Every plugin engine rebuilt part material from a snapshot by hand and
filtered only rapids, so all three kept counting scribe/etch marks as
material after 1b5e1b1 fixed it in the host. JobPartGeometry is the
validator's own reader made public: SpecialLayers.IsMaterial, validated
closed contours, material area, and TryRead returning null for unreadable
parts. The job validators now use it, so engines and validation agree.
Co-Authored-By: Codex <noreply@openai.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
276 lines
12 KiB
C#
276 lines
12 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenNest.Converters;
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using OpenNest.Engine.Jobs.Adapters;
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using OpenNest.Geometry;
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using OpenNest.Math;
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namespace OpenNest.Engine.Jobs;
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/// <summary>
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/// Material topology read once from a snapshot using the host validation rules.
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/// The analytic shapes are owned by this instance and are mutable; clone them before transforming.
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/// </summary>
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public sealed class JobPartGeometry
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{
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private const double Epsilon = 0.0000001;
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private JobPartGeometry(ShapeProfile profile)
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{
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Profile = profile;
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MaterialArea = System.Math.Abs(Perimeter.Area())
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- Cutouts.Sum(shape => System.Math.Abs(shape.Area()));
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}
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/// <summary>Analytic outer contour, clockwise to match the host CNC convention.</summary>
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public Shape Perimeter => Profile.Perimeter;
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/// <summary>Closed cutouts, counterclockwise to match the host CNC convention.</summary>
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public IReadOnlyList<Shape> Cutouts => Profile.Cutouts;
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/// <summary>Material profile suitable for Clipper preparation; arcs are preserved.</summary>
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public ShapeProfile Profile { get; }
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/// <summary>Absolute perimeter area less the absolute cutout areas at read time.</summary>
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public double MaterialArea { get; }
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/// <summary>Unrotated material bounds; rapid and scribe/etch moves are excluded.</summary>
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public Box Bounds => Perimeter.BoundingBox;
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/// <summary>Reads usable material, or returns null for an unreadable snapshot.</summary>
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public static JobPartGeometry? TryRead(PartGeometrySnapshot geometry)
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{
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try
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{
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return Read(geometry);
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}
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catch (Exception exception) when (exception is ArgumentException
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or InvalidOperationException or NotSupportedException or ArithmeticException)
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{
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return null;
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}
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}
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/// <summary>
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/// Reads and validates closed material contours. Scribe/etch moves are ignored;
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/// open cut marks must stay inside material and do not contribute to its area.
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/// </summary>
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/// <exception cref="ArgumentException">Geometry has no usable closed material or invalid marks.</exception>
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public static JobPartGeometry Read(PartGeometrySnapshot geometry)
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{
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ArgumentNullException.ThrowIfNull(geometry);
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if (geometry.Motions.Count == 0 || geometry.Motions.Any(m =>
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!double.IsFinite(m.X) || !double.IsFinite(m.Y)
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|| !double.IsFinite(m.CenterX) || !double.IsFinite(m.CenterY)))
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throw new ArgumentException("Geometry must contain finite motions.", nameof(geometry));
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var entities = ConvertProgram.ToGeometry(DrawingJobMapper.ToProgram(geometry));
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var cutEntities = new List<Entity>();
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foreach (var entity in entities)
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if (SpecialLayers.IsMaterial(entity.Layer))
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cutEntities.Add(entity);
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var contours = ShapeBuilder.GetShapes(cutEntities);
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if (contours.Count == 0)
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throw new ArgumentException("Geometry must contain a closed contour.");
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var closedEntities = new List<Entity>();
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var marks = new List<Shape>();
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foreach (var contour in contours)
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{
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if (contour.IsClosed())
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{
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ValidateContour(contour);
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closedEntities.AddRange(contour.Entities);
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}
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else
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marks.Add(contour);
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}
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if (closedEntities.Count == 0)
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throw new ArgumentException("Geometry must contain a closed outer contour.");
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// ShapeProfile selects the outer profile, but does not validate containment and
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// treats open chains as cutouts. Only validated closed contours may define material.
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var profile = new ShapeProfile(closedEntities);
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foreach (var cutout in profile.Cutouts)
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ValidateInternalChain(cutout, profile.Perimeter, new List<Shape>());
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foreach (var mark in marks)
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ValidateMark(mark, profile.Perimeter, profile.Cutouts);
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profile.NormalizeWinding();
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return new JobPartGeometry(profile);
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}
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private static void ValidateMark(Shape mark, Shape perimeter, List<Shape> holes)
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{
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const double chordTolerance = 0.00001;
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var boundaries = new List<Shape> { perimeter };
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boundaries.AddRange(holes);
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var polygons = boundaries.ConvertAll(s => s.ToPolygonWithTolerance(chordTolerance));
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foreach (var entity in mark.Entities)
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{
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if (entity.Length <= Epsilon || entity is not (Line or Arc))
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throw new ArgumentException("Unsupported or degenerate internal mark.");
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var parameters = new List<double> { 0, 1 };
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foreach (var boundary in boundaries)
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{
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entity.Intersects(boundary, out var intersections);
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foreach (var point in intersections)
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AddParameter(point);
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// Include endpoints of coincident edges (parallel intersections may be empty).
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foreach (var point in boundary.Entities.CollectPoints())
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if (entity.ClosestPointTo(point).DistanceTo(point) <= Epsilon)
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AddParameter(point);
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}
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parameters.Sort();
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for (var index = 0; index < parameters.Count; index++)
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{
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Check(PointAt(parameters[index]));
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if (index > 0)
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Check(PointAt((parameters[index - 1] + parameters[index]) / 2));
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}
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void AddParameter(Vector point)
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{
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if (!point.IsValid())
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throw new ArgumentException("Indeterminate mark intersection.");
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var value = entity is Line line
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? line.StartPoint.DistanceTo(point) / line.Length
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: Angle.NormalizeRad(
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((Arc)entity).IsReversed
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? ((Arc)entity).StartAngle - ((Arc)entity).Center.AngleTo(point)
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: ((Arc)entity).Center.AngleTo(point) - ((Arc)entity).StartAngle
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) / ((Arc)entity).SweepAngle();
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if (value >= 0 && value <= 1)
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parameters.Add(value);
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}
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Vector PointAt(double value)
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{
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if (entity is Line line)
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return line.StartPoint + (line.EndPoint - line.StartPoint) * value;
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var arc = (Arc)entity;
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var angle = arc.StartAngle + (arc.IsReversed ? -1 : 1) * arc.SweepAngle() * value;
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return arc.Center
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+ new Vector(System.Math.Cos(angle), System.Math.Sin(angle)) * arc.Radius;
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}
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void Check(Vector point)
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{
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for (var index = 0; index < boundaries.Count; index++)
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{
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// Exact analytic boundary contact is allowed; near-boundary uncertainty is not.
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var onBoundary = false;
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foreach (var edge in boundaries[index].Entities)
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if (edge.ClosestPointTo(point).DistanceTo(point) <= Epsilon)
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onBoundary = true;
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if (onBoundary)
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continue;
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foreach (var edge in polygons[index].ToLines())
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if (edge.ClosestPointTo(point).DistanceTo(point) <= 2 * chordTolerance)
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throw new ArgumentException(
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"Internal mark is too close to a material boundary."
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);
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var inside = StrictlyInside(polygons[index], point);
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if (index == 0 ? !inside : inside)
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throw new ArgumentException(
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"Open geometry leaves the closed material region."
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);
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}
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}
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}
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}
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private static void ValidateInternalChain(Shape chain, Shape perimeter, List<Shape> holes)
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{
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// A connected analytic entity cannot leave material without crossing its boundary.
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// Reject contact too: conservative, rather than guessing at tangent/collinear cuts.
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// The witness point is farther than the polygonization error from every boundary.
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const double chordTolerance = 0.00001;
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var boundaries = new List<Shape> { perimeter };
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boundaries.AddRange(holes);
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var polygons = boundaries.ConvertAll(s => s.ToPolygonWithTolerance(chordTolerance));
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foreach (var entity in chain.Entities)
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{
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if (entity.Length <= Epsilon)
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throw new ArgumentException("Geometry contains a zero-length internal edge.");
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var point = entity switch
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{
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Line line => line.StartPoint,
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Arc arc => arc.StartPoint(),
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Circle circle => circle.Center.Offset(circle.Radius, 0),
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_ => throw new ArgumentException("Unsupported internal geometry."),
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};
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if (!StrictlyInside(polygons[0], point))
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throw new ArgumentException(
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"Open or disconnected geometry lies outside the closed perimeter."
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);
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for (var index = 0; index < boundaries.Count; index++)
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{
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if (index > 0 && polygons[index].ContainsPoint(point))
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throw new ArgumentException("Internal geometry lies in a cutout.");
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foreach (var edge in polygons[index].ToLines())
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if (edge.ClosestPointTo(point).DistanceTo(point) <= 2 * chordTolerance)
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throw new ArgumentException(
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"Internal geometry is too close to a material boundary."
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);
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if (entity.Intersects(boundaries[index]))
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throw new ArgumentException(
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"Internal geometry crosses or touches a material boundary."
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);
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}
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}
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}
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private static void ValidateContour(Shape contour)
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{
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if (!contour.IsClosed())
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throw new ArgumentException("Geometry must contain closed contours with usable edges.");
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foreach (var entity in contour.Entities)
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if (entity.Length <= Epsilon)
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throw new ArgumentException("Geometry contains a zero-length edge.");
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if (contour.Area() <= Epsilon)
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throw new ArgumentException("Geometry must contain non-degenerate contours.");
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}
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/// <summary>
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/// Winding-number point-in-polygon. Returns false for points on an edge or vertex.
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/// </summary>
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private static bool StrictlyInside(Polygon polygon, Vector point)
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{
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var n = polygon.IsClosed() ? polygon.Vertices.Count - 1 : polygon.Vertices.Count;
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if (n < 3)
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return false;
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var winding = 0;
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for (var i = 0; i < n; i++)
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{
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var p1 = polygon.Vertices[i];
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var p2 = polygon.Vertices[(i + 1) % n];
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if (OnSegment(p1, p2, point))
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return false;
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if (p1.Y <= point.Y)
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{
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if (p2.Y > point.Y && IsLeft(p1, p2, point) > 0)
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winding++;
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}
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else if (p2.Y <= point.Y && IsLeft(p1, p2, point) < 0)
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{
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winding--;
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}
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}
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return winding != 0;
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}
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private static bool OnSegment(Vector a, Vector b, Vector p)
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{
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var cross = (b.X - a.X) * (p.Y - a.Y) - (b.Y - a.Y) * (p.X - a.X);
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if (!cross.IsEqualTo(0.0))
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return false;
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return System.Math.Min(a.X, b.X) - Epsilon <= p.X
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&& p.X <= System.Math.Max(a.X, b.X) + Epsilon
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&& System.Math.Min(a.Y, b.Y) - Epsilon <= p.Y
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&& p.Y <= System.Math.Max(a.Y, b.Y) + Epsilon;
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}
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private static double IsLeft(Vector p1, Vector p2, Vector p) =>
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(p2.X - p1.X) * (p.Y - p1.Y) - (p2.Y - p1.Y) * (p.X - p1.X);
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}
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