Polygon-polygon collision detection using convex decomposition (ear-clipping triangulation) followed by Sutherland-Hodgman clipping on each triangle pair. Handles overlapping, non-overlapping, edge-touching, containment, and concave polygons. Includes hole subtraction support for future use. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
331 lines
12 KiB
C#
331 lines
12 KiB
C#
using OpenNest.Math;
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using System.Collections.Generic;
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namespace OpenNest.Geometry
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{
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public static class Collision
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{
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public static CollisionResult Check(Polygon a, Polygon b,
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List<Polygon> holesA = null, List<Polygon> holesB = null)
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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(Polygon a, Polygon b,
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List<Polygon> holesA = null, List<Polygon> holesB = null)
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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(List<Polygon> polygons,
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List<List<Polygon>> holes = null)
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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,
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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)
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- System.Math.Max(a.Left, b.Left);
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var overlapY = System.Math.Min(a.Top, b.Top)
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- 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 = new List<Vector>(subject.Vertices);
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// Remove closing vertex if present
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if (output.Count > 1 && output[0].X == output[output.Count - 1].X
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&& output[0].Y == output[output.Count - 1].Y)
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output.RemoveAt(output.Count - 1);
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var clipVerts = new List<Vector>(clip.Vertices);
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if (clipVerts.Count > 1 && clipVerts[0].X == clipVerts[clipVerts.Count - 1].X
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&& clipVerts[0].Y == clipVerts[clipVerts.Count - 1].Y)
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clipVerts.RemoveAt(clipVerts.Count - 1);
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for (var i = 0; i < clipVerts.Count; i++)
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{
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if (output.Count == 0)
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return null;
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var edgeStart = clipVerts[i];
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var edgeEnd = clipVerts[(i + 1) % clipVerts.Count];
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var input = output;
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output = new List<Vector>();
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for (var j = 0; j < input.Count; j++)
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{
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var current = input[j];
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var next = input[(j + 1) % input.Count];
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var currentInside = Cross(edgeStart, edgeEnd, current) >= -Tolerance.Epsilon;
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var nextInside = Cross(edgeStart, edgeEnd, next) >= -Tolerance.Epsilon;
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if (currentInside)
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{
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output.Add(current);
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if (!nextInside)
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{
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var ix = LineIntersection(edgeStart, edgeEnd, current, next);
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if (ix.IsValid())
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output.Add(ix);
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}
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}
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else if (nextInside)
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{
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var ix = LineIntersection(edgeStart, edgeEnd, current, next);
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if (ix.IsValid())
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output.Add(ix);
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}
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}
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}
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if (output.Count < 3)
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return null;
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var result = new Polygon();
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result.Vertices.AddRange(output);
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result.Close();
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result.UpdateBounds();
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// Reject degenerate slivers
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if (result.Area() < Tolerance.Epsilon)
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return null;
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return result;
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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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/// Intersection of lines (a1->a2) and (b1->b2). Returns Vector.Invalid if parallel.
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/// </summary>
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private static Vector LineIntersection(Vector a1, Vector a2, Vector b1, Vector b2)
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{
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var d1x = a2.X - a1.X;
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var d1y = a2.Y - a1.Y;
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var d2x = b2.X - b1.X;
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var d2y = b2.Y - b1.Y;
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var cross = d1x * d2y - d1y * d2x;
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if (System.Math.Abs(cross) < Tolerance.Epsilon)
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return Vector.Invalid;
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var t = ((b1.X - a1.X) * d2y - (b1.Y - a1.Y) * d2x) / cross;
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return new Vector(a1.X + t * d1x, a1.Y + t * d1y);
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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(List<Polygon> regions,
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List<Polygon> holesA, List<Polygon> holesB)
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{
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var allHoles = new List<Polygon>();
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if (holesA != null) allHoles.AddRange(holesA);
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if (holesB != null) 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 region. Conservative: partial overlaps
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/// keep the full piece triangle (acceptable for visual shading).
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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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if (!BoundingBoxesOverlap(region.BoundingBox, holeTri.BoundingBox))
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continue;
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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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var pieceTris = TriangulateWithBounds(piece);
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foreach (var pieceTri in pieceTris)
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{
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var inside = ClipConvex(pieceTri, holeTri);
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if (inside == null)
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{
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// No overlap with hole - keep
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next.Add(pieceTri);
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}
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else if (inside.Area() < pieceTri.Area() - Tolerance.Epsilon)
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{
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// Partial overlap - keep the piece (conservative)
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next.Add(pieceTri);
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}
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// else: fully inside hole - discard
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}
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}
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current = next;
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}
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return current;
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}
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}
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}
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