Add ArcFit.FitWithDualTangent to constrain replacement arcs to match tangent directions at both endpoints, preventing kinks without introducing gaps. Add DXF year selection to CAD converter export. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
131 lines
5.2 KiB
C#
131 lines
5.2 KiB
C#
using System.Collections.Generic;
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namespace OpenNest.Geometry
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{
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/// <summary>
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/// Shared arc-fitting utilities used by SplineConverter and GeometrySimplifier.
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/// </summary>
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internal static class ArcFit
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{
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/// <summary>
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/// Fits a circular arc constrained to be tangent to the given direction at the
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/// first point. The center lies at the intersection of the normal at P1 (perpendicular
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/// to the tangent) and the perpendicular bisector of the chord P1->Pn, guaranteeing
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/// the arc passes through both endpoints and departs P1 in the given direction.
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/// </summary>
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internal static (Vector center, double radius, double deviation) FitWithStartTangent(
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List<Vector> points, Vector tangent)
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{
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if (points.Count < 3)
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return (Vector.Invalid, 0, double.MaxValue);
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var p1 = points[0];
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var pn = points[^1];
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var mx = (p1.X + pn.X) / 2;
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var my = (p1.Y + pn.Y) / 2;
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var dx = pn.X - p1.X;
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var dy = pn.Y - p1.Y;
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var chordLen = System.Math.Sqrt(dx * dx + dy * dy);
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if (chordLen < 1e-10)
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return (Vector.Invalid, 0, double.MaxValue);
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var bx = -dy / chordLen;
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var by = dx / chordLen;
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var tLen = System.Math.Sqrt(tangent.X * tangent.X + tangent.Y * tangent.Y);
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if (tLen < 1e-10)
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return (Vector.Invalid, 0, double.MaxValue);
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var nx = -tangent.Y / tLen;
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var ny = tangent.X / tLen;
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var det = nx * by - ny * bx;
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if (System.Math.Abs(det) < 1e-10)
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return (Vector.Invalid, 0, double.MaxValue);
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var s = ((mx - p1.X) * by - (my - p1.Y) * bx) / det;
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var cx = p1.X + s * nx;
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var cy = p1.Y + s * ny;
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var radius = System.Math.Sqrt((cx - p1.X) * (cx - p1.X) + (cy - p1.Y) * (cy - p1.Y));
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if (radius < 1e-10)
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return (Vector.Invalid, 0, double.MaxValue);
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return (new Vector(cx, cy), radius, MaxRadialDeviation(points, cx, cy, radius));
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}
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/// <summary>
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/// Fits a circular arc constrained to be tangent to the given directions at both
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/// the first and last points. The center lies at the intersection of the normals
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/// at P1 and Pn, guaranteeing the arc departs P1 in the start direction and arrives
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/// at Pn in the end direction. Uses the radius from P1 (exact start tangent);
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/// deviation includes any endpoint gap at Pn.
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/// </summary>
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internal static (Vector center, double radius, double deviation) FitWithDualTangent(
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List<Vector> points, Vector startTangent, Vector endTangent)
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{
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if (points.Count < 3)
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return (Vector.Invalid, 0, double.MaxValue);
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var p1 = points[0];
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var pn = points[^1];
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var stLen = System.Math.Sqrt(startTangent.X * startTangent.X + startTangent.Y * startTangent.Y);
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var etLen = System.Math.Sqrt(endTangent.X * endTangent.X + endTangent.Y * endTangent.Y);
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if (stLen < 1e-10 || etLen < 1e-10)
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return (Vector.Invalid, 0, double.MaxValue);
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// Normal to start tangent at P1 (perpendicular)
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var n1x = -startTangent.Y / stLen;
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var n1y = startTangent.X / stLen;
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// Normal to end tangent at Pn
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var n2x = -endTangent.Y / etLen;
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var n2y = endTangent.X / etLen;
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// Solve: P1 + t1*N1 = Pn + t2*N2
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var det = n1x * (-n2y) - (-n2x) * n1y;
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if (System.Math.Abs(det) < 1e-10)
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return (Vector.Invalid, 0, double.MaxValue);
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var dx = pn.X - p1.X;
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var dy = pn.Y - p1.Y;
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var t1 = (dx * (-n2y) - (-n2x) * dy) / det;
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var cx = p1.X + t1 * n1x;
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var cy = p1.Y + t1 * n1y;
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// Use radius from P1 (guarantees exact start tangent and passes through P1)
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var r1 = System.Math.Sqrt((cx - p1.X) * (cx - p1.X) + (cy - p1.Y) * (cy - p1.Y));
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if (r1 < 1e-10)
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return (Vector.Invalid, 0, double.MaxValue);
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// Measure endpoint gap at Pn
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var r2 = System.Math.Sqrt((cx - pn.X) * (cx - pn.X) + (cy - pn.Y) * (cy - pn.Y));
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var endpointDev = System.Math.Abs(r2 - r1);
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var interiorDev = MaxRadialDeviation(points, cx, cy, r1);
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return (new Vector(cx, cy), r1, System.Math.Max(endpointDev, interiorDev));
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}
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/// <summary>
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/// Computes the maximum radial deviation of interior points from a circle.
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/// </summary>
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internal static double MaxRadialDeviation(List<Vector> points, double cx, double cy, double radius)
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{
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var maxDev = 0.0;
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for (var i = 1; i < points.Count - 1; i++)
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{
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var px = points[i].X - cx;
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var py = points[i].Y - cy;
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var dist = System.Math.Sqrt(px * px + py * py);
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var dev = System.Math.Abs(dist - radius);
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if (dev > maxDev) maxDev = dev;
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}
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return maxDev;
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}
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}
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}
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