The benchmark validator and every engine test re-triangulated both parts for each nearby pair. NestLayoutCheck now uses TriangulatedRegion, with Collision.HasOverlap as the fallback when it cannot decide. Verdicts are unchanged (the frozen-validator equivalence tests still pass); validating 100 discs went from 1,254 ms to 94 ms. Co-Authored-By: Codex <noreply@openai.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
454 lines
18 KiB
C#
454 lines
18 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using OpenNest.Converters;
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using OpenNest.Engine.Jobs.Adapters;
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using OpenNest.Geometry;
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using OpenNest.Math;
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namespace OpenNest.Engine.Jobs;
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/// <summary>
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/// Validates a (possibly multi-plate) placed layout against the benchmark
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/// rules: on every plate, every part must lie within that plate's work
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/// area and every pair of parts must be at least PartSpacing apart; across
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/// all plates combined, no drawing may have more parts placed than
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/// requested (the quantity limit is a property of the whole order, not of
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/// any one plate). Geometry checks work on arbitrary (concave, holed)
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/// polygons by reusing the same world-space extraction Part.Intersects
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/// uses internally, so no engine gets an advantage or penalty from shape
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/// complexity.
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/// </summary>
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public static class NestLayoutCheck
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{
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/// <summary>Checks bounds, spacing, quantities, offered stock and rotation policies.
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/// Requirement IDs are used in messages. Instance indices and fulfillment metadata are
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/// not checked, matching the benchmark contract.</summary>
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public static IReadOnlyList<string> Violations(NestJob job, NestJobResult result)
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{
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var materialized = NestResultMaterializer.Materialize(job, result);
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var requirements = job.Parts.ToDictionary(p => materialized.DrawingsByPartId[p.Id],
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p => (p.Id, p.Quantity));
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var runs = materialized.Nest.Plates.Select(p => (p, p.Parts.ToList())).ToList();
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var violations = Validate(runs, requirements);
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ValidateAgainstJob(job, result, job.Parts.ToDictionary(p => p.Id, p => p.Id), violations);
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return violations;
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}
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/// <summary>Tests material clearance using the benchmark's conservative outlines.
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/// The leftmost raw outline is inflated, matching the full-layout sweep; ties retain
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/// argument order. Geometry is cloned before transformation.</summary>
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public static bool Clears(JobPartGeometry a, NestJobPlacement pa,
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JobPartGeometry b, NestJobPlacement pb, double spacing)
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{
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var ap = Transform(a, pa.Rotation);
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var bp = Transform(b, pb.Rotation);
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var al = new Vector(pa.X, pa.Y);
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var bl = new Vector(pb.X, pb.Y);
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var ar = Outline(ap, al, 0);
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var br = Outline(bp, bl, 0);
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if (ar.Perimeter.BoundingBox.Left > br.Perimeter.BoundingBox.Left)
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{
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(ap, bp) = (bp, ap);
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(al, bl) = (bl, al);
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(ar, br) = (br, ar);
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}
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var inflated = spacing > Tolerance.Epsilon ? Outline(ap, al, spacing) : ar;
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return !BoxesTouch(inflated.Perimeter.BoundingBox, br.Perimeter.BoundingBox)
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|| !Overlaps(inflated, br);
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}
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private static ShapeProfile Transform(JobPartGeometry geometry, double rotation)
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{
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var shapes = new[] { geometry.Perimeter }.Concat(geometry.Cutouts);
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var entities = shapes.SelectMany(s => s.Entities).Select(e => e.Clone()).ToList();
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foreach (var entity in entities)
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entity.Rotate(rotation);
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return new ShapeProfile(entities);
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}
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/// <summary>
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/// requirements maps each materialized part's BaseDrawing (by reference - materialized
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/// Drawing instances are freshly reconstructed per NestResultMaterializer.Materialize, so
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/// identity must never be inferred from Name, which is only incidentally seeded from the
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/// originating NestJobPart id) to its original quantity limit and display name.
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/// </summary>
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internal static List<string> Validate(
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List<(Plate Plate, List<Part> Parts)> plateRuns,
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IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements
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)
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{
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var result = new List<string>();
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var allParts = plateRuns.SelectMany(pr => pr.Parts).ToList();
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if (allParts.Count == 0)
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return result;
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ValidateQuantities(allParts, requirements, result);
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foreach (var (plate, parts) in plateRuns)
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{
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if (parts.Count == 0)
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continue;
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ValidateBounds(parts, plate, requirements, result);
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ValidateAreaBudget(parts, plate, result);
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ValidateSpacing(parts, plate.PartSpacing, requirements, result);
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}
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return result;
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}
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/// <summary>
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/// Checks what the materialized layout cannot show: every sheet must be
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/// one of the job's own stock entries (an engine may not invent a sheet
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/// size or loosen its spacing/edge settings, which the layout checks
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/// would otherwise trust), finite stock may not be overdrawn, and every
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/// placement's rotation must satisfy its part's RotationPolicy.
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/// </summary>
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internal static void ValidateAgainstJob(
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NestJob job,
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NestJobResult jobResult,
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IReadOnlyDictionary<string, string> displayNames,
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List<string> result
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)
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{
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var stockById = job.Plates.ToDictionary(s => s.Id);
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var partsById = job.Parts.ToDictionary(p => p.Id);
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var sheetsUsed = new Dictionary<string, int>();
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foreach (var sheet in jobResult.Plates)
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{
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if (
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!stockById.TryGetValue(sheet.Stock.Id, out var stock)
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|| !SameSettings(stock, sheet.Stock)
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)
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{
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result.Add(
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$"Plate {sheet.PlateIndex} uses stock '{sheet.Stock.Id}' ({sheet.Stock.Size}) that does not match any stock offered by the job"
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);
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continue;
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}
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sheetsUsed[stock.Id] = sheetsUsed.GetValueOrDefault(stock.Id) + 1;
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}
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foreach (var (stockId, used) in sheetsUsed)
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{
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var available = stockById[stockId].Quantity;
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if (available.HasValue && used > available.Value)
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{
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result.Add(
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$"Used {used} sheet(s) of stock '{stockId}' but only {available.Value} are available"
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);
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}
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}
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foreach (var sheet in jobResult.Plates)
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{
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foreach (var placement in sheet.Placements)
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{
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if (!partsById.TryGetValue(placement.PartId, out var part))
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continue; // reported by ValidateQuantities
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if (!part.Rotation.Allows(placement.Rotation))
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{
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var name = displayNames.TryGetValue(part.Id, out var n) ? n : part.Id;
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result.Add(
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$"'{name}' placed at {Angle.ToDegrees(placement.Rotation):F3}° on plate {sheet.PlateIndex}, "
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+ $"outside its rotation constraint ({Describe(part.Rotation)})"
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);
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}
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}
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}
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}
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private static bool SameSettings(NestPlateStock expected, NestPlateStock actual) =>
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ReferenceEquals(expected, actual)
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|| (
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expected.Size.Equals(actual.Size)
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&& expected.PartSpacing.IsEqualTo(actual.PartSpacing)
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&& expected.EdgeSpacing.Left.IsEqualTo(actual.EdgeSpacing.Left)
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&& expected.EdgeSpacing.Right.IsEqualTo(actual.EdgeSpacing.Right)
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&& expected.EdgeSpacing.Top.IsEqualTo(actual.EdgeSpacing.Top)
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&& expected.EdgeSpacing.Bottom.IsEqualTo(actual.EdgeSpacing.Bottom)
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&& expected.Quadrant == actual.Quadrant
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);
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private static string Describe(RotationPolicy policy) =>
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policy.Kind switch
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{
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RotationPolicyKind.Fixed => $"fixed at {Angle.ToDegrees(policy.Start):F3}°",
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RotationPolicyKind.BoundedSweep =>
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$"{Angle.ToDegrees(policy.Start):F3}° to {Angle.ToDegrees(policy.End):F3}° in {Angle.ToDegrees(policy.Step):F3}° steps",
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_ => "any",
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};
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private static void ValidateQuantities(
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List<Part> parts,
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IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements,
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List<string> result
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)
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{
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var placedCounts = parts
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.GroupBy<Part, Drawing>(p => p.BaseDrawing, ReferenceEqualityComparer.Instance)
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.ToDictionary(g => g.Key, g => g.Count());
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foreach (var (drawing, placed) in placedCounts)
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{
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if (!requirements.TryGetValue(drawing, out var requirement))
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{
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result.Add(
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$"Placed drawing '{drawing.Name}' which was not requested for this job"
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);
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continue;
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}
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if (placed > requirement.Quantity)
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{
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result.Add(
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$"'{requirement.Name}': placed {placed} across all plates but only {requirement.Quantity} were requested"
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);
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}
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}
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}
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private static void ValidateBounds(
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List<Part> parts,
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Plate plate,
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IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements,
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List<string> result
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)
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{
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var workArea = plate.WorkArea();
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foreach (var part in parts)
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{
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var bb = MaterialBounds(part);
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var outLeft = bb.Left < workArea.X - Tolerance.Epsilon;
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var outBottom = bb.Bottom < workArea.Y - Tolerance.Epsilon;
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var outRight = bb.Right > workArea.Right + Tolerance.Epsilon;
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var outTop = bb.Top > workArea.Top + Tolerance.Epsilon;
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if (outLeft || outBottom || outRight || outTop)
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{
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result.Add(
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$"'{DisplayName(part, requirements)}' at ({part.Location.X:F2},{part.Location.Y:F2}) falls outside the work area "
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+ $"of a {plate.Size} plate"
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);
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}
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}
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}
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/// <summary>
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/// Hard mathematical backstop: non-overlapping parts confined to the
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/// work area can never have a combined area greater than the work
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/// area itself. This catches overlap that the polygon-based
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/// ValidateSpacing check can miss - Collision.HasOverlap (and
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/// Part.Intersects, which uses the same algorithm) has been observed
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/// to return false negatives on real, complex production geometry, so
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/// this check does not depend on it.
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/// </summary>
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private static void ValidateAreaBudget(
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List<Part> parts,
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Plate plate,
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List<string> result
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)
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{
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var workArea = plate.WorkArea();
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var budget = workArea.Width * workArea.Length;
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var placedArea = parts.Sum(p => p.BaseDrawing.Area);
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if (placedArea > budget + Tolerance.Epsilon)
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{
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result.Add(
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$"Combined placed area ({placedArea:F2}) on a {plate.Size} plate exceeds its work area ({budget:F2}) - "
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+ "parts must overlap even though the polygon overlap check did not flag a pair"
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);
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}
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}
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/// <summary>
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/// Every pair of parts must be at least <paramref name="spacing"/> apart.
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/// Each part's material is inflated by the spacing (perimeter offset
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/// outward, holes shrunk inward) and tested against the other part's raw
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/// material, with holes subtracted on both sides - so a small part
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/// nested inside another part's cutout (part-in-part) is legal as long as
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/// it clears the cutout's edge by the spacing. Pairs are pruned with an
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/// X-sorted sweep over bounding boxes so only neighbours reach the
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/// polygon clipper.
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/// </summary>
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private static void ValidateSpacing(
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List<Part> parts,
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double spacing,
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IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements,
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List<string> result
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)
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{
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var raw = new PartOutline[parts.Count];
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var inflated = new PartOutline[parts.Count];
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for (var i = 0; i < parts.Count; i++)
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{
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raw[i] = Outline(parts[i], 0);
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inflated[i] = spacing > Tolerance.Epsilon ? Outline(parts[i], spacing) : raw[i];
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}
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var order = Enumerable
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.Range(0, parts.Count)
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.Where(i => raw[i] != null && inflated[i] != null)
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.OrderBy(i => raw[i].Perimeter.BoundingBox.Left)
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.ToList();
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for (var a = 0; a < order.Count; a++)
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{
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var i = order[a];
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var reach = inflated[i].Perimeter.BoundingBox;
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for (var b = a + 1; b < order.Count; b++)
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{
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var j = order[b];
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var other = raw[j].Perimeter.BoundingBox;
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// Sorted by Left, so nothing further along can reach part i either.
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if (other.Left > reach.Right + Tolerance.Epsilon)
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break;
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if (!BoxesTouch(reach, other))
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continue;
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// Inflating one side by the full spacing covers both cases: part j
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// inside part i's (shrunk) cutout, or part i's inflated outline
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// inside part j's raw cutout.
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if (Overlaps(inflated[i], raw[j]))
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{
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result.Add(
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$"'{DisplayName(parts[i], requirements)}' and '{DisplayName(parts[j], requirements)}' are closer than the required spacing ({spacing:F3})"
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);
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}
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}
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}
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}
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/// <summary>Analytic world-space material bounds; surface marks never bound material.</summary>
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internal static Box MaterialBounds(Part part) =>
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ConvertProgram.ToGeometry(part.Program)
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.Where(e => SpecialLayers.IsMaterial(e.Layer))
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.GetBoundingBox()
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.Translate(part.Location);
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private static bool BoxesTouch(Box a, Box b) =>
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a.Left <= b.Right + Tolerance.Epsilon
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&& b.Left <= a.Right + Tolerance.Epsilon
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&& a.Bottom <= b.Top + Tolerance.Epsilon
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&& b.Bottom <= a.Top + Tolerance.Epsilon;
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/// <summary>Friendly name for a violation message, falling back to the materialized
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/// Drawing's own Name (the raw partId string) if this part wasn't in requirements at all -
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/// that mismatch is already reported by ValidateQuantities, so this is display-only.</summary>
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private static string DisplayName(
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Part part,
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IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements
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) =>
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requirements.TryGetValue(part.BaseDrawing, out var requirement)
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? requirement.Name
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: part.BaseDrawing.Name;
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private const double OutlineTolerance = NestTolerances.ValidationOutline;
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private static bool Overlaps(PartOutline a, PartOutline b)
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{
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var at = a.Triangles;
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var bt = b.Triangles;
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// Cache the same world-space triangulation the reference would build. Keeping
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// translations at zero also preserves its floating-point operation order.
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return (at != null && bt != null ? at.Overlaps(bt, 0, 0, 0, 0) : null)
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?? Collision.HasOverlap(a.Perimeter, b.Perimeter, a.Holes, b.Holes);
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}
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private sealed class PartOutline
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{
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public Polygon Perimeter { get; init; }
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public List<Polygon> Holes { get; init; }
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private bool prepared;
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private TriangulatedRegion triangles;
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/// <summary>Prepared on the first candidate pair; null preparation is cached too.</summary>
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public TriangulatedRegion Triangles
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{
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get
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{
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if (!prepared)
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{
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triangles = TriangulatedRegion.Build(Perimeter, Holes);
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prepared = true;
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}
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return triangles;
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}
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}
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}
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/// <summary>
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/// Extracts a part's material as world-space polygons - the perimeter and
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/// its cutouts - grown by <paramref name="inflateBy"/> (perimeter offset
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/// outward, cutouts offset inward, in one Clipper region offset). A cutout
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/// that closes up under the offset is dropped, which treats it as solid:
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/// conservative, since it has no room for another part at the required
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/// spacing anyway. Arcs are flattened conservatively (perimeter arcs
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/// circumscribed, cutout arcs inscribed) but nothing is padded, so a layout
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/// exactly at the spacing passes; the only leniency is the round-join chord
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/// error at convex corners (OutlineTolerance / 10).
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/// part.Program is already rotated; only a Location offset is needed.
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/// </summary>
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private static PartOutline Outline(Part part, double inflateBy)
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{
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var entities = ConvertProgram
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.ToGeometry(part.Program)
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.Where(e => SpecialLayers.IsMaterial(e.Layer))
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.ToList();
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if (entities.Count == 0)
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return null;
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var profile = new ShapeProfile(entities);
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if (profile.Perimeter == null)
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return null;
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return Outline(profile, part.Location, inflateBy);
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}
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private static PartOutline Outline(ShapeProfile profile, Vector location, double inflateBy)
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{
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// Adaptive tolerance instead of Shape.ToPolygon()'s default (up to 1000
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// segments per arc) - arc-heavy real parts otherwise produce thousands
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// of vertices, which is needlessly slow for a spacing check.
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var region = ClipperBridge.OffsetForValidation(
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profile,
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inflateBy > Tolerance.Epsilon ? inflateBy : 0,
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OutlineTolerance
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);
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var perimeter = region.LargestOuter();
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if (perimeter == null)
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return null;
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ToWorld(perimeter, location);
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foreach (var hole in region.Holes)
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ToWorld(hole, location);
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return new PartOutline { Perimeter = perimeter, Holes = region.Holes };
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}
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private static void ToWorld(Polygon polygon, Vector location)
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{
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polygon.Offset(location);
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polygon.UpdateBounds();
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}
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}
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