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>
155 lines
4.9 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|