Files
OpenNest/OpenNest.Core/Helper.cs
AJ Isaacs 4d270ae68e fix: remove self-intersecting loops from polygon offset
Polygon offset at concave corners creates geometry that folds back
through itself. Added RemoveSelfIntersections() to Polygon that
detects non-adjacent edge crossings and removes the smaller loop
at each crossing. Applied to both collision detection and rendering.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 22:23:44 -05:00

1249 lines
39 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using OpenNest.Converters;
using OpenNest.Geometry;
using OpenNest.Math;
namespace OpenNest
{
public static class Helper
{
/// <summary>
/// Rounds a number down to the nearest factor.
/// </summary>
/// <param name="num"></param>
/// <param name="factor"></param>
/// <returns></returns>
public static double RoundDownToNearest(double num, double factor)
{
return factor.IsEqualTo(0) ? num : System.Math.Floor(num / factor) * factor;
}
/// <summary>
/// Rounds a number up to the nearest factor.
/// </summary>
/// <param name="num"></param>
/// <param name="factor"></param>
/// <returns></returns>
public static double RoundUpToNearest(double num, double factor)
{
return factor.IsEqualTo(0) ? num : System.Math.Ceiling(num / factor) * factor;
}
/// <summary>
/// Rounds a number to the nearest factor using midpoint rounding convention.
/// </summary>
/// <param name="num"></param>
/// <param name="factor"></param>
/// <returns></returns>
public static double RoundToNearest(double num, double factor)
{
return factor.IsEqualTo(0) ? num : System.Math.Round(num / factor) * factor;
}
public static void Optimize(IList<Arc> arcs)
{
for (int i = 0; i < arcs.Count; ++i)
{
var arc = arcs[i];
var coradialArcs = arcs.GetCoradialArs(arc, i);
int index = 0;
while (index < coradialArcs.Count)
{
Arc arc2 = coradialArcs[index];
Arc joinArc;
if (!TryJoinArcs(arc, arc2, out joinArc))
{
index++;
continue;
}
coradialArcs.Remove(arc2);
arcs.Remove(arc2);
arc = joinArc;
index = 0;
}
arcs[i] = arc;
}
}
public static void Optimize(IList<Line> lines)
{
for (int i = 0; i < lines.Count; ++i)
{
var line = lines[i];
var collinearLines = lines.GetCollinearLines(line, i);
var index = 0;
while (index < collinearLines.Count)
{
Line line2 = collinearLines[index];
Line joinLine;
if (!TryJoinLines(line, line2, out joinLine))
{
index++;
continue;
}
collinearLines.Remove(line2);
lines.Remove(line2);
line = joinLine;
index = 0;
}
lines[i] = line;
}
}
public static bool TryJoinLines(Line line1, Line line2, out Line lineOut)
{
lineOut = null;
if (line1 == line2)
return false;
if (!line1.IsCollinearTo(line2))
return false;
bool onPoint = false;
if (line1.StartPoint == line2.StartPoint)
onPoint = true;
else if (line1.StartPoint == line2.EndPoint)
onPoint = true;
else if (line1.EndPoint == line2.StartPoint)
onPoint = true;
else if (line1.EndPoint == line2.EndPoint)
onPoint = true;
var t1 = line1.StartPoint.Y > line1.EndPoint.Y ? line1.StartPoint.Y : line1.EndPoint.Y;
var t2 = line2.StartPoint.Y > line2.EndPoint.Y ? line2.StartPoint.Y : line2.EndPoint.Y;
var b1 = line1.StartPoint.Y < line1.EndPoint.Y ? line1.StartPoint.Y : line1.EndPoint.Y;
var b2 = line2.StartPoint.Y < line2.EndPoint.Y ? line2.StartPoint.Y : line2.EndPoint.Y;
var l1 = line1.StartPoint.X < line1.EndPoint.X ? line1.StartPoint.X : line1.EndPoint.X;
var l2 = line2.StartPoint.X < line2.EndPoint.X ? line2.StartPoint.X : line2.EndPoint.X;
var r1 = line1.StartPoint.X > line1.EndPoint.X ? line1.StartPoint.X : line1.EndPoint.X;
var r2 = line2.StartPoint.X > line2.EndPoint.X ? line2.StartPoint.X : line2.EndPoint.X;
if (!onPoint)
{
if (t1 < b2 - Tolerance.Epsilon) return false;
if (b1 > t2 + Tolerance.Epsilon) return false;
if (l1 > r2 + Tolerance.Epsilon) return false;
if (r1 < l2 - Tolerance.Epsilon) return false;
}
var l = l1 < l2 ? l1 : l2;
var r = r1 > r2 ? r1 : r2;
var t = t1 > t2 ? t1 : t2;
var b = b1 < b2 ? b1 : b2;
if (!line1.IsVertical() && line1.Slope() < 0)
lineOut = new Line(new Vector(l, t), new Vector(r, b));
else
lineOut = new Line(new Vector(l, b), new Vector(r, t));
return true;
}
public static bool TryJoinArcs(Arc arc1, Arc arc2, out Arc arcOut)
{
arcOut = null;
if (arc1 == arc2)
return false;
if (arc1.Center != arc2.Center)
return false;
if (!arc1.Radius.IsEqualTo(arc2.Radius))
return false;
if (arc1.StartAngle > arc1.EndAngle)
arc1.StartAngle -= Angle.TwoPI;
if (arc2.StartAngle > arc2.EndAngle)
arc2.StartAngle -= Angle.TwoPI;
if (arc1.EndAngle < arc2.StartAngle || arc1.StartAngle > arc2.EndAngle)
return false;
var startAngle = arc1.StartAngle < arc2.StartAngle ? arc1.StartAngle : arc2.StartAngle;
var endAngle = arc1.EndAngle > arc2.EndAngle ? arc1.EndAngle : arc2.EndAngle;
if (startAngle < 0) startAngle += Angle.TwoPI;
if (endAngle < 0) endAngle += Angle.TwoPI;
arcOut = new Arc(arc1.Center, arc1.Radius, startAngle, endAngle);
return true;
}
private static List<Line> GetCollinearLines(this IList<Line> lines, Line line, int startIndex)
{
var collinearLines = new List<Line>();
Parallel.For(startIndex, lines.Count, index =>
{
var compareLine = lines[index];
if (Object.ReferenceEquals(line, compareLine))
return;
if (!line.IsCollinearTo(compareLine))
return;
lock (collinearLines)
{
collinearLines.Add(compareLine);
}
});
return collinearLines;
}
private static List<Arc> GetCoradialArs(this IList<Arc> arcs, Arc arc, int startIndex)
{
var coradialArcs = new List<Arc>();
Parallel.For(startIndex, arcs.Count, index =>
{
var compareArc = arcs[index];
if (Object.ReferenceEquals(arc, compareArc))
return;
if (!arc.IsCoradialTo(compareArc))
return;
lock (coradialArcs)
{
coradialArcs.Add(compareArc);
}
});
return coradialArcs;
}
public static List<Shape> GetShapes(IEnumerable<Entity> entities)
{
var lines = new List<Line>();
var arcs = new List<Arc>();
var circles = new List<Circle>();
var shapes = new List<Shape>();
var entities2 = new Queue<Entity>(entities);
while (entities2.Count > 0)
{
var entity = entities2.Dequeue();
switch (entity.Type)
{
case EntityType.Arc:
arcs.Add((Arc)entity);
break;
case EntityType.Circle:
circles.Add((Circle)entity);
break;
case EntityType.Line:
lines.Add((Line)entity);
break;
case EntityType.Shape:
var shape = (Shape)entity;
shape.Entities.ForEach(e => entities2.Enqueue(e));
break;
default:
Debug.Fail("Unhandled geometry type");
break;
}
}
foreach (var circle in circles)
{
var shape = new Shape();
shape.Entities.Add(circle);
shape.UpdateBounds();
shapes.Add(shape);
}
var entityList = new List<Entity>();
entityList.AddRange(lines);
entityList.AddRange(arcs);
while (entityList.Count > 0)
{
var next = entityList[0];
var shape = new Shape();
shape.Entities.Add(next);
entityList.RemoveAt(0);
Vector startPoint = new Vector();
Entity connected;
switch (next.Type)
{
case EntityType.Arc:
var arc = (Arc)next;
startPoint = arc.EndPoint();
break;
case EntityType.Line:
var line = (Line)next;
startPoint = line.EndPoint;
break;
}
while ((connected = GetConnected(startPoint, entityList)) != null)
{
shape.Entities.Add(connected);
entityList.Remove(connected);
switch (connected.Type)
{
case EntityType.Arc:
var arc = (Arc)connected;
startPoint = arc.EndPoint();
break;
case EntityType.Line:
var line = (Line)connected;
startPoint = line.EndPoint;
break;
}
}
shape.UpdateBounds();
shapes.Add(shape);
}
return shapes;
}
internal static Entity GetConnected(Vector pt, IEnumerable<Entity> geometry)
{
foreach (var geo in geometry)
{
switch (geo.Type)
{
case EntityType.Arc:
var arc = (Arc)geo;
if (arc.StartPoint() == pt)
return arc;
if (arc.EndPoint() == pt)
{
arc.Reverse();
return arc;
}
break;
case EntityType.Line:
var line = (Line)geo;
if (line.StartPoint == pt)
return line;
if (line.EndPoint == pt)
{
line.Reverse();
return line;
}
break;
}
}
return null;
}
internal static bool Intersects(Arc arc1, Arc arc2, out List<Vector> pts)
{
var c1 = new Circle(arc1.Center, arc1.Radius);
var c2 = new Circle(arc2.Center, arc2.Radius);
if (!Intersects(c1, c2, out pts))
{
pts = new List<Vector>();
return false;
}
pts = pts.Where(pt =>
Angle.IsBetweenRad(arc1.Center.AngleTo(pt), arc1.StartAngle, arc1.EndAngle, arc1.IsReversed) &&
Angle.IsBetweenRad(arc2.Center.AngleTo(pt), arc2.StartAngle, arc2.EndAngle, arc2.IsReversed))
.ToList();
return pts.Count > 0;
}
internal static bool Intersects(Arc arc, Circle circle, out List<Vector> pts)
{
var c1 = new Circle(arc.Center, arc.Radius);
if (!Intersects(c1, circle, out pts))
{
pts = new List<Vector>();
return false;
}
pts = pts.Where(pt => Angle.IsBetweenRad(
arc.Center.AngleTo(pt),
arc.StartAngle,
arc.EndAngle,
arc.IsReversed)).ToList();
return pts.Count > 0;
}
internal static bool Intersects(Arc arc, Line line, out List<Vector> pts)
{
var c1 = new Circle(arc.Center, arc.Radius);
if (!Intersects(c1, line, out pts))
{
pts = new List<Vector>();
return false;
}
pts = pts.Where(pt => Angle.IsBetweenRad(
arc.Center.AngleTo(pt),
arc.StartAngle,
arc.EndAngle,
arc.IsReversed)).ToList();
return pts.Count > 0;
}
internal static bool Intersects(Arc arc, Shape shape, out List<Vector> pts)
{
var pts2 = new List<Vector>();
foreach (var geo in shape.Entities)
{
List<Vector> pts3;
geo.Intersects(arc, out pts3);
pts2.AddRange(pts3);
}
pts = pts2.Where(pt => Angle.IsBetweenRad(
arc.Center.AngleTo(pt),
arc.StartAngle,
arc.EndAngle,
arc.IsReversed)).ToList();
return pts.Count > 0;
}
internal static bool Intersects(Arc arc, Polygon polygon, out List<Vector> pts)
{
var pts2 = new List<Vector>();
var lines = polygon.ToLines();
foreach (var line in lines)
{
List<Vector> pts3;
Intersects(arc, line, out pts3);
pts2.AddRange(pts3);
}
pts = pts2.Where(pt => Angle.IsBetweenRad(
arc.Center.AngleTo(pt),
arc.StartAngle,
arc.EndAngle,
arc.IsReversed)).ToList();
return pts.Count > 0;
}
internal static bool Intersects(Circle circle1, Circle circle2, out List<Vector> pts)
{
var distance = circle1.Center.DistanceTo(circle2.Center);
// check if circles are too far apart
if (distance > circle1.Radius + circle2.Radius)
{
pts = new List<Vector>();
return false;
}
// check if one circle contains the other
if (distance < System.Math.Abs(circle1.Radius - circle2.Radius))
{
pts = new List<Vector>();
return false;
}
var d = circle2.Center - circle1.Center;
var a = (circle1.Radius * circle1.Radius - circle2.Radius * circle2.Radius + distance * distance) / (2.0 * distance);
var h = System.Math.Sqrt(circle1.Radius * circle1.Radius - a * a);
var pt = new Vector(
circle1.Center.X + (a * d.X) / distance,
circle1.Center.Y + (a * d.Y) / distance);
var i1 = new Vector(
pt.X + (h * d.Y) / distance,
pt.Y - (h * d.X) / distance);
var i2 = new Vector(
pt.X - (h * d.Y) / distance,
pt.Y + (h * d.X) / distance);
pts = i1 != i2 ? new List<Vector> { i1, i2 } : new List<Vector> { i1 };
return true;
}
internal static bool Intersects(Circle circle, Line line, out List<Vector> pts)
{
var d1 = line.EndPoint - line.StartPoint;
var d2 = line.StartPoint - circle.Center;
var a = d1.X * d1.X + d1.Y * d1.Y;
var b = (d1.X * d2.X + d1.Y * d2.Y) * 2;
var c = (d2.X * d2.X + d2.Y * d2.Y) - circle.Radius * circle.Radius;
var det = b * b - 4 * a * c;
if ((a <= Tolerance.Epsilon) || (det < 0))
{
pts = new List<Vector>();
return false;
}
double t;
pts = new List<Vector>();
if (det.IsEqualTo(0))
{
t = -b / (2 * a);
var pt1 = new Vector(line.StartPoint.X + t * d1.X, line.StartPoint.Y + t * d1.Y);
if (line.BoundingBox.Contains(pt1))
pts.Add(pt1);
return true;
}
t = (-b + System.Math.Sqrt(det)) / (2 * a);
var pt2 = new Vector(line.StartPoint.X + t * d1.X, line.StartPoint.Y + t * d1.Y);
if (line.BoundingBox.Contains(pt2))
pts.Add(pt2);
t = (-b - System.Math.Sqrt(det)) / (2 * a);
var pt3 = new Vector(line.StartPoint.X + t * d1.X, line.StartPoint.Y + t * d1.Y);
if (line.BoundingBox.Contains(pt3))
pts.Add(pt3);
return true;
}
internal static bool Intersects(Circle circle, Shape shape, out List<Vector> pts)
{
pts = new List<Vector>();
foreach (var geo in shape.Entities)
{
List<Vector> pts3;
geo.Intersects(circle, out pts3);
pts.AddRange(pts3);
}
return pts.Count > 0;
}
internal static bool Intersects(Circle circle, Polygon polygon, out List<Vector> pts)
{
pts = new List<Vector>();
var lines = polygon.ToLines();
foreach (var line in lines)
{
List<Vector> pts3;
Intersects(circle, line, out pts3);
pts.AddRange(pts3);
}
return pts.Count > 0;
}
internal static bool Intersects(Line line1, Line line2, out Vector pt)
{
var a1 = line1.EndPoint.Y - line1.StartPoint.Y;
var b1 = line1.StartPoint.X - line1.EndPoint.X;
var c1 = a1 * line1.StartPoint.X + b1 * line1.StartPoint.Y;
var a2 = line2.EndPoint.Y - line2.StartPoint.Y;
var b2 = line2.StartPoint.X - line2.EndPoint.X;
var c2 = a2 * line2.StartPoint.X + b2 * line2.StartPoint.Y;
var d = a1 * b2 - a2 * b1;
if (d.IsEqualTo(0.0))
{
pt = Vector.Zero;
return false;
}
var x = (b2 * c1 - b1 * c2) / d;
var y = (a1 * c2 - a2 * c1) / d;
pt = new Vector(x, y);
return line1.BoundingBox.Contains(pt) && line2.BoundingBox.Contains(pt);
}
internal static bool Intersects(Line line, Shape shape, out List<Vector> pts)
{
pts = new List<Vector>();
foreach (var geo in shape.Entities)
{
List<Vector> pts3;
geo.Intersects(line, out pts3);
pts.AddRange(pts3);
}
return pts.Count > 0;
}
internal static bool Intersects(Line line, Polygon polygon, out List<Vector> pts)
{
pts = new List<Vector>();
var lines = polygon.ToLines();
foreach (var line2 in lines)
{
Vector pt;
if (Intersects(line, line2, out pt))
pts.Add(pt);
}
return pts.Count > 0;
}
internal static bool Intersects(Shape shape1, Shape shape2, out List<Vector> pts)
{
pts = new List<Vector>();
for (int i = 0; i < shape1.Entities.Count; i++)
{
var geo1 = shape1.Entities[i];
for (int j = 0; j < shape2.Entities.Count; j++)
{
List<Vector> pts2;
bool success = false;
var geo2 = shape2.Entities[j];
switch (geo2.Type)
{
case EntityType.Arc:
success = geo1.Intersects((Arc)geo2, out pts2);
break;
case EntityType.Circle:
success = geo1.Intersects((Circle)geo2, out pts2);
break;
case EntityType.Line:
success = geo1.Intersects((Line)geo2, out pts2);
break;
case EntityType.Shape:
success = geo1.Intersects((Shape)geo2, out pts2);
break;
case EntityType.Polygon:
success = geo1.Intersects((Polygon)geo2, out pts2);
break;
default:
continue;
}
if (success)
pts.AddRange(pts2);
}
}
return pts.Count > 0;
}
internal static bool Intersects(Shape shape, Polygon polygon, out List<Vector> pts)
{
pts = new List<Vector>();
var lines = polygon.ToLines();
for (int i = 0; i < shape.Entities.Count; i++)
{
var geo = shape.Entities[i];
for (int j = 0; j < lines.Count; j++)
{
var line = lines[j];
List<Vector> pts2;
if (geo.Intersects(line, out pts2))
pts.AddRange(pts2);
}
}
return pts.Count > 0;
}
internal static bool Intersects(Polygon polygon1, Polygon polygon2, out List<Vector> pts)
{
pts = new List<Vector>();
var lines1 = polygon1.ToLines();
var lines2 = polygon2.ToLines();
for (int i = 0; i < lines1.Count; i++)
{
var line1 = lines1[i];
for (int j = 0; j < lines2.Count; j++)
{
var line2 = lines2[j];
Vector pt;
if (Intersects(line1, line2, out pt))
pts.Add(pt);
}
}
return pts.Count > 0;
}
private const double PushChordTolerance = 0.01;
public static List<Line> GetPartLines(Part part)
{
var entities = ConvertProgram.ToGeometry(part.Program);
var shapes = GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid));
var lines = new List<Line>();
foreach (var shape in shapes)
{
var polygon = shape.ToPolygonWithTolerance(PushChordTolerance);
polygon.Offset(part.Location);
lines.AddRange(polygon.ToLines());
}
return lines;
}
public static List<Line> GetPartLines(Part part, PushDirection facingDirection)
{
var entities = ConvertProgram.ToGeometry(part.Program);
var shapes = GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid));
var lines = new List<Line>();
foreach (var shape in shapes)
{
var polygon = shape.ToPolygonWithTolerance(PushChordTolerance);
polygon.Offset(part.Location);
lines.AddRange(GetDirectionalLines(polygon, facingDirection));
}
return lines;
}
public static List<Line> GetOffsetPartLines(Part part, double spacing)
{
var entities = ConvertProgram.ToGeometry(part.Program);
var shapes = GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid));
var lines = new List<Line>();
foreach (var shape in shapes)
{
// Add chord tolerance to compensate for inscribed polygon chords
// being inside the actual offset arcs.
var offsetEntity = shape.OffsetEntity(spacing + PushChordTolerance, OffsetSide.Left) as Shape;
if (offsetEntity == null)
continue;
var polygon = offsetEntity.ToPolygonWithTolerance(PushChordTolerance);
polygon.RemoveSelfIntersections();
polygon.Offset(part.Location);
lines.AddRange(polygon.ToLines());
}
return lines;
}
public static List<Line> GetOffsetPartLines(Part part, double spacing, PushDirection facingDirection)
{
var entities = ConvertProgram.ToGeometry(part.Program);
var shapes = GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid));
var lines = new List<Line>();
foreach (var shape in shapes)
{
var offsetEntity = shape.OffsetEntity(spacing + PushChordTolerance, OffsetSide.Left) as Shape;
if (offsetEntity == null)
continue;
var polygon = offsetEntity.ToPolygonWithTolerance(PushChordTolerance);
polygon.RemoveSelfIntersections();
polygon.Offset(part.Location);
lines.AddRange(GetDirectionalLines(polygon, facingDirection));
}
return lines;
}
/// <summary>
/// Returns only polygon edges whose outward normal faces the specified direction.
/// </summary>
private static List<Line> GetDirectionalLines(Polygon polygon, PushDirection facingDirection)
{
if (polygon.Vertices.Count < 3)
return polygon.ToLines();
var sign = polygon.RotationDirection() == RotationType.CCW ? 1.0 : -1.0;
var lines = new List<Line>();
var last = polygon.Vertices[0];
for (int i = 1; i < polygon.Vertices.Count; i++)
{
var current = polygon.Vertices[i];
var dx = current.X - last.X;
var dy = current.Y - last.Y;
bool keep;
switch (facingDirection)
{
case PushDirection.Left: keep = -sign * dy > 0; break;
case PushDirection.Right: keep = sign * dy > 0; break;
case PushDirection.Up: keep = -sign * dx > 0; break;
case PushDirection.Down: keep = sign * dx > 0; break;
default: keep = true; break;
}
if (keep)
lines.Add(new Line(last, current));
last = current;
}
return lines;
}
/// <summary>
/// Finds the distance from a vertex to a line segment along a push axis.
/// Returns double.MaxValue if the ray does not hit the segment.
/// </summary>
private static double RayEdgeDistance(Vector vertex, Line edge, PushDirection direction)
{
var p1 = edge.StartPoint;
var p2 = edge.EndPoint;
switch (direction)
{
case PushDirection.Left:
{
// Ray goes in -X direction. Need non-horizontal edge.
if (p1.Y.IsEqualTo(p2.Y))
return double.MaxValue; // horizontal edge, parallel to ray
var t = (vertex.Y - p1.Y) / (p2.Y - p1.Y);
if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon)
return double.MaxValue;
var ix = p1.X + t * (p2.X - p1.X);
var dist = vertex.X - ix; // positive if edge is to the left
if (dist > Tolerance.Epsilon) return dist;
if (dist >= -Tolerance.Epsilon) return 0; // touching
return double.MaxValue; // edge is behind vertex
}
case PushDirection.Right:
{
if (p1.Y.IsEqualTo(p2.Y))
return double.MaxValue;
var t = (vertex.Y - p1.Y) / (p2.Y - p1.Y);
if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon)
return double.MaxValue;
var ix = p1.X + t * (p2.X - p1.X);
var dist = ix - vertex.X;
if (dist > Tolerance.Epsilon) return dist;
if (dist >= -Tolerance.Epsilon) return 0; // touching
return double.MaxValue; // edge is behind vertex
}
case PushDirection.Down:
{
// Ray goes in -Y direction. Need non-vertical edge.
if (p1.X.IsEqualTo(p2.X))
return double.MaxValue; // vertical edge, parallel to ray
var t = (vertex.X - p1.X) / (p2.X - p1.X);
if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon)
return double.MaxValue;
var iy = p1.Y + t * (p2.Y - p1.Y);
var dist = vertex.Y - iy;
if (dist > Tolerance.Epsilon) return dist;
if (dist >= -Tolerance.Epsilon) return 0; // touching
return double.MaxValue; // edge is behind vertex
}
case PushDirection.Up:
{
if (p1.X.IsEqualTo(p2.X))
return double.MaxValue;
var t = (vertex.X - p1.X) / (p2.X - p1.X);
if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon)
return double.MaxValue;
var iy = p1.Y + t * (p2.Y - p1.Y);
var dist = iy - vertex.Y;
if (dist > Tolerance.Epsilon) return dist;
if (dist >= -Tolerance.Epsilon) return 0; // touching
return double.MaxValue; // edge is behind vertex
}
default:
return double.MaxValue;
}
}
/// <summary>
/// Computes the minimum translation distance along a push direction before
/// any edge of movingLines contacts any edge of stationaryLines.
/// Returns double.MaxValue if no collision path exists.
/// </summary>
public static double DirectionalDistance(List<Line> movingLines, List<Line> stationaryLines, PushDirection direction)
{
var minDist = double.MaxValue;
// Case 1: Each moving vertex → each stationary edge
for (int i = 0; i < movingLines.Count; i++)
{
var movingLine = movingLines[i];
for (int j = 0; j < stationaryLines.Count; j++)
{
var d = RayEdgeDistance(movingLine.StartPoint, stationaryLines[j], direction);
if (d < minDist) minDist = d;
d = RayEdgeDistance(movingLine.EndPoint, stationaryLines[j], direction);
if (d < minDist) minDist = d;
}
}
// Case 2: Each stationary vertex → each moving edge (opposite direction)
var opposite = OppositeDirection(direction);
for (int i = 0; i < stationaryLines.Count; i++)
{
var stationaryLine = stationaryLines[i];
for (int j = 0; j < movingLines.Count; j++)
{
var d = RayEdgeDistance(stationaryLine.StartPoint, movingLines[j], opposite);
if (d < minDist) minDist = d;
d = RayEdgeDistance(stationaryLine.EndPoint, movingLines[j], opposite);
if (d < minDist) minDist = d;
}
}
return minDist;
}
public static PushDirection OppositeDirection(PushDirection direction)
{
switch (direction)
{
case PushDirection.Left: return PushDirection.Right;
case PushDirection.Right: return PushDirection.Left;
case PushDirection.Up: return PushDirection.Down;
case PushDirection.Down: return PushDirection.Up;
default: return direction;
}
}
public static double ClosestDistanceLeft(Box box, List<Box> boxes)
{
var closestDistance = double.MaxValue;
for (int i = 0; i < boxes.Count; i++)
{
var compareBox = boxes[i];
RelativePosition pos;
if (!box.IsHorizontalTo(compareBox, out pos))
continue;
if (pos != RelativePosition.Right)
continue;
var distance = box.Left - compareBox.Right;
if (distance < closestDistance)
closestDistance = distance;
}
return closestDistance == double.MaxValue ? double.NaN : closestDistance;
}
public static double ClosestDistanceRight(Box box, List<Box> boxes)
{
var closestDistance = double.MaxValue;
for (int i = 0; i < boxes.Count; i++)
{
var compareBox = boxes[i];
RelativePosition pos;
if (!box.IsHorizontalTo(compareBox, out pos))
continue;
if (pos != RelativePosition.Left)
continue;
var distance = compareBox.Left - box.Right;
if (distance < closestDistance)
closestDistance = distance;
}
return closestDistance == double.MaxValue ? double.NaN : closestDistance;
}
public static double ClosestDistanceUp(Box box, List<Box> boxes)
{
var closestDistance = double.MaxValue;
for (int i = 0; i < boxes.Count; i++)
{
var compareBox = boxes[i];
RelativePosition pos;
if (!box.IsVerticalTo(compareBox, out pos))
continue;
if (pos != RelativePosition.Bottom)
continue;
var distance = compareBox.Bottom - box.Top;
if (distance < closestDistance)
closestDistance = distance;
}
return closestDistance == double.MaxValue ? double.NaN : closestDistance;
}
public static double ClosestDistanceDown(Box box, List<Box> boxes)
{
var closestDistance = double.MaxValue;
for (int i = 0; i < boxes.Count; i++)
{
var compareBox = boxes[i];
RelativePosition pos;
if (!box.IsVerticalTo(compareBox, out pos))
continue;
if (pos != RelativePosition.Top)
continue;
var distance = box.Bottom - compareBox.Top;
if (distance < closestDistance)
closestDistance = distance;
}
return closestDistance == double.MaxValue ? double.NaN : closestDistance;
}
public static Box GetLargestBoxVertically(Vector pt, Box bounds, IEnumerable<Box> boxes)
{
var verticalBoxes = boxes.Where(b => !(b.Left > pt.X || b.Right < pt.X)).ToList();
#region Find Top/Bottom Limits
var top = double.MaxValue;
var btm = double.MinValue;
foreach (var box in verticalBoxes)
{
var boxBtm = box.Bottom;
var boxTop = box.Top;
if (boxBtm > pt.Y && boxBtm < top)
top = boxBtm;
else if (box.Top < pt.Y && boxTop > btm)
btm = boxTop;
}
if (top == double.MaxValue)
{
if (bounds.Top > pt.Y)
top = bounds.Top;
else return Box.Empty;
}
if (btm == double.MinValue)
{
if (bounds.Bottom < pt.Y)
btm = bounds.Bottom;
else return Box.Empty;
}
#endregion
var horizontalBoxes = boxes.Where(b => !(b.Bottom >= top || b.Top <= btm)).ToList();
#region Find Left/Right Limits
var lft = double.MinValue;
var rgt = double.MaxValue;
foreach (var box in horizontalBoxes)
{
var boxLft = box.Left;
var boxRgt = box.Right;
if (boxLft > pt.X && boxLft < rgt)
rgt = boxLft;
else if (boxRgt < pt.X && boxRgt > lft)
lft = boxRgt;
}
if (rgt == double.MaxValue)
{
if (bounds.Right > pt.X)
rgt = bounds.Right;
else return Box.Empty;
}
if (lft == double.MinValue)
{
if (bounds.Left < pt.X)
lft = bounds.Left;
else return Box.Empty;
}
#endregion
return new Box(lft, btm, rgt - lft, top - btm);
}
public static Box GetLargestBoxHorizontally(Vector pt, Box bounds, IEnumerable<Box> boxes)
{
var horizontalBoxes = boxes.Where(b => !(b.Bottom > pt.Y || b.Top < pt.Y)).ToList();
#region Find Left/Right Limits
var lft = double.MinValue;
var rgt = double.MaxValue;
foreach (var box in horizontalBoxes)
{
var boxLft = box.Left;
var boxRgt = box.Right;
if (boxLft > pt.X && boxLft < rgt)
rgt = boxLft;
else if (boxRgt < pt.X && boxRgt > lft)
lft = boxRgt;
}
if (rgt == double.MaxValue)
{
if (bounds.Right > pt.X)
rgt = bounds.Right;
else return Box.Empty;
}
if (lft == double.MinValue)
{
if (bounds.Left < pt.X)
lft = bounds.Left;
else return Box.Empty;
}
#endregion
var verticalBoxes = boxes.Where(b => !(b.Left >= rgt || b.Right <= lft)).ToList();
#region Find Top/Bottom Limits
var top = double.MaxValue;
var btm = double.MinValue;
foreach (var box in verticalBoxes)
{
var boxBtm = box.Bottom;
var boxTop = box.Top;
if (boxBtm > pt.Y && boxBtm < top)
top = boxBtm;
else if (box.Top < pt.Y && boxTop > btm)
btm = boxTop;
}
if (top == double.MaxValue)
{
if (bounds.Top > pt.Y)
top = bounds.Top;
else return Box.Empty;
}
if (btm == double.MinValue)
{
if (bounds.Bottom < pt.Y)
btm = bounds.Bottom;
else return Box.Empty;
}
#endregion
return new Box(lft, btm, rgt - lft, top - btm);
}
}
}