summary>
/// Pure contour sampling math shared by the cut-direction arrow renderer and by
/// contour alignment. All positions and tangents are world-space; no screen
/// conversion, no arrowheads, and no view state appear here.
/// <para>
/// Two scheduling policies live here deliberately:
/// <see cref="LineMoves"/> and <see cref="ArcMoves"/> implement the arrow
/// renderer's established display policy (skip moves shorter than half the
/// spacing, place <c>max(1, trunc(len/spacing))</c> arrows strictly inside each
/// move, resetting per move), while <see cref="RingMoves"/> is a contour-wide
/// arclength scheduler for measurement: distance is carried across segment
/// boundaries, no segment is omitted, and the closing vertex of a ring is never
/// duplicated. Alignment must use the ring policy; display zoom must never
/// change an alignment result because alignment spacing comes from the model,
/// not the view.
/// </para>
/// </summary>
public static class ContourSampler
{
/// <summary>
/// Samples one bounded line move using the arrow display policy: no samples
/// when the move is shorter than half the spacing or degenerate; otherwise
/// <c>max(1, (int)(length / spacing))</c> samples strictly between the
/// endpoints at uniform spacing. Appends to <paramref name="output"/>.
/// </summary>
public static void LineMoves(
Vector start,
Vector end,
double spacing,
List<ContourSample> output
)
{
var dx = end.X - start.X;
var dy = end.Y - start.Y;
var length = System.Math.Sqrt(dx * dx + dy * dy);
if (length < spacing * 0.5)
return;
var dirX = dx / length;
var dirY = dy / length;
var tangent = System.Math.Atan2(dirY, dirX);
var count = System.Math.Max(1, (int)(length / spacing));
var step = length / (count + 1);
for (var i = 1; i <= count; i++)
{
var t = step * i;
var pt = new Vector(start.X + dirX * t, start.Y + dirY * t);
output.Add(new ContourSample(pt, new Vector(dirX, dirY), tangent, t));
}
}
/// <summary>
/// Samples one bounded arc move using the arrow display policy. The sweep is
/// taken in the requested rotation direction and always in (0, 2*PI], so a
/// full circle (equal endpoints) yields a full turn. No samples when the arc
/// is shorter than half the spacing or the radius is degenerate. Tangents
/// follow the direction of travel: +90 degrees from the radius for CCW,
/// -90 degrees for CW. Appends to <paramref name="output"/>.
/// </summary>
public static void ArcMoves(
Vector start,
Vector end,
Vector center,
RotationType rotation,
double spacing,
List<ContourSample> output
)
{
var radius = center.DistanceTo(start);
if (radius < Tolerance.Epsilon)
return;
var startAngle = System.Math.Atan2(start.Y - center.Y, start.X - center.X);
var endAngle = System.Math.Atan2(end.Y - center.Y, end.X - center.X);
double sweep;
if (rotation == RotationType.CCW)
{
sweep = endAngle - startAngle;
if (sweep <= 0)
sweep += 2 * System.Math.PI;
}
else
{
sweep = startAngle - endAngle;
if (sweep <= 0)
sweep += 2 * System.Math.PI;
}
var arcLength = radius * System.Math.Abs(sweep);
if (arcLength < spacing * 0.5)
return;
var count = System.Math.Max(1, (int)(arcLength / spacing));
var stepAngle = sweep / (count + 1);
for (var i = 1; i <= count; i++)
{
double angle;
if (rotation == RotationType.CCW)
angle = startAngle + stepAngle * i;
else
angle = startAngle - stepAngle * i;
var pt = new Vector(
center.X + radius * System.Math.Cos(angle),
center.Y + radius * System.Math.Sin(angle)
);
double tangent;
if (rotation == RotationType.CCW)
tangent = angle + System.Math.PI / 2;
else
tangent = angle - System.Math.PI / 2;
var dir = new Vector(System.Math.Cos(tangent), System.Math.Sin(tangent));
var at = radius * System.Math.Abs(stepAngle * i);
output.Add(new ContourSample(pt, dir, tangent, at));
}
}
/// <summary>
/// Walks a CNC program in world space with the same traversal policy the cut
/// direction renderer has always used: absolute endpoints are relative to
/// <paramref name="basePos"/>, incremental endpoints and arc centers are
/// relative to the current position, suppressed moves and rapids advance the
/// pen but produce no samples, and each sub-program call executes at
/// <c>basePos + Offset</c> against a shared program (callers own the shared
/// program; this method only reads it). Suppressed sub-program content is
/// filtered inside the sub-program itself.
/// </summary>
/// <returns>The pen position after the program, so callers keep the
/// reference semantics of the renderer's by-ref position.</returns>
public static Vector ProgramMoves(
Program pgm,
Vector basePos,
Vector pos,
double spacing,
List<ContourSample> output
)
{
var at = 0.0;
WalkProgram(pgm, basePos, ref pos, spacing, output, ref at);
return pos;
}
private static void WalkProgram(
Program pgm,
Vector basePos,
ref Vector pos,
double spacing,
List<ContourSample> output,
ref double at
)
{
for (var i = 0; i < pgm.Length; ++i)
{
var code = pgm[i];
if (code.Type == CodeType.SubProgramCall)
{
var subpgm = (SubProgramCall)code;
if (subpgm.Program != null)
{
var holeBase = basePos + subpgm.Offset;
pos = holeBase;
WalkProgram(
subpgm.Program,
holeBase,
ref pos,
spacing,
output,
ref at
);
}
continue;
}
if (code is not Motion motion)
continue;
var endpt =
pgm.Mode == Mode.Incremental
? motion.EndPoint + pos
: motion.EndPoint + basePos;
if (code.Type == CodeType.LinearMove)
{
var line = (LinearMove)code;
if (!line.Suppressed)
{
var before = output.Count;
LineMoves(pos, endpt, spacing, output);
Relocate(output, before, at);
at += Distance(pos, endpt);
}
}
else if (code.Type == CodeType.ArcMove)
{
var arc = (ArcMove)code;
if (!arc.Suppressed)
{
var center =
pgm.Mode == Mode.Incremental
? arc.CenterPoint + pos
: arc.CenterPoint + basePos;
var before = output.Count;
ArcMoves(pos, endpt, center, arc.Rotation, spacing, output);
Relocate(output, before, at);
at += ArcDistance(pos, endpt, center, arc.Rotation);
}
}
pos = endpt;
}
}
/// <summary>
/// Resamples a closed ring at near-uniform arclength for measurement. The
/// distance counter is carried across segment boundaries, no segment is
/// omitted, and the closing vertex is not duplicated: samples sit at
/// arclength <c>i * step</c> for <c>i in [0, count)</c> where
/// <c>step = perimeter / count</c> divides the perimeter exactly, so the
/// sample set is invariant to where the ring's start vertex sits as long as
/// the caller quantizes consistently. A duplicated explicit closing vertex
/// is accepted and ignored.
/// </summary>
/// <exception cref="ArgumentException">
/// The ring has fewer than three distinct vertices, nonfinite coordinates,
/// or a zero perimeter.
/// </exception>
/// <exception cref="ArgumentOutOfRangeException"><paramref name="spacing"/> is not finite or not positive.</exception>
public static void RingMoves(IList<Vector> ring, double spacing, List<ContourSample> output)
{
if (ring == null)
throw new ArgumentNullException(nameof(ring));
if (!(spacing > 0) || double.IsInfinity(spacing) || double.IsNaN(spacing))
throw new ArgumentOutOfRangeException(nameof(spacing));
var n = ring.Count;
if (n > 1 && ring[0] == ring[n - 1])
n--; // ignore an explicit closing vertex; the ring closes implicitly
if (n < 3)
throw new ArgumentException("Ring needs at least 3 distinct vertices.", nameof(ring));
var perimeter = 0.0;
for (var i = 0; i < n; i++)
{
var a = ring[i];
var b = ring[(i + 1) % n];
if (double.IsNaN(a.X) || double.IsNaN(a.Y) || double.IsNaN(b.X) || double.IsNaN(b.Y))
throw new ArgumentException("Ring contains nonfinite coordinates.", nameof(ring));
perimeter += Distance(a, b);
}
if (!(perimeter > Tolerance.Epsilon))
throw new ArgumentException("Ring has zero perimeter.", nameof(ring));
var count = System.Math.Max(1, (int)System.Math.Round(perimeter / spacing));
var step = perimeter / count;
var seg = 0;
var segStart = 0.0; // cumulative arclength at the start of segment seg
for (var k = 0; k < count; k++)
{
var s = step * k;
// Carry the walk across segment boundaries; short segments advance
// the arclength counter without ever being skipped.
var a = ring[seg];
var b = ring[(seg + 1) % n];
var segLen = Distance(a, b);
while (s > segStart + segLen && seg + 1 < n)
{
segStart += segLen;
seg++;
a = ring[seg];
b = ring[(seg + 1) % n];
segLen = Distance(a, b);
}
var local = segLen > 0 ? (s - segStart) / segLen : 0.0;
var dir = SegmentDirection(a, b);
var pt = new Vector(a.X + (b.X - a.X) * local, a.Y + (b.Y - a.Y) * local);
output.Add(new ContourSample(pt, dir, System.Math.Atan2(dir.Y, dir.X), s));
}
}
private static Vector SegmentDirection(Vector a, Vector b)
{
var dx = b.X - a.X;
var dy = b.Y - a.Y;
var len = System.Math.Sqrt(dx * dx + dy * dy);
return len > 0 ? new Vector(dx / len, dy / len) : new Vector(1, 0);
}
private static double Distance(Vector a, Vector b)
{
var dx = b.X - a.X;
var dy = b.Y - a.Y;
return System.Math.Sqrt(dx * dx + dy * dy);
}
private static double ArcDistance(
Vector start,
Vector end,
Vector center,
RotationType rotation
)
{
var radius = center.DistanceTo(start);
if (radius < Tolerance.Epsilon)
return 0.0;
// Same sweep convention as ArcMoves: always in (0, 2*PI], so a full
// circle counts its whole circumference toward the walk's arclength.
var startAngle = System.Math.Atan2(start.Y - center.Y, start.X - center.X);
var endAngle = System.Math.Atan2(end.Y - center.Y, end.X - center.X);
var sweep =
rotation == RotationType.CCW ? endAngle - startAngle : startAngle - endAngle;
if (sweep <= 0)
sweep += 2 * System.Math.PI;
return radius * sweep;
}
private static void Relocate(List<ContourSample> output, int from, double baseAt)
{
if (baseAt == 0.0)
return;
for (var i = from; i < output.Count; i++)
{
var s = output[i];
output[i] = new ContourSample(
s.Position,
s.Direction,
s.Tangent,
baseAt + s.At
);
}
}
}
}