Part.Intersects now filters out intersection points that coincide with vertices of both perimeters (shared corners/endpoints), which are touch points rather than actual crossings. Plate.HasOverlappingParts adds a bounding box pre-filter requiring overlap region to exceed Epsilon in both dimensions before performing expensive shape intersection checks. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
294 lines
8.6 KiB
C#
294 lines
8.6 KiB
C#
using OpenNest.CNC;
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using OpenNest.Converters;
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using OpenNest.Geometry;
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using OpenNest.Math;
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using System.Collections.Generic;
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using System.Linq;
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namespace OpenNest
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{
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public interface IPart : IBoundable
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{
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Vector Location { get; set; }
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double Rotation { get; }
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void Rotate(double angle);
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void Rotate(double angle, Vector origin);
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void Offset(double x, double y);
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void Offset(Vector voffset);
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void Update();
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}
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public class Part : IPart, IBoundable
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{
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private Vector location;
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private bool ownsProgram;
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public readonly Drawing BaseDrawing;
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public Part(Drawing baseDrawing)
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: this(baseDrawing, new Vector())
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{
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}
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public Part(Drawing baseDrawing, Vector location)
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{
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BaseDrawing = baseDrawing;
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Program = baseDrawing.Program.Clone() as Program;
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ownsProgram = true;
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this.location = location;
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UpdateBounds();
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}
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/// <summary>
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/// Location of the part.
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/// </summary>
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public Vector Location
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{
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get { return location; }
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set
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{
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BoundingBox.Offset(value - location);
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location = value;
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}
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}
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public Program Program { get; private set; }
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public bool HasManualLeadIns { get; set; }
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/// <summary>
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/// Gets the rotation of the part in radians.
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/// </summary>
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public double Rotation
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{
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get { return Program.Rotation; }
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}
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/// <summary>
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/// Rotates the part.
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/// </summary>
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/// <param name="angle">Angle of rotation in radians.</param>
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public void Rotate(double angle)
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{
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EnsureOwnedProgram();
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Program.Rotate(angle);
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location = Location.Rotate(angle);
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UpdateBounds();
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}
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/// <summary>
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/// Rotates the part around the specified origin.
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/// </summary>
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/// <param name="angle">Angle of rotation in radians.</param>
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/// <param name="origin">The origin to rotate the part around.</param>
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public void Rotate(double angle, Vector origin)
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{
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EnsureOwnedProgram();
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Program.Rotate(angle);
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location = Location.Rotate(angle, origin);
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UpdateBounds();
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}
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/// <summary>
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/// Offsets the part.
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/// </summary>
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/// <param name="x">The x-axis offset distance.</param>
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/// <param name="y">The y-axis offset distance.</param>
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public void Offset(double x, double y)
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{
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location = new Vector(location.X + x, location.Y + y);
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BoundingBox.Offset(x, y);
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}
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/// <summary>
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/// Offsets the part.
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/// </summary>
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/// <param name="voffset">The vector containing the x-axis & y-axis offset distances.</param>
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public void Offset(Vector voffset)
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{
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location += voffset;
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BoundingBox.Offset(voffset);
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}
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/// <summary>
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/// Creates a part normalized to the origin with optional rotation.
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/// </summary>
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public static Part CreateAtOrigin(Drawing drawing, double rotation = 0)
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{
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var part = new Part(drawing);
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if (!Math.Tolerance.IsEqualTo(rotation, 0))
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part.Rotate(rotation);
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var bbox = part.Program.BoundingBox();
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part.Offset(-bbox.Location.X, -bbox.Location.Y);
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part.UpdateBounds();
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return part;
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}
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/// <summary>
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/// Updates the bounding box of the part.
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/// </summary>
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public void UpdateBounds()
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{
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BoundingBox = Program.BoundingBox();
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BoundingBox.Offset(Location);
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}
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/// <summary>
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/// Updates the part from the drawing it was derived from.
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/// </summary>
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public void Update()
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{
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var rotation = Rotation;
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Program = BaseDrawing.Program.Clone() as Program;
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Program.Rotate(Program.Rotation - rotation);
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}
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/// <summary>
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/// The smallest box that contains the part.
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/// </summary>
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public Box BoundingBox { get; protected set; }
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public bool Intersects(Part part, out List<Vector> pts)
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{
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pts = new List<Vector>();
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var entities1 = ConvertProgram.ToGeometry(Program)
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.Where(e => e.Layer != SpecialLayers.Rapid)
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.ToList();
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var entities2 = ConvertProgram.ToGeometry(part.Program)
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.Where(e => e.Layer != SpecialLayers.Rapid)
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.ToList();
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if (entities1.Count == 0 || entities2.Count == 0)
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return false;
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var perimeter1 = new ShapeProfile(entities1).Perimeter;
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var perimeter2 = new ShapeProfile(entities2).Perimeter;
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if (perimeter1 == null || perimeter2 == null)
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return false;
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perimeter1.Offset(Location);
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perimeter2.Offset(part.Location);
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if (!perimeter1.Intersects(perimeter2, out var rawPts))
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return false;
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// Exclude intersection points that coincide with vertices of BOTH
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// perimeters — these are touch points (shared corners/endpoints),
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// not actual crossings where one shape enters the other's interior.
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var verts1 = CollectVertices(perimeter1);
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var verts2 = CollectVertices(perimeter2);
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foreach (var pt in rawPts)
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{
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if (IsNearAnyVertex(pt, verts1) && IsNearAnyVertex(pt, verts2))
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continue;
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pts.Add(pt);
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}
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return pts.Count > 0;
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}
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private static List<Vector> CollectVertices(Geometry.Shape shape)
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{
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var verts = new List<Vector>();
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foreach (var entity in shape.Entities)
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{
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switch (entity)
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{
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case Geometry.Line line:
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verts.Add(line.StartPoint);
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verts.Add(line.EndPoint);
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break;
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case Geometry.Arc arc:
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verts.Add(arc.StartPoint());
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verts.Add(arc.EndPoint());
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break;
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}
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}
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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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public double Left
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{
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get { return BoundingBox.Left; }
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}
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public double Right
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{
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get { return BoundingBox.Right; }
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}
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public double Top
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{
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get { return BoundingBox.Top; }
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}
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public double Bottom
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{
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get { return BoundingBox.Bottom; }
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}
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/// <summary>
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/// Gets a deep copy of the part.
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/// </summary>
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/// <returns></returns>
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public object Clone()
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{
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var part = new Part(BaseDrawing);
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part.Rotate(Rotation);
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part.Location = Location;
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return part;
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}
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/// <summary>
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/// Creates an offset copy of the part. Clones from the already-rotated
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/// program (skips re-rotation) and computes the bounding box arithmetically
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/// (skips Program.BoundingBox walk).
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/// </summary>
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public Part CloneAtOffset(Vector offset)
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{
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// Share the Program instance — offset-only copies don't modify the program codes.
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// This is a major performance win for tiling large patterns.
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var part = new Part(BaseDrawing, Program,
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location + offset,
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new Box(BoundingBox.X + offset.X, BoundingBox.Y + offset.Y,
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BoundingBox.Width, BoundingBox.Length));
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return part;
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}
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private void EnsureOwnedProgram()
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{
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if (!ownsProgram)
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{
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Program = Program.Clone() as Program;
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ownsProgram = true;
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}
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}
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private Part(Drawing baseDrawing, Program program, Vector location, Box boundingBox)
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{
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BaseDrawing = baseDrawing;
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Program = program;
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this.location = location;
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BoundingBox = boundingBox;
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}
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}
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}
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