270 lines
8.3 KiB
C#
270 lines
8.3 KiB
C#
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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public abstract class Entity : IBoundable
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{
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protected Box boundingBox;
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protected Entity()
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{
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Layer = OpenNest.Geometry.Layer.Default;
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boundingBox = new Box();
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}
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/// <summary>
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/// Smallest box that contains the entity.
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/// </summary>
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public Box BoundingBox
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{
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get { return boundingBox; }
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}
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/// <summary>
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/// Entity layer type.
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/// </summary>
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public Layer Layer { get; set; }
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/// <summary>
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/// X-Coordinate of the left-most point.
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/// </summary>
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public virtual double Left
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{
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get { return boundingBox.Left; }
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}
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/// <summary>
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/// X-Coordinate of the right-most point.
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/// </summary>
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public virtual double Right
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{
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get { return boundingBox.Right; }
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}
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/// <summary>
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/// Y-Coordinate of the highest point.
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/// </summary>
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public virtual double Top
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{
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get { return boundingBox.Top; }
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}
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/// <summary>
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/// Y-Coordinate of the lowest point.
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/// </summary>
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public virtual double Bottom
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{
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get { return boundingBox.Bottom; }
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}
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/// <summary>
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/// Length of the entity.
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/// </summary>
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public abstract double Length { get; }
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/// <summary>
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/// Reverses the entity.
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/// </summary>
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public abstract void Reverse();
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/// <summary>
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/// Moves the entity location to the given coordinates.
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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public abstract void MoveTo(double x, double y);
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/// <summary>
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/// Moves the entity location to the given point.
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/// </summary>
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/// <param name="pt"></param>
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public abstract void MoveTo(Vector pt);
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/// <summary>
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/// Offsets the entity location by the given distances.
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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public abstract void Offset(double x, double y);
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/// <summary>
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/// Offsets the entity location by the given distances.
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/// </summary>
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/// <param name="voffset"></param>
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public abstract void Offset(Vector voffset);
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/// <summary>
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/// Scales the entity from the zero point.
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/// </summary>
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/// <param name="factor"></param>
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public abstract void Scale(double factor);
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/// <summary>
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/// Scales the entity from the origin.
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/// </summary>
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/// <param name="factor"></param>
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/// <param name="origin"></param>
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public abstract void Scale(double factor, Vector origin);
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/// <summary>
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/// Rotates the entity from the zero point.
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/// </summary>
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/// <param name="angle"></param>
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public abstract void Rotate(double angle);
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/// <summary>
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/// Rotates the entity from the origin.
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/// </summary>
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/// <param name="angle"></param>
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/// <param name="origin"></param>
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public abstract void Rotate(double angle, Vector origin);
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/// <summary>
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/// Updates the bounding box.
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/// </summary>
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public abstract void UpdateBounds();
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/// <summary>
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/// Gets a new entity offset the given distance from this entity.
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/// </summary>
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/// <param name="distance"></param>
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/// <param name="side"></param>
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/// <returns></returns>
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public abstract Entity OffsetEntity(double distance, OffsetSide side);
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/// <summary>
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/// Gets a new entity offset the given distance from this entity. Offset side determined by point.
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/// </summary>
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/// <param name="distance"></param>
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/// <param name="pt"></param>
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/// <returns></returns>
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public abstract Entity OffsetEntity(double distance, Vector pt);
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/// <summary>
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/// Gets the closest point on the entity to the given point.
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/// </summary>
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/// <param name="pt"></param>
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/// <returns></returns>
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public abstract Vector ClosestPointTo(Vector pt);
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/// <summary>
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/// Returns true if the given arc is intersecting this.
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/// </summary>
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/// <param name="arc"></param>
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/// <returns></returns>
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public abstract bool Intersects(Arc arc);
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/// <summary>
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/// Returns true if the given arc is intersecting this.
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/// </summary>
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/// <param name="arc"></param>
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/// <param name="pts">List to store the points of intersection.</param>
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/// <returns></returns>
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public abstract bool Intersects(Arc arc, out List<Vector> pts);
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/// <summary>
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/// Returns true if the given circle is intersecting this.
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/// </summary>
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/// <param name="circle"></param>
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/// <returns></returns>
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public abstract bool Intersects(Circle circle);
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/// <summary>
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/// Returns true if the given circle is intersecting this.
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/// </summary>
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/// <param name="circle"></param>
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/// <param name="pts"></param>
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/// <returns></returns>
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public abstract bool Intersects(Circle circle, out List<Vector> pts);
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/// <summary>
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/// Returns true if the given line is intersecting this.
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/// </summary>
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/// <param name="line"></param>
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/// <returns></returns>
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public abstract bool Intersects(Line line);
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/// <summary>
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/// Returns true if the given line is intersecting this.
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/// </summary>
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/// <param name="line"></param>
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/// <param name="pts"></param>
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/// <returns></returns>
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public abstract bool Intersects(Line line, out List<Vector> pts);
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/// <summary>
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/// Returns true if the given polygon is intersecting this.
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/// </summary>
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/// <param name="polygon"></param>
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/// <returns></returns>
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public abstract bool Intersects(Polygon polygon);
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/// <summary>
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/// Returns true if the given polygon is intersecting this.
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/// </summary>
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/// <param name="polygon"></param>
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/// <param name="pts"></param>
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/// <returns></returns>
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public abstract bool Intersects(Polygon polygon, out List<Vector> pts);
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/// <summary>
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/// Returns true if the given shape is intersecting this.
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/// </summary>
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/// <param name="shape"></param>
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/// <returns></returns>
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public abstract bool Intersects(Shape shape);
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/// <summary>
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/// Returns true if the given shape is intersecting this.
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/// </summary>
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/// <param name="shape"></param>
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/// <param name="pts"></param>
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/// <returns></returns>
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public abstract bool Intersects(Shape shape, out List<Vector> pts);
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/// <summary>
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/// Type of entity.
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/// </summary>
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public abstract EntityType Type { get; }
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}
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public static class EntityExtensions
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{
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public static double FindBestRotation(this List<Entity> entities, double stepAngle, double startAngle = 0, double endAngle = Angle.TwoPI)
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{
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startAngle = Angle.NormalizeRad(startAngle);
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if (!endAngle.IsEqualTo(Angle.TwoPI))
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endAngle = Angle.NormalizeRad(endAngle);
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if (stepAngle.IsEqualTo(0.0))
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return startAngle;
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entities.ForEach(e => e.Rotate(startAngle));
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var bestAngle = startAngle;
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var bestArea = entities.GetBoundingBox().Area();
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var steps = startAngle < endAngle
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? (endAngle - startAngle) / stepAngle
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: (endAngle + Angle.TwoPI) - startAngle / stepAngle;
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for (int i = 1; i <= steps; ++i)
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{
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entities.ForEach(e => e.Rotate(stepAngle));
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var area = entities.GetBoundingBox().Area();
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if (area < bestArea)
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{
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bestArea = area;
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bestAngle = startAngle + stepAngle * i;
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}
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}
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return bestAngle;
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}
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}
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}
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