Files
OpenNest/OpenNest.Core/Geometry/Arc.cs
AJ Isaacs 5c66fb3b72 feat: add snap-to-endpoint/midpoint for lead-in placement
Priority-based snapping: when the cursor is within 10px of an entity
endpoint or midpoint, snaps to it instead of the nearest contour point.
Diamond marker (endpoint) or triangle marker (midpoint) replaces the
lime dot to indicate active snap. Also refactors OnPaint into focused
helper methods and adds Arc.MidPoint().

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-01 08:42:13 -04:00

590 lines
18 KiB
C#

using OpenNest.Math;
using System;
using System.Collections.Generic;
namespace OpenNest.Geometry
{
public class Arc : Entity
{
private double radius;
private double startAngle;
private double endAngle;
private Vector center;
private bool reversed;
public Arc()
{
}
public Arc(double x, double y, double r, double a1, double a2, bool reversed = false)
: this(new Vector(x, y), r, a1, a2, reversed)
{
}
public Arc(Vector center, double radius, double startAngle, double endAngle, bool reversed = false)
{
this.center = center;
this.radius = radius;
this.startAngle = startAngle;
this.endAngle = endAngle;
this.reversed = reversed;
UpdateBounds();
}
/// <summary>
/// Center point.
/// </summary>
public Vector Center
{
get { return center; }
set
{
var offset = value - center;
boundingBox.Offset(offset);
center = value;
}
}
/// <summary>
/// Arc radius.
/// </summary>
public double Radius
{
get { return radius; }
set
{
radius = value;
UpdateBounds();
}
}
/// <summary>
/// Arc radius * 2. Value NOT stored.
/// </summary>
public double Diameter
{
get { return Radius * 2.0; }
set { Radius = value / 2.0; }
}
/// <summary>
/// Start angle in radians.
/// </summary>
public double StartAngle
{
get { return startAngle; }
set
{
startAngle = Angle.NormalizeRad(value);
UpdateBounds();
}
}
/// <summary>
/// End angle in radians.
/// </summary>
public double EndAngle
{
get { return endAngle; }
set
{
endAngle = Angle.NormalizeRad(value);
UpdateBounds();
}
}
/// <summary>
/// Angle in radians between start and end angles.
/// </summary>
/// <returns></returns>
public double SweepAngle()
{
var startAngle = StartAngle;
var endAngle = EndAngle;
if (IsReversed)
Generic.Swap(ref startAngle, ref endAngle);
if (startAngle > endAngle)
startAngle -= Angle.TwoPI;
return endAngle - startAngle;
}
/// <summary>
/// Gets or sets if the arc direction is reversed (clockwise).
/// </summary>
public bool IsReversed
{
get { return reversed; }
set
{
if (reversed != value)
Reverse();
}
}
public RotationType Rotation
{
get { return IsReversed ? RotationType.CW : RotationType.CCW; }
set
{
IsReversed = (value == RotationType.CW);
}
}
/// <summary>
/// Start point of the arc.
/// </summary>
/// <returns></returns>
public Vector StartPoint()
{
return new Vector(
Center.X + Radius * System.Math.Cos(StartAngle),
Center.Y + Radius * System.Math.Sin(StartAngle));
}
/// <summary>
/// End point of the arc.
/// </summary>
/// <returns></returns>
public Vector EndPoint()
{
return new Vector(
Center.X + Radius * System.Math.Cos(EndAngle),
Center.Y + Radius * System.Math.Sin(EndAngle));
}
/// <summary>
/// Mid point of the arc (point at the angle midway between start and end).
/// </summary>
public Vector MidPoint()
{
var midAngle = StartAngle + (IsReversed ? -SweepAngle() / 2 : SweepAngle() / 2);
return new Vector(
Center.X + Radius * System.Math.Cos(midAngle),
Center.Y + Radius * System.Math.Sin(midAngle));
}
/// <summary>
/// Splits the arc at the given point, returning two sub-arcs.
/// Either half may be null if the split point coincides with an endpoint.
/// </summary>
/// <param name="point">The point at which to split the arc.</param>
/// <returns>A tuple of (first, second) sub-arcs.</returns>
public (Arc first, Arc second) SplitAt(Vector point)
{
if (point.DistanceTo(StartPoint()) < Tolerance.Epsilon)
return (null, new Arc(Center, Radius, StartAngle, EndAngle, IsReversed));
if (point.DistanceTo(EndPoint()) < Tolerance.Epsilon)
return (new Arc(Center, Radius, StartAngle, EndAngle, IsReversed), null);
var splitAngle = Angle.NormalizeRad(Center.AngleTo(point));
var firstArc = new Arc(Center, Radius, StartAngle, splitAngle, IsReversed);
var secondArc = new Arc(Center, Radius, splitAngle, EndAngle, IsReversed);
return (firstArc, secondArc);
}
/// <summary>
/// Returns true if the given arc has the same center point and radius as this.
/// </summary>
/// <param name="arc"></param>
/// <returns></returns>
public bool IsCoradialTo(Arc arc)
{
return center == arc.Center && Radius.IsEqualTo(arc.Radius);
}
/// <summary>
/// Returns true if the given arc has the same radius as this.
/// </summary>
/// <param name="arc"></param>
/// <returns></returns>
public bool IsConcentricTo(Arc arc)
{
return center == arc.center;
}
/// <summary>
/// Returns true if the given circle has the same radius as this.
/// </summary>
/// <param name="circle"></param>
/// <returns></returns>
public bool IsConcentricTo(Circle circle)
{
return center == circle.Center;
}
/// <summary>
/// Returns the minimum number of segments needed so that the chord-to-arc
/// deviation (sagitta) does not exceed the given tolerance.
/// </summary>
public int SegmentsForTolerance(double tolerance)
{
if (tolerance >= Radius)
return 1;
var maxAngle = 2.0 * System.Math.Acos(1.0 - tolerance / Radius);
return System.Math.Max(1, (int)System.Math.Ceiling(System.Math.Abs(SweepAngle()) / maxAngle));
}
/// <summary>
/// Converts the arc to a group of points.
/// </summary>
/// <param name="segments">Number of parts to divide the arc into.</param>
/// <returns></returns>
public List<Vector> ToPoints(int segments = 1000, bool circumscribe = false)
{
var points = new List<Vector>();
var stepAngle = reversed
? -SweepAngle() / segments
: SweepAngle() / segments;
var r = circumscribe && segments > 0
? Radius / System.Math.Cos(System.Math.Abs(stepAngle) / 2.0)
: Radius;
for (int i = 0; i <= segments; ++i)
{
var angle = stepAngle * i + StartAngle;
points.Add(new Vector(
System.Math.Cos(angle) * r + Center.X,
System.Math.Sin(angle) * r + Center.Y));
}
return points;
}
/// <summary>
/// Linear distance of the arc.
/// </summary>
public override double Length
{
get { return Diameter * System.Math.PI * SweepAngle() / Angle.TwoPI; }
}
/// <summary>
/// Reverses the rotation direction.
/// </summary>
public override void Reverse()
{
reversed = !reversed;
Generic.Swap(ref startAngle, ref endAngle);
}
/// <summary>
/// Moves the center point to the given coordinates.
/// </summary>
/// <param name="x">The x-coordinate</param>
/// <param name="y">The y-coordinate</param>
public override void MoveTo(double x, double y)
{
Center = new Vector(x, y);
}
/// <summary>
/// Moves the center point to the given point.
/// </summary>
/// <param name="pt">The new center point location.</param>
public override void MoveTo(Vector pt)
{
Center = pt;
}
/// <summary>
/// Offsets the center point by the given distances.
/// </summary>
/// <param name="x">The x-axis offset distance.</param>
/// <param name="y">The y-axis offset distance.</param>
public override void Offset(double x, double y)
{
Center = new Vector(Center.X + x, Center.Y + y);
}
/// <summary>
/// Offsets the center point by the given distances.
/// </summary>
/// <param name="voffset"></param>
public override void Offset(Vector voffset)
{
Center += voffset;
}
/// <summary>
/// Scales the arc from the zero point.
/// </summary>
/// <param name="factor"></param>
public override void Scale(double factor)
{
center *= factor;
radius *= factor;
UpdateBounds();
}
/// <summary>
/// Scales the arc from the origin.
/// </summary>
/// <param name="factor"></param>
/// <param name="origin"></param>
public override void Scale(double factor, Vector origin)
{
center = center.Scale(factor, origin);
radius *= factor;
UpdateBounds();
}
/// <summary>
/// Rotates the arc from the zero point.
/// </summary>
/// <param name="angle"></param>
public override void Rotate(double angle)
{
startAngle += angle;
endAngle += angle;
center = center.Rotate(angle);
UpdateBounds();
}
/// <summary>
/// Rotates the arc from the origin.
/// </summary>
/// <param name="angle"></param>
/// <param name="origin"></param>
public override void Rotate(double angle, Vector origin)
{
startAngle += angle;
endAngle += angle;
center = center.Rotate(angle, origin);
UpdateBounds();
}
/// <summary>
/// Updates the bounding box.
/// </summary>
public override void UpdateBounds()
{
var startpt = StartPoint();
var endpt = EndPoint();
double minX;
double minY;
double maxX;
double maxY;
if (startpt.X < endpt.X)
{
minX = startpt.X;
maxX = endpt.X;
}
else
{
minX = endpt.X;
maxX = startpt.X;
}
if (startpt.Y < endpt.Y)
{
minY = startpt.Y;
maxY = endpt.Y;
}
else
{
minY = endpt.Y;
maxY = startpt.Y;
}
var angle1 = StartAngle;
var angle2 = EndAngle;
// switch the angle to counter clockwise.
if (IsReversed)
Generic.Swap(ref angle1, ref angle2);
if (Angle.IsBetweenRad(Angle.HalfPI, angle1, angle2))
maxY = Center.Y + Radius;
if (Angle.IsBetweenRad(System.Math.PI, angle1, angle2))
minX = Center.X - Radius;
const double oneHalfPI = System.Math.PI * 1.5;
if (Angle.IsBetweenRad(oneHalfPI, angle1, angle2))
minY = Center.Y - Radius;
if (Angle.IsBetweenRad(Angle.TwoPI, angle1, angle2))
maxX = Center.X + Radius;
boundingBox.X = minX;
boundingBox.Y = minY;
boundingBox.Width = maxX - minX;
boundingBox.Length = maxY - minY;
}
public override Entity OffsetEntity(double distance, OffsetSide side)
{
if (side == OffsetSide.Left && reversed)
{
return new Arc(center, radius + distance, startAngle, endAngle, reversed);
}
else
{
if (distance >= radius)
return null;
return new Arc(center, radius - distance, startAngle, endAngle, reversed);
}
}
public override Entity OffsetEntity(double distance, Vector pt)
{
throw new NotImplementedException();
}
/// <summary>
/// Gets the closest point on the arc to the given point.
/// </summary>
/// <param name="pt"></param>
/// <returns></returns>
public override Vector ClosestPointTo(Vector pt)
{
var angle = Center.AngleTo(pt);
if (Angle.IsBetweenRad(angle, StartAngle, EndAngle, IsReversed))
{
return new Vector(
System.Math.Cos(angle) * Radius + Center.X,
System.Math.Sin(angle) * Radius + Center.Y);
}
else
{
var sp = StartPoint();
var ep = EndPoint();
return pt.DistanceTo(sp) <= pt.DistanceTo(ep) ? sp : ep;
}
}
/// <summary>
/// Returns true if the given arc is intersecting this.
/// </summary>
/// <param name="arc"></param>
/// <returns></returns>
public override bool Intersects(Arc arc)
{
List<Vector> pts;
return Intersect.Intersects(this, arc, out pts);
}
/// <summary>
/// Returns true if the given arc is intersecting this.
/// </summary>
/// <param name="arc"></param>
/// <param name="pts">Points of intersection.</param>
/// <returns></returns>
public override bool Intersects(Arc arc, out List<Vector> pts)
{
return Intersect.Intersects(this, arc, out pts); ;
}
/// <summary>
/// Returns true if the given circle is intersecting this.
/// </summary>
/// <param name="circle"></param>
/// <returns></returns>
public override bool Intersects(Circle circle)
{
List<Vector> pts;
return Intersect.Intersects(this, circle, out pts);
}
/// <summary>
/// Returns true if the given circle is intersecting this.
/// </summary>
/// <param name="circle"></param>
/// <param name="pts">Points of intersection.</param>
/// <returns></returns>
public override bool Intersects(Circle circle, out List<Vector> pts)
{
return Intersect.Intersects(this, circle, out pts);
}
/// <summary>
/// Returns true if the given line is intersecting this.
/// </summary>
/// <param name="line"></param>
/// <returns></returns>
public override bool Intersects(Line line)
{
List<Vector> pts;
return Intersect.Intersects(this, line, out pts);
}
/// <summary>
/// Returns true if the given line is intersecting this.
/// </summary>
/// <param name="line"></param>
/// <param name="pts">Points of intersection.</param>
/// <returns></returns>
public override bool Intersects(Line line, out List<Vector> pts)
{
return Intersect.Intersects(this, line, out pts);
}
/// <summary>
/// Returns true if the given polygon is intersecting this.
/// </summary>
/// <param name="polygon"></param>
/// <returns></returns>
public override bool Intersects(Polygon polygon)
{
List<Vector> pts;
return Intersect.Intersects(this, polygon, out pts);
}
/// <summary>
/// Returns true if the given polygon is intersecting this.
/// </summary>
/// <param name="polygon"></param>
/// <param name="pts">Points of intersection.</param>
/// <returns></returns>
public override bool Intersects(Polygon polygon, out List<Vector> pts)
{
return Intersect.Intersects(this, polygon, out pts);
}
/// <summary>
/// Returns true if the given shape is intersecting this.
/// </summary>
/// <param name="shape"></param>
/// <returns></returns>
public override bool Intersects(Shape shape)
{
List<Vector> pts;
return Intersect.Intersects(this, shape, out pts);
}
/// <summary>
/// Returns true if the given shape is intersecting this.
/// </summary>
/// <param name="shape"></param>
/// <param name="pts">Points of intersection.</param>
/// <returns></returns>
public override bool Intersects(Shape shape, out List<Vector> pts)
{
return Intersect.Intersects(this, shape, out pts);
}
/// <summary>
/// Type of entity.
/// </summary>
public override EntityType Type
{
get { return EntityType.Arc; }
}
}
}