mirror of
https://github.com/ajisaacs/OpenNest.git
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268 lines
9.0 KiB
C#
268 lines
9.0 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.Geometry;
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namespace OpenNest
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{
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public static class PartGeometry
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{
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public static List<Line> GetPartLines(Part part, double chordTolerance = 0.001)
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{
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var entities = ConvertProgram.ToGeometry(part.Program);
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var shapes = ShapeBuilder.GetShapes(
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entities.Where(e => SpecialLayers.IsMaterial(e.Layer))
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);
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var lines = new List<Line>();
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foreach (var shape in shapes)
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{
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var polygon = shape.ToPolygonWithTolerance(chordTolerance);
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polygon.Offset(part.Location);
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lines.AddRange(polygon.ToLines());
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}
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return lines;
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}
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public static List<Line> GetPartLines(
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Part part,
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PushDirection facingDirection,
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double chordTolerance = 0.001
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)
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{
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return GetDirectionalPartLines(
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part, chordTolerance, useVector: false, facingDirection, default
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);
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}
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/// <summary>
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/// Returns the perimeter entities (Line, Arc, Circle) with spacing offset applied,
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/// without tessellation, which keeps arc-heavy parts fast in directional-distance loops.
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/// </summary>
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public static List<Entity> GetOffsetPerimeterEntities(Part part, double spacing)
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{
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var entities = GetOffsetPerimeterEntities(part.Program, spacing);
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foreach (var entity in entities)
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entity.Offset(part.Location);
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return entities;
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}
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/// <summary>
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/// Prepares a fresh offset perimeter in the program's local frame, without translation.
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/// </summary>
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public static List<Entity> GetOffsetPerimeterEntities(CNC.Program program, double spacing)
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{
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PerfCounters.CountOffsetPerimeterEntities();
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var geoEntities = ConvertProgram.ToGeometry(program);
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var profile = new ShapeProfile(
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geoEntities.Where(e => SpecialLayers.IsMaterial(e.Layer)).ToList()
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);
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var offsetShape = profile.Perimeter.OffsetOutward(spacing);
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if (offsetShape == null)
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return new List<Entity>();
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return offsetShape.Entities;
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}
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/// <summary>
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/// Returns all entities (perimeter + cutouts) with spacing offset applied,
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/// without tessellation. Perimeter is offset outward, cutouts inward.
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/// </summary>
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public static List<Entity> GetOffsetPartEntities(Part part, double spacing)
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{
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var geoEntities = ConvertProgram.ToGeometry(part.Program);
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var profile = new ShapeProfile(
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geoEntities.Where(e => SpecialLayers.IsMaterial(e.Layer)).ToList()
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);
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var entities = new List<Entity>();
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var perimeter = profile.Perimeter.OffsetOutward(spacing);
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if (perimeter != null)
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{
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foreach (var entity in perimeter.Entities)
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entity.Offset(part.Location);
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entities.AddRange(perimeter.Entities);
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}
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foreach (var cutout in profile.Cutouts)
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{
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var inset = cutout.OffsetInward(spacing);
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if (inset == null)
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continue;
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foreach (var entity in inset.Entities)
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entity.Offset(part.Location);
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entities.AddRange(inset.Entities);
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}
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return entities;
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}
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/// <summary>
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/// Returns perimeter entities at the part's world location, without tessellation
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/// or spacing offset.
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/// </summary>
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public static List<Entity> GetPerimeterEntities(Part part)
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{
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var geoEntities = ConvertProgram.ToGeometry(part.Program);
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var profile = new ShapeProfile(
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geoEntities.Where(e => SpecialLayers.IsMaterial(e.Layer)).ToList()
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);
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return CopyEntitiesAtLocation(profile.Perimeter.Entities, part.Location);
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}
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/// <summary>
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/// Returns all entities (perimeter + cutouts) at the part's world location,
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/// without tessellation or spacing offset.
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/// </summary>
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public static List<Entity> GetPartEntities(Part part)
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{
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var geoEntities = ConvertProgram.ToGeometry(part.Program);
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var profile = new ShapeProfile(
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geoEntities.Where(e => SpecialLayers.IsMaterial(e.Layer)).ToList()
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);
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var entities = CopyEntitiesAtLocation(profile.Perimeter.Entities, part.Location);
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foreach (var cutout in profile.Cutouts)
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entities.AddRange(CopyEntitiesAtLocation(cutout.Entities, part.Location));
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return entities;
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}
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private static List<Entity> CopyEntitiesAtLocation(List<Entity> source, Vector location)
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{
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var result = new List<Entity>(source.Count);
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foreach (var entity in source)
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{
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var copy = entity.Clone();
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copy.Offset(location);
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result.Add(copy);
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}
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return result;
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}
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public static List<Line> GetPartLines(
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Part part,
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Vector facingDirection,
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double chordTolerance = 0.001
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)
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{
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return GetDirectionalPartLines(
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part, chordTolerance, useVector: true, default, facingDirection
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);
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}
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private static List<Line> GetDirectionalPartLines(
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Part part,
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double chordTolerance,
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bool useVector,
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PushDirection cardinalDirection,
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Vector vectorDirection
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)
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{
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var entities = ConvertProgram.ToGeometry(part.Program);
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var shapes = ShapeBuilder.GetShapes(
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entities.Where(e => SpecialLayers.IsMaterial(e.Layer))
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);
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var lines = new List<Line>();
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foreach (var shape in shapes)
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{
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var polygon = shape.ToPolygonWithTolerance(chordTolerance);
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polygon.Offset(part.Location);
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// Keep the overload-specific arithmetic and invalid-direction behavior.
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lines.AddRange(useVector
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? GetDirectionalLines(polygon, vectorDirection)
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: GetDirectionalLines(polygon, cardinalDirection));
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}
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return lines;
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}
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/// <summary>
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/// Returns only polygon edges whose outward normal faces the specified direction vector.
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/// </summary>
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private static List<Line> GetDirectionalLines(Polygon polygon, Vector direction)
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{
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if (polygon.Vertices.Count < 3)
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return polygon.ToLines();
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var sign = polygon.RotationDirection() == RotationType.CCW ? 1.0 : -1.0;
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var lines = new List<Line>();
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var last = polygon.Vertices[0];
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for (var i = 1; i < polygon.Vertices.Count; i++)
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{
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var current = polygon.Vertices[i];
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var edx = current.X - last.X;
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var edy = current.Y - last.Y;
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var keep = sign * (edy * direction.X - edx * direction.Y) > 0;
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if (keep)
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lines.Add(new Line(last, current));
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last = current;
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}
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return lines;
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}
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/// <summary>
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/// Returns only polygon edges whose outward normal faces the specified direction.
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/// </summary>
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private static List<Line> GetDirectionalLines(
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Polygon polygon,
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PushDirection facingDirection
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)
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{
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if (polygon.Vertices.Count < 3)
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return polygon.ToLines();
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var sign = polygon.RotationDirection() == RotationType.CCW ? 1.0 : -1.0;
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var lines = new List<Line>();
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var last = polygon.Vertices[0];
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for (int i = 1; i < polygon.Vertices.Count; i++)
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{
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var current = polygon.Vertices[i];
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var dx = current.X - last.X;
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var dy = current.Y - last.Y;
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bool keep;
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switch (facingDirection)
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{
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case PushDirection.Left:
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keep = -sign * dy > 0;
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break;
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case PushDirection.Right:
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keep = sign * dy > 0;
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break;
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case PushDirection.Up:
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keep = -sign * dx > 0;
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break;
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case PushDirection.Down:
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keep = sign * dx > 0;
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break;
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default:
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keep = true;
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break;
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}
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if (keep)
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lines.Add(new Line(last, current));
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last = current;
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}
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return lines;
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}
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}
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}
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