Files
OpenNest/OpenNest.Core/Diagnostics/PostVerificationGeometry.cs
T
aj bfe2e518e6 perf(cutting): skip lead and rapid checks against distant material
Every lead was checked against every placed part's material and every
rapid against every completed contour, so each check cost O(parts) and
planning a plate cost O(parts^2). Lead checks were 88% of planning time
on a 144-part grid.

LeadMaterialSnapshot and each completed contour now keep a conservative
extent (an arc counts as its whole supporting circle). A lead or rapid
skips material or a contour only when the extents are farther apart
than 1e-6 x (1 + coordinate size), far above the contact tolerance, so
results are unchanged: anything touching or closer still gets the full
native check. The rapid filter also applies to pre-post verification,
which shares ReleasedContourState.

New tests cover the cases just inside the skip: an arc lead and a
completed arc whose bulge reaches past their endpoints, and a lead and
a rapid that only touch another part's extent.
2026-10-05 23:41:02 -04:00

323 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using OpenNest.Geometry;
namespace OpenNest.Diagnostics;
/// <summary>Local native line/arc queries, without changing the engine's geometry semantics.</summary>
internal static class PostVerificationGeometry
{
internal const double Epsilon = 1e-8;
private const double TwoPi = 2 * System.Math.PI;
/// <summary>An axis-aligned extent used only to skip queries that cannot meet.</summary>
internal readonly record struct Extent(double MinX, double MinY, double MaxX, double MaxY)
{
/// <summary>No extent: unions with anything give the other extent.</summary>
internal static Extent None => new(double.PositiveInfinity, double.PositiveInfinity,
double.NegativeInfinity, double.NegativeInfinity);
internal Extent Union(Extent other) => new(System.Math.Min(MinX, other.MinX),
System.Math.Min(MinY, other.MinY), System.Math.Max(MaxX, other.MaxX), System.Math.Max(MaxY, other.MaxY));
/// <summary>The largest absolute coordinate, for scaling tolerances; NaN when any bound is.</summary>
internal double Magnitude => System.Math.Max(System.Math.Max(System.Math.Abs(MinX), System.Math.Abs(MaxX)),
System.Math.Max(System.Math.Abs(MinY), System.Math.Abs(MaxY)));
/// <summary>
/// True only when the extents are farther apart than <paramref name="margin"/> on some axis,
/// so nothing inside one can touch or enter the other. NaN bounds are never separated.
/// </summary>
internal bool IsSeparatedFrom(Extent other, double margin) =>
MaxX + margin < other.MinX || other.MaxX + margin < MinX
|| MaxY + margin < other.MinY || other.MaxY + margin < MinY;
}
internal static void Validate(Vector point)
{
if (!double.IsFinite(point.X) || !double.IsFinite(point.Y)
|| System.Math.Abs(point.X) > 1e12 || System.Math.Abs(point.Y) > 1e12)
throw new ArgumentException("Nonfinite or numerically unsupported program coordinates.");
}
internal static bool Closed(IReadOnlyList<Curve> curves) => curves.Count > 0
&& curves[0].Start.DistanceTo(curves[^1].End) <= Epsilon;
internal static bool Crosses(Vector start, Vector end, IReadOnlyList<Curve> curves,
CancellationToken token)
{
var delta = end - start;
var length = start.DistanceTo(end);
if (length <= Epsilon)
return false;
var direction = delta * (1 / length);
foreach (var curve in curves)
{
token.ThrowIfCancellationRequested();
if (curve.ContactAfterStart(start, direction, length))
return true;
}
// If there are no contacts except possibly departure, all open-segment points
// have the same inside/outside status. A midpoint catches travel entirely inside
// and departure into the interior, without flagging start-only outward contact.
var midpoint = start + delta * 0.5;
var inside = false;
foreach (var curve in curves)
{
token.ThrowIfCancellationRequested();
if (curve.CrossesRay(midpoint))
inside = !inside;
}
return inside;
}
private static double Dot(Vector a, Vector b) => a.X * b.X + a.Y * b.Y;
private static double Cross(Vector a, Vector b) => a.X * b.Y - a.Y * b.X;
private static double Normalize(double angle)
{
angle %= TwoPi;
return angle < 0 ? angle + TwoPi : angle;
}
internal sealed class Curve
{
private Curve(Vector start, Vector end, Vector? center, double radius, double sweep)
{
Start = start;
End = end;
Center = center;
Radius = radius;
Sweep = sweep;
}
internal Vector Start { get; }
internal Vector End { get; }
private Vector? Center { get; }
private double Radius { get; }
private double Sweep { get; }
internal double Length => Center.HasValue ? Radius * System.Math.Abs(Sweep) : Start.DistanceTo(End);
// Native entities are freshly allocated; the immutable curve never exposes state.
internal Entity ToEntity() => Center is { } center
? System.Math.Abs(Sweep) >= TwoPi
? new Circle(center, Radius)
: new Arc(center, Radius, Normalize(StartAngle), Normalize(StartAngle + Sweep), Sweep < 0)
: new Line(Start, End);
/// <summary>
/// A conservative axis-aligned extent: an arc's whole supporting circle, a line's endpoints.
/// Nonfinite geometry yields NaN bounds, which no separation test can pass.
/// </summary>
internal Extent Extent => Center is { } center
? new(center.X - Radius, center.Y - Radius, center.X + Radius, center.Y + Radius)
: new(System.Math.Min(Start.X, End.X), System.Math.Min(Start.Y, End.Y),
System.Math.Max(Start.X, End.X), System.Math.Max(Start.Y, End.Y));
internal Vector Midpoint => Center is { } center
? new Vector(center.X + Radius * System.Math.Cos(StartAngle + Sweep / 2),
center.Y + Radius * System.Math.Sin(StartAngle + Sweep / 2))
: (Start + End) * 0.5;
internal bool SameSupport(Curve other)
{
if (Center is { } center)
return other.Center is { } c && center.DistanceTo(c) <= Epsilon
&& System.Math.Abs(Radius - other.Radius) <= Epsilon;
if (other.Center.HasValue || Length <= Epsilon || other.Length <= Epsilon)
return false;
var direction = (End - Start) * (1 / Length);
return System.Math.Abs(Cross(other.Start - Start, direction)) <= Epsilon
&& System.Math.Abs(Cross(other.End - Start, direction)) <= Epsilon;
}
// Directed native arc-length coordinates for contour replay, not collision queries.
internal bool SameDirection(Curve other) => SameSupport(other)
&& (Center.HasValue ? System.Math.Sign(Sweep) == System.Math.Sign(other.Sweep)
: Dot(End - Start, other.End - other.Start) > 0);
internal double DistanceAlong(Vector point) => Center is { } center
? point.DistanceTo(Start) <= Epsilon ? 0
: Travel(System.Math.Atan2(point.Y - center.Y, point.X - center.X)) * Radius
: Dot(point - Start, (End - Start) * (1 / Length));
internal Vector PointAtLength(double distance)
{
if (distance <= 0) return Start;
if (distance >= Length) return End;
return Center is { } center
? center + new Vector(System.Math.Cos(StartAngle + System.Math.Sign(Sweep) * distance / Radius),
System.Math.Sin(StartAngle + System.Math.Sign(Sweep) * distance / Radius)) * Radius
: Start + (End - Start) * (distance / Length);
}
internal bool Contains(Vector point) => ToEntity().ClosestPointTo(point).DistanceTo(point) <= Epsilon;
internal IReadOnlyList<Vector> Contacts(Curve other, out bool overlap)
{
var entity = ToEntity();
var candidate = other.ToEntity();
// Native arc filters discard NaN supporting-circle intersections. Inspect
// both unfiltered queries first: roundoff can differ by operand direction.
// Coincident supports have separate overlap handling below.
if (Center is { } center && other.Center is { } otherCenter && !SameSupport(other))
{
var support = new Circle(center, Radius);
var otherSupport = new Circle(otherCenter, other.Radius);
support.Intersects(otherSupport, out var forward);
otherSupport.Intersects(support, out var reverse);
foreach (var point in forward)
Validate(point);
foreach (var point in reverse)
Validate(point);
}
List<Vector> points;
bool intersects;
switch (candidate)
{
case Line line: intersects = entity.Intersects(line, out points); break;
case Arc arc: intersects = entity.Intersects(arc, out points); break;
case Circle circle: intersects = entity.Intersects(circle, out points); break;
default: throw new NotSupportedException("Unsupported native boundary.");
}
if (!intersects)
points.Clear();
// Coincident circles produce NaNs in the native discrete-contact query.
// Their support overlap is handled separately, without inventing crossings.
overlap = SameSupport(other) && (InteriorWitness(Midpoint, other)
|| InteriorWitness(other.Midpoint, this)
|| InteriorWitness(Start, other) || InteriorWitness(End, other)
|| InteriorWitness(other.Start, this) || InteriorWitness(other.End, this));
if (SameSupport(other))
points.Clear();
foreach (var point in points)
Validate(point);
var nativeContactCount = points.Count;
if (Center is { } c && other.Center is { } oc && SameSupport(other)
&& (c.X != oc.X || c.Y != oc.Y || Radius != other.Radius))
overlap = true; // Nearly coincident supports are uncertain, never clear.
foreach (var point in new[] { Start, End, other.Start, other.End })
if (Contains(point) && other.Contains(point)
&& !points.Exists(p => p.DistanceTo(point) <= Epsilon))
points.Add(point);
// Existing exact line/ray contact semantics guard native queries which
// suppress very short or nearly parallel intersections. Uncertainty refuses.
if (Center is null && !SameSupport(other))
{
var direction = (End - Start) * (1 / Length);
if ((other.ContactAfterStart(Start, direction, Length)
|| other.ContactAfterStart(End, direction * -1, Length)) && nativeContactCount == 0)
throw new NotSupportedException("Native contact query is numerically uncertain.");
}
if (other.Center is null && Center.HasValue)
{
var direction = (other.End - other.Start) * (1 / other.Length);
if ((ContactAfterStart(other.Start, direction, other.Length)
|| ContactAfterStart(other.End, direction * -1, other.Length)) && nativeContactCount == 0)
throw new NotSupportedException("Native contact query is numerically uncertain.");
}
return points;
static bool InteriorWitness(Vector point, Curve curve) => curve.Contains(point)
&& (curve.Start.DistanceTo(curve.End) <= Epsilon
|| (point.DistanceTo(curve.Start) > Epsilon && point.DistanceTo(curve.End) > Epsilon));
}
internal static Curve Create(Vector start, Vector end, Vector? center, bool clockwise)
{
if (center is not { } c)
return new Curve(start, end, null, 0, 0);
Validate(c);
var radius = start.DistanceTo(c);
if (radius <= Epsilon || !double.IsFinite(radius)
|| System.Math.Abs(radius - end.DistanceTo(c)) > Epsilon * System.Math.Max(1, radius))
throw new ArgumentException("Arc has zero or inconsistent radius.");
var a = System.Math.Atan2(start.Y - c.Y, start.X - c.X);
var b = System.Math.Atan2(end.Y - c.Y, end.X - c.X);
var sweep = start.DistanceTo(end) <= Epsilon ? TwoPi
: Normalize(clockwise ? a - b : b - a);
return new Curve(start, end, c, radius, clockwise ? -sweep : sweep);
}
private double StartAngle => System.Math.Atan2(Start.Y - Center.Value.Y, Start.X - Center.Value.X);
private double Travel(double angle) => Normalize(Sweep < 0 ? StartAngle - angle : angle - StartAngle);
private bool OnArc(Vector point) => Travel(System.Math.Atan2(point.Y - Center.Value.Y,
point.X - Center.Value.X)) <= System.Math.Abs(Sweep) + Epsilon / Radius
|| point.DistanceTo(Start) <= Epsilon || point.DistanceTo(End) <= Epsilon;
internal bool ContactAfterStart(Vector origin, Vector direction, double length)
{
if (Center is { } center)
{
// Intersect the actual circle, not an inscribed chord polygon: tangencies
// and short arcs must not vanish between tessellation vertices.
var relative = center - origin;
var projection = Dot(relative, direction);
var perpendicular = Cross(relative, direction);
var square = Radius * Radius - perpendicular * perpendicular;
if (square < -Epsilon * System.Math.Max(1, Radius * 2))
return false;
var offset = System.Math.Sqrt(System.Math.Max(0, square));
return Hit(projection - offset) || Hit(projection + offset);
bool Hit(double distance) => distance > Epsilon && distance <= length + Epsilon
&& OnArc(origin + direction * System.Math.Clamp(distance, 0, length));
}
var edge = End - Start;
var relativeStart = Start - origin;
var denominator = Cross(direction, edge);
if (System.Math.Abs(denominator) <= 1e-12 * System.Math.Max(1, Length))
{
if (System.Math.Abs(Cross(relativeStart, direction)) > Epsilon)
return false;
var a = Dot(relativeStart, direction);
var b = Dot(End - origin, direction);
var low = System.Math.Max(0, System.Math.Min(a, b));
var high = System.Math.Min(length, System.Math.Max(a, b));
return high > Epsilon && low <= high + Epsilon;
}
var distanceAlongRapid = Cross(relativeStart, edge) / denominator;
var fractionAlongEdge = Cross(relativeStart, direction) / denominator;
return distanceAlongRapid > Epsilon && distanceAlongRapid <= length + Epsilon
&& fractionAlongEdge >= -Epsilon / System.Math.Max(Length, Epsilon)
&& fractionAlongEdge <= 1 + Epsilon / System.Math.Max(Length, Epsilon);
}
internal bool CrossesRay(Vector point)
{
if (Center is not { } center)
return (Start.Y > point.Y) != (End.Y > point.Y)
&& Start.X + (point.Y - Start.Y) * (End.X - Start.X) / (End.Y - Start.Y) > point.X;
// Split arcs at vertical extrema, giving monotone-Y pieces. Apply the same
// half-open endpoint rule as a polygon ray test, solving X on the native
// circle. This handles full circles, reversed arcs and shared vertices.
var breaks = new List<double> { 0, System.Math.Abs(Sweep) };
foreach (var angle in new[] { System.Math.PI / 2, 3 * System.Math.PI / 2 })
{
var travel = Travel(angle);
if (travel > 0 && travel < System.Math.Abs(Sweep))
breaks.Add(travel);
}
breaks.Sort();
var inside = false;
for (var i = 1; i < breaks.Count; i++)
{
var a = StartAngle + System.Math.Sign(Sweep) * breaks[i - 1];
var b = StartAngle + System.Math.Sign(Sweep) * breaks[i];
var ya = i == 1 ? Start.Y : center.Y + Radius * System.Math.Sin(a);
var yb = i == breaks.Count - 1 ? End.Y : center.Y + Radius * System.Math.Sin(b);
if ((ya > point.Y) == (yb > point.Y))
continue;
var dy = point.Y - center.Y;
var dx = System.Math.Sqrt(System.Math.Max(0, Radius * Radius - dy * dy));
var x = center.X + (System.Math.Cos((a + b) / 2) >= 0 ? dx : -dx);
if (x > point.X)
inside = !inside;
}
return inside;
}
}
}