Shape.OffsetOutward produces inward offsets for certain rotated polygons, causing geometry-aware copy distances to be too small and placing overlapping parts. Root cause is in the offset winding direction detection — this commit adds safety nets while that is investigated. - FillLinear.FillGrid: detect bbox overlaps after geometry-aware tiling, fall back to bbox-based spacing when overlaps found - FillExtents.RepeatColumns: detect overlaps after Compactor computes copy distance, fall back to columnWidth + spacing - PairFiller/StripeFiller remnant fills: use FillLinear directly instead of spawning full engine pipeline (avoids strategies with the bug) - Add PairOverlapDiagnosticTests reproducing the issue - MCP config: use shadow-copy wrapper for dev hot-reload Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
239 lines
9.7 KiB
C#
239 lines
9.7 KiB
C#
using OpenNest.CNC;
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using OpenNest.Engine.Fill;
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using OpenNest.Geometry;
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using OpenNest.Math;
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using Xunit.Abstractions;
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namespace OpenNest.Tests;
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public class PairOverlapDiagnosticTests
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{
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private readonly ITestOutputHelper _output;
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public PairOverlapDiagnosticTests(ITestOutputHelper output) => _output = output;
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/// <summary>
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/// Creates a 5x3.31 rectangle with rounded corners on the top-right and bottom-right
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/// (radius 0.5), similar to "4526 A14 PT13".
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/// </summary>
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private static Drawing MakeRoundedRect(double w = 5.0, double h = 3.31, double r = 0.5)
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{
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var pgm = new Program();
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pgm.Codes.Add(new RapidMove(new Vector(0, 0)));
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// Bottom edge
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pgm.Codes.Add(new LinearMove(new Vector(w - r, 0)));
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// Bottom-right rounded corner
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pgm.Codes.Add(new ArcMove(new Vector(w, r), new Vector(w - r, r), RotationType.CW));
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// Right edge
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pgm.Codes.Add(new LinearMove(new Vector(w, h - r)));
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// Top-right rounded corner
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pgm.Codes.Add(new ArcMove(new Vector(w - r, h), new Vector(w - r, h - r), RotationType.CW));
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// Top edge
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pgm.Codes.Add(new LinearMove(new Vector(0, h)));
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// Left edge back to start
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pgm.Codes.Add(new LinearMove(new Vector(0, 0)));
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return new Drawing("rounded-rect", pgm);
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}
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private static Drawing MakeSimpleRect(double w = 5.0, double h = 3.31)
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{
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var pgm = new Program();
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pgm.Codes.Add(new RapidMove(new Vector(0, 0)));
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pgm.Codes.Add(new LinearMove(new Vector(w, 0)));
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pgm.Codes.Add(new LinearMove(new Vector(w, h)));
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pgm.Codes.Add(new LinearMove(new Vector(0, h)));
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pgm.Codes.Add(new LinearMove(new Vector(0, 0)));
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return new Drawing("rect", pgm);
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}
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[Theory]
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[InlineData(0)] // 0 degrees
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[InlineData(90)] // 90 degrees
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[InlineData(180)] // 180 degrees
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[InlineData(270)] // 270 degrees
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public void PartBoundary_HasEdgesAtAllRotations_RoundedRect(double angleDeg)
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{
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var drawing = MakeRoundedRect();
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var part = new Part(drawing);
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if (angleDeg != 0)
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part.Rotate(Angle.ToRadians(angleDeg));
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var boundary = new PartBoundary(part, 0.125);
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var left = boundary.GetEdges(PushDirection.Left);
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var right = boundary.GetEdges(PushDirection.Right);
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var up = boundary.GetEdges(PushDirection.Up);
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var down = boundary.GetEdges(PushDirection.Down);
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_output.WriteLine($"Rotation: {angleDeg}°");
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_output.WriteLine($" Left edges: {left.Length}");
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_output.WriteLine($" Right edges: {right.Length}");
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_output.WriteLine($" Up edges: {up.Length}");
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_output.WriteLine($" Down edges: {down.Length}");
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Assert.True(left.Length > 0, $"No left edges at {angleDeg}°");
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Assert.True(right.Length > 0, $"No right edges at {angleDeg}°");
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Assert.True(up.Length > 0, $"No up edges at {angleDeg}°");
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Assert.True(down.Length > 0, $"No down edges at {angleDeg}°");
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}
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[Theory]
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[InlineData(0)]
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[InlineData(90)]
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[InlineData(180)]
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[InlineData(270)]
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public void PartBoundary_HasEdgesAtAllRotations_SimpleRect(double angleDeg)
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{
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var drawing = MakeSimpleRect();
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var part = new Part(drawing);
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if (angleDeg != 0)
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part.Rotate(Angle.ToRadians(angleDeg));
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var boundary = new PartBoundary(part, 0.125);
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var left = boundary.GetEdges(PushDirection.Left);
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var right = boundary.GetEdges(PushDirection.Right);
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var up = boundary.GetEdges(PushDirection.Up);
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var down = boundary.GetEdges(PushDirection.Down);
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_output.WriteLine($"Rotation: {angleDeg}°");
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_output.WriteLine($" Left edges: {left.Length}");
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_output.WriteLine($" Right edges: {right.Length}");
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_output.WriteLine($" Up edges: {up.Length}");
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_output.WriteLine($" Down edges: {down.Length}");
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Assert.True(left.Length > 0, $"No left edges at {angleDeg}°");
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Assert.True(right.Length > 0, $"No right edges at {angleDeg}°");
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Assert.True(up.Length > 0, $"No up edges at {angleDeg}°");
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Assert.True(down.Length > 0, $"No down edges at {angleDeg}°");
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}
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[Theory]
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[InlineData(false)] // simple rect
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[InlineData(true)] // rounded rect
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public void FillExtents_NoPairOverlap_At90Degrees(bool rounded)
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{
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var drawing = rounded ? MakeRoundedRect() : MakeSimpleRect();
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var workArea = new Box(0, 0, 20, 20);
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var partSpacing = 0.25;
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var filler = new FillExtents(workArea, partSpacing);
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var parts = filler.Fill(drawing, Angle.ToRadians(90));
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_output.WriteLine($"Shape: {(rounded ? "rounded rect" : "simple rect")}");
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_output.WriteLine($"Parts: {parts.Count}");
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for (var i = 0; i < parts.Count; i++)
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{
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var p = parts[i];
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_output.WriteLine($" [{i}] rot={Angle.ToDegrees(p.Rotation):F1}° " +
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$"bbox=({p.BoundingBox.Left:F2},{p.BoundingBox.Bottom:F2})-({p.BoundingBox.Right:F2},{p.BoundingBox.Top:F2})");
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}
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// Check for overlapping bounding boxes
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for (var i = 0; i < parts.Count; i++)
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{
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var b1 = parts[i].BoundingBox;
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for (var j = i + 1; j < parts.Count; j++)
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{
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var b2 = parts[j].BoundingBox;
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var overlapX = System.Math.Min(b1.Right, b2.Right) - System.Math.Max(b1.Left, b2.Left);
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var overlapY = System.Math.Min(b1.Top, b2.Top) - System.Math.Max(b1.Bottom, b2.Bottom);
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if (overlapX > 0.01 && overlapY > 0.01)
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_output.WriteLine($" OVERLAP: [{i}] and [{j}] overlap by ({overlapX:F3}, {overlapY:F3})");
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Assert.False(overlapX > 0.01 && overlapY > 0.01,
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$"Parts [{i}] and [{j}] have overlapping bounding boxes " +
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$"({overlapX:F3} x {overlapY:F3})");
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}
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}
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}
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[Theory]
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[InlineData(false)]
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[InlineData(true)]
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public void FillLinear_PairPattern_NoPairOverlap_At90Degrees(bool rounded)
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{
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var drawing = rounded ? MakeRoundedRect() : MakeSimpleRect();
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var workArea = new Box(0, 0, 20, 20);
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var partSpacing = 0.25;
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// Build a pair at 90°/270°
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var part1 = Part.CreateAtOrigin(drawing, Angle.ToRadians(90));
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var part2 = Part.CreateAtOrigin(drawing, Angle.ToRadians(270));
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// Slide part2 right of part1
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var offset = part1.BoundingBox.Width + part2.BoundingBox.Width + partSpacing;
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part2.Offset(offset, 0);
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part2.UpdateBounds();
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// Slide part2 left toward part1 using geometry
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var b1 = new PartBoundary(part1, partSpacing / 2);
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var b2 = new PartBoundary(part2, partSpacing / 2);
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_output.WriteLine($"Part1 (90°) boundary edges: L={b1.GetEdges(PushDirection.Left).Length} R={b1.GetEdges(PushDirection.Right).Length}");
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_output.WriteLine($"Part2 (270°) boundary edges: L={b2.GetEdges(PushDirection.Left).Length} R={b2.GetEdges(PushDirection.Right).Length}");
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var movingLines = b2.GetLines(part2.Location, PushDirection.Left);
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var stationaryLines = b1.GetLines(part1.Location, PushDirection.Right);
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_output.WriteLine($"Part1 loc: ({part1.Location.X:F4},{part1.Location.Y:F4})");
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_output.WriteLine($"Part2 loc: ({part2.Location.X:F4},{part2.Location.Y:F4})");
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_output.WriteLine($"Moving lines (part2 left): {movingLines.Count}");
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foreach (var l in movingLines)
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_output.WriteLine($" ({l.pt1.X:F4},{l.pt1.Y:F4})->({l.pt2.X:F4},{l.pt2.Y:F4})");
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_output.WriteLine($"Stationary lines (part1 right): {stationaryLines.Count}");
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foreach (var l in stationaryLines)
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_output.WriteLine($" ({l.pt1.X:F4},{l.pt1.Y:F4})->({l.pt2.X:F4},{l.pt2.Y:F4})");
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var slideDist = SpatialQuery.DirectionalDistance(movingLines, stationaryLines, PushDirection.Left);
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_output.WriteLine($"Slide distance: {slideDist:F4}");
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if (slideDist < double.MaxValue && slideDist > 0)
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{
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part2.Offset(-slideDist, 0);
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part2.UpdateBounds();
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}
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_output.WriteLine($"Part1 bbox: ({part1.BoundingBox.Left:F2},{part1.BoundingBox.Bottom:F2})-({part1.BoundingBox.Right:F2},{part1.BoundingBox.Top:F2})");
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_output.WriteLine($"Part2 bbox: ({part2.BoundingBox.Left:F2},{part2.BoundingBox.Bottom:F2})-({part2.BoundingBox.Right:F2},{part2.BoundingBox.Top:F2})");
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// Now tile this pair pattern
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var pattern = new Pattern();
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pattern.Parts.Add(part1);
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pattern.Parts.Add(part2);
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pattern.UpdateBounds();
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_output.WriteLine($"Pattern bbox width: {pattern.BoundingBox.Width:F2}");
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var engine = new FillLinear(workArea, partSpacing);
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var parts = engine.Fill(pattern, NestDirection.Horizontal);
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_output.WriteLine($"Total parts: {parts.Count}");
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for (var i = 0; i < parts.Count; i++)
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{
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var p = parts[i];
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_output.WriteLine($" [{i}] rot={Angle.ToDegrees(p.Rotation):F1}° " +
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$"bbox=({p.BoundingBox.Left:F2},{p.BoundingBox.Bottom:F2})-({p.BoundingBox.Right:F2},{p.BoundingBox.Top:F2})");
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}
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// Check for overlaps
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for (var i = 0; i < parts.Count; i++)
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{
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var bi = parts[i].BoundingBox;
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for (var j = i + 1; j < parts.Count; j++)
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{
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var bj = parts[j].BoundingBox;
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var ox = System.Math.Min(bi.Right, bj.Right) - System.Math.Max(bi.Left, bj.Left);
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var oy = System.Math.Min(bi.Top, bj.Top) - System.Math.Max(bi.Bottom, bj.Bottom);
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Assert.False(ox > 0.01 && oy > 0.01,
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$"Parts [{i}] and [{j}] overlap ({ox:F3} x {oy:F3})");
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}
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}
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}
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}
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