Replace the Terra scaffold with an independent configuration-space contact placer and bounded stock-plan search. Include plugin tests, synthetic and DXF benchmark drivers, results, and deployment documentation. Correct shared collision clipping and hole subtraction so curved-hole inserts validate consistently. Cover translated layouts, spacing violations, operand order, winding, and independent boolean-area comparisons. Validation: 1,293 tests passed with 12 fixture skips; all 34 synthetic/generated and four DXF cases are valid and complete.
370 lines
14 KiB
C#
370 lines
14 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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/// <summary>
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/// Polygon overlap test with hole subtraction. This is the reference implementation
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/// for a future GPU kernel, so it deliberately stays hand-rolled instead of using
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/// Clipper (which is CPU-only and allocation-heavy; see <see cref="ClipperBridge"/>
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/// for the CPU preparation that feeds it).
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/// <para>
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/// GPU-port contract. Per-polygon preparation, done once per drawing and rotation,
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/// then cached and uploaded: the spacing offset (<see cref="ClipperBridge"/>),
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/// triangulation (<see cref="ConvexDecomposition.Triangulate"/>) of the outline and
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/// each hole, and the bounding box of every polygon and triangle. Per-pair work,
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/// kernel-shaped (fixed-size, loop-only, no recursion): the bounding-box rejects,
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/// Sutherland-Hodgman clipping of convex triangle pairs (<c>ClipConvex</c>), and
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/// subtraction of hole triangles from the clipped regions (<c>SubtractTriangles</c>).
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/// Inputs are closed, lines-only polygons; winding is normalized by triangulation.
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/// </para>
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/// </summary>
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public static class Collision
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{
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public static CollisionResult Check(
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Polygon a,
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Polygon b,
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List<Polygon> holesA = null,
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List<Polygon> holesB = null
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)
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{
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// Step 1: Bounding box pre-filter
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if (!BoundingBoxesOverlap(a.BoundingBox, b.BoundingBox))
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return CollisionResult.None;
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// Step 2: Quick intersection test for crossing points
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var intersectionPoints = FindCrossingPoints(a, b);
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// Step 3: Convex decomposition
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var trisA = TriangulateWithBounds(a);
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var trisB = TriangulateWithBounds(b);
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// Step 4: Clip all triangle pairs
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var regions = new List<Polygon>();
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foreach (var triA in trisA)
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{
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foreach (var triB in trisB)
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{
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if (!BoundingBoxesOverlap(triA.BoundingBox, triB.BoundingBox))
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continue;
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var clipped = ClipConvex(triA, triB);
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if (clipped != null)
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regions.Add(clipped);
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}
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}
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// Step 5: Hole subtraction
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if (regions.Count > 0)
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regions = SubtractHoles(regions, holesA, holesB);
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if (regions.Count == 0)
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return new CollisionResult(false, regions, intersectionPoints);
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// Step 6: Build result
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return new CollisionResult(true, regions, intersectionPoints);
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}
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public static bool HasOverlap(
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Polygon a,
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Polygon b,
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List<Polygon> holesA = null,
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List<Polygon> holesB = null
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)
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{
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if (!BoundingBoxesOverlap(a.BoundingBox, b.BoundingBox))
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return false;
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// Full check is needed: crossing points alone miss containment cases
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// (one polygon entirely inside another has zero edge crossings).
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return Check(a, b, holesA, holesB).Overlaps;
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}
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public static List<CollisionResult> CheckAll(
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List<Polygon> polygons,
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List<List<Polygon>> holes = null
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)
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{
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var results = new List<CollisionResult>();
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for (var i = 0; i < polygons.Count; i++)
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{
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for (var j = i + 1; j < polygons.Count; j++)
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{
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var holesA = holes != null && i < holes.Count ? holes[i] : null;
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var holesB = holes != null && j < holes.Count ? holes[j] : null;
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var result = Check(polygons[i], polygons[j], holesA, holesB);
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if (result.Overlaps)
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results.Add(result);
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}
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}
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return results;
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}
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public static bool HasAnyOverlap(List<Polygon> polygons, List<List<Polygon>> holes = null)
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{
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for (var i = 0; i < polygons.Count; i++)
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{
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for (var j = i + 1; j < polygons.Count; j++)
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{
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var holesA = holes != null && i < holes.Count ? holes[i] : null;
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var holesB = holes != null && j < holes.Count ? holes[j] : null;
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if (HasOverlap(polygons[i], polygons[j], holesA, holesB))
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return true;
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}
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}
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return false;
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}
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private static bool BoundingBoxesOverlap(Box a, Box b)
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{
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var overlapX = System.Math.Min(a.Right, b.Right) - System.Math.Max(a.Left, b.Left);
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var overlapY = System.Math.Min(a.Top, b.Top) - System.Math.Max(a.Bottom, b.Bottom);
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return overlapX > Tolerance.Epsilon && overlapY > Tolerance.Epsilon;
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}
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private static List<Vector> FindCrossingPoints(Polygon a, Polygon b)
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{
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if (!Intersect.Intersects(a, b, out var rawPts))
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return new List<Vector>();
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// Filter boundary contacts (vertex touches)
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var vertsA = CollectVertices(a);
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var vertsB = CollectVertices(b);
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var filtered = new List<Vector>();
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foreach (var pt in rawPts)
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{
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if (IsNearAnyVertex(pt, vertsA) || IsNearAnyVertex(pt, vertsB))
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continue;
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filtered.Add(pt);
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}
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return filtered;
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}
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private static List<Vector> CollectVertices(Polygon polygon)
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{
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var verts = new List<Vector>(polygon.Vertices.Count);
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foreach (var v in polygon.Vertices)
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verts.Add(v);
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return verts;
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}
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private static bool IsNearAnyVertex(Vector pt, List<Vector> vertices)
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{
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foreach (var v in vertices)
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{
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if (pt.X.IsEqualTo(v.X) && pt.Y.IsEqualTo(v.Y))
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return true;
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}
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return false;
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}
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/// <summary>
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/// Triangulates a polygon and ensures each triangle has its bounding box updated.
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/// </summary>
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private static List<Polygon> TriangulateWithBounds(Polygon polygon)
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{
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var tris = ConvexDecomposition.Triangulate(polygon);
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foreach (var tri in tris)
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tri.UpdateBounds();
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return tris;
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}
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/// <summary>
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/// Sutherland-Hodgman polygon clipping. Clips subject against each edge
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/// of clip. Both must be convex. Returns null if no overlap.
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/// </summary>
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private static Polygon ClipConvex(Polygon subject, Polygon clip)
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{
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var output = OpenVertices(subject);
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var clipVerts = OpenVertices(clip);
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for (var i = 0; i < clipVerts.Count && output.Count >= 3; i++)
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{
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output = ClipHalfSpace(output, clipVerts[i], clipVerts[(i + 1) % clipVerts.Count], true);
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}
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return PositiveAreaPolygon(output);
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}
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/// <summary>
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/// Cross product of vectors (edgeStart->edgeEnd) and (edgeStart->point).
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/// Positive = point is left of edge (inside for CCW polygon).
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/// </summary>
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private static double Cross(Vector edgeStart, Vector edgeEnd, Vector point)
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{
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return (edgeEnd.X - edgeStart.X) * (point.Y - edgeStart.Y)
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- (edgeEnd.Y - edgeStart.Y) * (point.X - edgeStart.X);
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}
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/// <summary>
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/// Subtracts holes from overlap regions.
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/// </summary>
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private static List<Polygon> SubtractHoles(
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List<Polygon> regions,
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List<Polygon> holesA,
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List<Polygon> holesB
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)
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{
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var allHoles = new List<Polygon>();
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if (holesA != null)
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allHoles.AddRange(holesA);
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if (holesB != null)
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allHoles.AddRange(holesB);
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if (allHoles.Count == 0)
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return regions;
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foreach (var hole in allHoles)
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{
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var holeTris = TriangulateWithBounds(hole);
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var surviving = new List<Polygon>();
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foreach (var region in regions)
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{
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var pieces = SubtractTriangles(region, holeTris);
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surviving.AddRange(pieces);
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}
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regions = surviving;
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if (regions.Count == 0)
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break;
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}
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return regions;
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}
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/// <summary>
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/// Subtracts hole triangles from a convex region. At each edge, emit the outside
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/// portion and carry only the inside remainder to the next edge. The emitted
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/// pieces are disjoint and convex, so no repeated triangulation is needed.
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/// </summary>
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private static List<Polygon> SubtractTriangles(Polygon region, List<Polygon> holeTris)
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{
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var current = new List<Polygon> { region };
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foreach (var holeTri in holeTris)
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{
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var next = new List<Polygon>();
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foreach (var piece in current)
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{
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// Subtraction must also remove thin fragments created by clipping.
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// The pair-level length tolerance would skip some of these even
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// when their area is large enough to count as an overlap.
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var a = piece.BoundingBox;
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var b = holeTri.BoundingBox;
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if (a.Right <= b.Left || b.Right <= a.Left || a.Top <= b.Bottom || b.Top <= a.Bottom)
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{
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next.Add(piece);
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continue;
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}
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var remainder = OpenVertices(piece);
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var holeVerts = OpenVertices(holeTri);
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for (var i = 0; i < holeVerts.Count && remainder.Count >= 3; i++)
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{
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var start = holeVerts[i];
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var end = holeVerts[(i + 1) % holeVerts.Count];
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var outside = PositiveAreaPolygon(ClipHalfSpace(remainder, start, end, false));
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if (outside != null)
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next.Add(outside);
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remainder = ClipHalfSpace(remainder, start, end, true);
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}
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}
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current = next;
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if (current.Count == 0)
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break;
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}
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return current;
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}
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/// <summary>
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/// Clips an open vertex list against one half-space. Classification and
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/// interpolation use the same signed cross products: intersections always
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/// lie on the input segment. An epsilon-shifted inside test combined with
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/// intersections on the unshifted line can extrapolate and create material.
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/// Apply the area tolerance only to the resulting polygons, not to edge signs.
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/// </summary>
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private static List<Vector> ClipHalfSpace(
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List<Vector> vertices,
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Vector edgeStart,
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Vector edgeEnd,
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bool inside
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)
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{
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var kept = new List<Vector>();
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for (var i = 0; i < vertices.Count; i++)
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{
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var current = vertices[i];
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var next = vertices[(i + 1) % vertices.Count];
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var currentDistance = Cross(edgeStart, edgeEnd, current);
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var nextDistance = Cross(edgeStart, edgeEnd, next);
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if (inside ? currentDistance >= 0 : currentDistance <= 0)
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AddDistinct(kept, current);
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// Only strict opposite signs cross the line. Boundary endpoints
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// are already kept, and near-parallel crossings need no cutoff.
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if ((currentDistance < 0 && nextDistance > 0) || (currentDistance > 0 && nextDistance < 0))
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{
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var t = currentDistance / (currentDistance - nextDistance);
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AddDistinct(kept, new Vector(
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current.X + t * (next.X - current.X),
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current.Y + t * (next.Y - current.Y)));
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}
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}
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if (kept.Count > 1 && SamePoint(kept[0], kept[kept.Count - 1]))
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kept.RemoveAt(kept.Count - 1);
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return kept;
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}
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private static bool SamePoint(Vector a, Vector b) => a.X == b.X && a.Y == b.Y;
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private static void AddDistinct(List<Vector> vertices, Vector point)
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{
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if (vertices.Count == 0 || !SamePoint(vertices[vertices.Count - 1], point))
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vertices.Add(point);
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}
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private static List<Vector> OpenVertices(Polygon polygon)
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{
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var vertices = new List<Vector>(polygon.Vertices);
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if (vertices.Count > 1 && SamePoint(vertices[0], vertices[vertices.Count - 1]))
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vertices.RemoveAt(vertices.Count - 1);
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return vertices;
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}
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private static Polygon PositiveAreaPolygon(List<Vector> vertices)
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{
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if (vertices.Count < 3)
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return null;
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// Measure relative to a vertex to avoid cancellation of world-coordinate
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// products when a small clipped fragment is far from the origin.
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var twiceArea = 0.0;
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for (var i = 1; i + 1 < vertices.Count; i++)
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twiceArea += Cross(vertices[0], vertices[i], vertices[i + 1]);
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if (System.Math.Abs(twiceArea) <= 2 * Tolerance.Epsilon)
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return null;
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var polygon = new Polygon();
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polygon.Vertices.AddRange(vertices);
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// Polygon.Close uses fuzzy Vector equality; clipping needs an exact
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// closing vertex even when the last edge is shorter than Epsilon.
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polygon.Vertices.Add(vertices[0]);
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polygon.UpdateBounds();
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return polygon;
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}
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}
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}
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