Files
OpenNest/OpenNest.Core/Geometry/ConvexDecomposition.cs
AJ Isaacs 3f3b07ef5d feat: add NFP-based mixed-part autonesting
Implement geometry-aware nesting using No-Fit Polygons and simulated
annealing optimization. Parts interlock based on true shape rather than
bounding boxes, producing tighter layouts for mixed-part scenarios.

New types in Core/Geometry:
- ConvexDecomposition: ear-clipping triangulation for concave polygons
- NoFitPolygon: Minkowski sum via convex decomposition + Clipper2 union
- InnerFitPolygon: feasible region computation for plate placement

New types in Engine:
- NfpCache: caches NFPs keyed by (drawingId, rotation) pairs
- BottomLeftFill: places parts using feasible regions from IFP - NFP union
- INestOptimizer: abstraction for future GA/parallel upgrades
- SimulatedAnnealing: optimizes part ordering and rotation

Integration:
- NestEngine.AutoNest(): new public entry point for mixed-part nesting
- MainForm.RunAutoNest_Click: uses AutoNest instead of Pack
- NestingTools.autonest_plate: new MCP tool for Claude Code integration
- Drawing.Id: auto-incrementing identifier for NFP cache keys
- Clipper2 NuGet added to OpenNest.Core for polygon boolean operations

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-12 08:08:22 -04:00

155 lines
4.9 KiB
C#

using System.Collections.Generic;
namespace OpenNest.Geometry
{
/// <summary>
/// Decomposes concave polygons into convex sub-polygons using ear-clipping
/// triangulation. Produces O(n-2) triangles per polygon.
/// </summary>
public static class ConvexDecomposition
{
/// <summary>
/// Decomposes a polygon into a list of convex triangles using ear-clipping.
/// The input polygon must be simple (non-self-intersecting).
/// Returns a list of triangles, each represented as a Polygon with 3 vertices (closed).
/// </summary>
public static List<Polygon> Triangulate(Polygon polygon)
{
var triangles = new List<Polygon>();
var verts = new List<Vector>(polygon.Vertices);
// Remove closing vertex if polygon is closed.
if (verts.Count > 1 && verts[0].X == verts[verts.Count - 1].X
&& verts[0].Y == verts[verts.Count - 1].Y)
verts.RemoveAt(verts.Count - 1);
if (verts.Count < 3)
return triangles;
// Ensure counter-clockwise winding for ear detection.
if (SignedArea(verts) < 0)
verts.Reverse();
// Build a linked list of vertex indices.
var indices = new List<int>(verts.Count);
for (var i = 0; i < verts.Count; i++)
indices.Add(i);
var n = indices.Count;
// Safety counter to avoid infinite loop on degenerate polygons.
var maxIterations = n * n;
var iterations = 0;
var i0 = 0;
while (n > 2 && iterations < maxIterations)
{
iterations++;
var prevIdx = (i0 + n - 1) % n;
var currIdx = i0 % n;
var nextIdx = (i0 + 1) % n;
var prev = verts[indices[prevIdx]];
var curr = verts[indices[currIdx]];
var next = verts[indices[nextIdx]];
if (IsEar(prev, curr, next, verts, indices, n))
{
var tri = new Polygon();
tri.Vertices.Add(prev);
tri.Vertices.Add(curr);
tri.Vertices.Add(next);
tri.Close();
triangles.Add(tri);
indices.RemoveAt(currIdx);
n--;
i0 = 0;
}
else
{
i0++;
if (i0 >= n)
i0 = 0;
}
}
return triangles;
}
/// <summary>
/// Tests whether the vertex at curr forms an ear (a convex vertex whose
/// triangle contains no other polygon vertices).
/// </summary>
private static bool IsEar(Vector prev, Vector curr, Vector next,
List<Vector> verts, List<int> indices, int n)
{
// Must be convex (CCW turn).
if (Cross(prev, curr, next) <= 0)
return false;
// Check that no other vertex lies inside the triangle.
for (var i = 0; i < n; i++)
{
var v = verts[indices[i]];
if (v.X == prev.X && v.Y == prev.Y)
continue;
if (v.X == curr.X && v.Y == curr.Y)
continue;
if (v.X == next.X && v.Y == next.Y)
continue;
if (PointInTriangle(v, prev, curr, next))
return false;
}
return true;
}
/// <summary>
/// Returns positive value if A→B→C is a CCW (left) turn.
/// </summary>
internal static double Cross(Vector a, Vector b, Vector c)
{
return (b.X - a.X) * (c.Y - a.Y) - (b.Y - a.Y) * (c.X - a.X);
}
/// <summary>
/// Returns true if point p is strictly inside triangle (a, b, c).
/// Assumes CCW winding.
/// </summary>
private static bool PointInTriangle(Vector p, Vector a, Vector b, Vector c)
{
var d1 = Cross(a, b, p);
var d2 = Cross(b, c, p);
var d3 = Cross(c, a, p);
var hasNeg = (d1 < 0) || (d2 < 0) || (d3 < 0);
var hasPos = (d1 > 0) || (d2 > 0) || (d3 > 0);
return !(hasNeg && hasPos);
}
/// <summary>
/// Signed area of a polygon. Positive = CCW, negative = CW.
/// </summary>
private static double SignedArea(List<Vector> verts)
{
var area = 0.0;
for (var i = 0; i < verts.Count; i++)
{
var j = (i + 1) % verts.Count;
area += verts[i].X * verts[j].Y;
area -= verts[j].X * verts[i].Y;
}
return area * 0.5;
}
}
}