Grows part-to-part spacing of a selected group with the work area and non-selected parts as hard boundaries. Doubling + bisection search over the target spacing; Gauss-Seidel straight-line relaxation with anchor mover policy (later-index selected part moves, first selection never). Overlapping input is separated along penetration MTVs instead of being rejected. Cancel/failure never mutates part positions. Clearance gains BoundaryDistance for ring-pair gaps (part-in-cutout legality).
772 lines
29 KiB
C#
772 lines
29 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using OpenNest.Converters;
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using OpenNest.Geometry;
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namespace OpenNest.Engine.Fill
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{
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/// <summary>
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/// Pushes a group of selected parts apart until every constrained pair
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/// (selected↔selected and selected↔obstacle) reaches a target part-to-part
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/// spacing, with the plate work area and all non-selected parts as hard
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/// boundaries. The inverse of <see cref="Compactor"/>: it grows gaps instead
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/// of closing them.
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/// <para>
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/// Input with overlaps is accepted: an overlapping pair is a pair with
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/// negative clearance and is separated along the minimum-translation
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/// direction. Moves are straight-line only — a pair that could separate only
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/// by routing around a blocker is reported as a violation instead. Final
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/// positions are always overlap-free; nothing moves off the work area.
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/// </para>
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/// <para>
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/// Anchor policy: within a violated pair the later-indexed selected part
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/// moves; the counterpart moves only as a fallback when the anchor mover is
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/// fully blocked by a work-area edge. Walls (non-selected parts) never move.
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/// </para>
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/// </summary>
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public static class Expander
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{
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public sealed class Options
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{
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/// <summary>First spacing probed by the search; also the floor for the doubling step.</summary>
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public double InitialStep = 1.0;
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/// <summary>Bisection stops once the achievable spacing is known within this tolerance.</summary>
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public double Tolerance = 0.01;
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/// <summary>Relaxation iteration cap per separation run.</summary>
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public int MaxIterations = 100;
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/// <summary>Upper bound for the spacing search. 0 = auto (work-area diagonal).</summary>
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public double MaxSpacing = 0;
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}
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public sealed class Violation
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{
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public Part A;
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public Part B;
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/// <summary>Clearance actually reached (may be negative for unresolvable overlaps).</summary>
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public double Achieved;
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/// <summary>True when a work-area edge, not a part, blocked the last needed move.</summary>
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public bool BlockedByEdge;
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}
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public sealed class Result
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{
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/// <summary>
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/// Minimum part-to-part clearance the returned layout satisfies,
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/// never below zero. 0 with violations means the layout was only
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/// cleaned up as far as possible, not opened up.
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/// </summary>
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public double AchievedSpacing;
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/// <summary>True when the run was cancelled; no positions were changed.</summary>
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public bool Cancelled;
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/// <summary>Pairs that could not reach <see cref="AchievedSpacing"/>.</summary>
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public List<Violation> Violations = new();
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}
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/// <summary>
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/// Raises the part-to-part spacing of the selection as far as the plate
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/// and its other parts allow, applying the best spacing found. Plate
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/// PartSpacing/EdgeSpacing are not modified; edges keep their own
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/// EdgeSpacing floor while only part-to-part clearance chases the target.
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/// Mutates <paramref name="selected"/> locations; probing never touches
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/// them, so a failed or cancelled run leaves the layout unchanged.
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/// </summary>
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public static Result Expand(
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List<Part> selected,
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Plate plate,
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Options options = null,
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CancellationToken token = default
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)
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{
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if (plate == null)
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throw new ArgumentNullException(nameof(plate));
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if (selected == null || selected.Count < 2)
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throw new ArgumentException(
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"Expand requires at least two selected parts.",
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nameof(selected)
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);
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if (selected.Any(p => !plate.Parts.Contains(p)))
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throw new ArgumentException(
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"All selected parts must belong to the plate.",
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nameof(selected)
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);
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var opt = options ?? new Options();
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var context = SeparationContext.Prepare(selected, plate);
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var entry = context.Positions(); // all parts; movers are [0, count)
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var result = new Result();
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var sMin = MinimumPairClearance(context, entry);
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result.AchievedSpacing = System.Math.Max(0, sMin);
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if (token.IsCancellationRequested)
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{
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result.Cancelled = true;
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return result;
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}
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var sGood = sMin;
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var cap = opt.MaxSpacing > 0 ? opt.MaxSpacing : context.SpacingCap;
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double hi; // first spacing that failed; double.NaN = none yet
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(bool Converged, List<Vector> Positions) Probe(double spacing)
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{
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var attempt = Separate(context, entry, spacing, opt.MaxIterations, token);
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return (attempt.Converged, attempt.Positions);
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}
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// Doubling phase: commit every spacing that converges. The cap gets
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// its own probe even when the step jumps past it, and no spacing is
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// probed twice.
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var s = System.Math.Max(opt.InitialStep, 2 * System.Math.Max(0, sGood));
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hi = double.NaN;
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while (true)
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{
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if (s > cap)
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{
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if (cap > sGood + opt.Tolerance)
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s = cap;
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else
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break;
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}
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if (s <= sGood + opt.Tolerance)
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break;
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if (token.IsCancellationRequested)
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{
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result.Cancelled = true;
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return result;
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}
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var probe = Probe(s);
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if (probe.Converged)
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{
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sGood = s;
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if (sGood >= cap)
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break;
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s = System.Math.Max(s * 2, sGood + opt.Tolerance);
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}
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else
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{
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hi = s;
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break;
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}
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}
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// Bisection between the last spacing that converged and the first that failed.
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if (!double.IsNaN(hi))
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{
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var lo = System.Math.Max(0, sGood);
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while (hi - lo > opt.Tolerance)
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{
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if (token.IsCancellationRequested)
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{
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result.Cancelled = true;
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return result;
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}
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var mid = (lo + hi) / 2;
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if (Probe(mid).Converged)
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lo = mid;
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else
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hi = mid;
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}
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sGood = lo;
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}
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// Finalize: re-separate at the applied spacing from the entry state.
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// Deterministic, so this reproduces any committed probe exactly; when
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// sGood was never probed (overlapping entry) it still performs the
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// best-effort cleanup and yields the violation report.
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var final = Separate(context, entry, System.Math.Max(0, sGood), opt.MaxIterations, token);
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if (token.IsCancellationRequested)
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{
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result.Cancelled = true;
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return result;
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}
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var positions = final.Positions;
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Apply(selected, entry, positions);
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var measured = MinimumPairClearance(context, positions);
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result.AchievedSpacing = System.Math.Max(0, System.Math.Min(System.Math.Max(0, sGood), measured));
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result.Violations = final.Violations;
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return result;
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}
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/// <summary>
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/// Relaxes the given parts apart to a fixed target spacing against the
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/// plate. Works on scratch positions; the caller applies them. Exposed
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/// for testing and for callers that manage their own spacing search.
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/// </summary>
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public static (bool Converged, List<Vector> Positions, List<Violation> Violations) Separate(
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List<Part> selected,
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Plate plate,
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double spacing,
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int maxIterations = 100,
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CancellationToken token = default
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)
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{
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var context = SeparationContext.Prepare(selected, plate);
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var positions = context.Positions();
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return Separate(context, positions, spacing, maxIterations, token);
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}
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private static void Apply(List<Part> selected, List<Vector> from, List<Vector> to)
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{
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// Only movers occupy [0, selected.Count); walls never move.
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for (var i = 0; i < selected.Count; i++)
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{
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var delta = to[i] - from[i];
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if (delta.X != 0 || delta.Y != 0)
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selected[i].Offset(delta);
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}
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}
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private static double MinimumPairClearance(SeparationContext context, List<Vector> positions)
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{
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var min = double.MaxValue;
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foreach (var pair in context.Pairs)
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{
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var (distance, _) = context.PairClearance(pair.IndexA, pair.IndexB, positions);
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if (distance < min)
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min = distance;
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}
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return min == double.MaxValue ? 0 : min;
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}
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private static (bool Converged, List<Vector> Positions, List<Violation> Violations) Separate(
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SeparationContext context,
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List<Vector> start,
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double spacing,
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int maxIterations,
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CancellationToken token
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)
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{
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var positions = new List<Vector>(start);
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var stuck = new HashSet<int>();
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var violations = new List<Violation>();
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var epsMove = 1e-4;
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// Internal margin absorbs the clearance kernel's tessellation error so
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// the applied spacing holds against the production validators.
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var target = spacing + 0.002;
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var iterationLimit = maxIterations < 1 ? 1 : maxIterations;
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for (var iteration = 0; iteration < iterationLimit; iteration++)
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{
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if (token.IsCancellationRequested)
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return (false, start, violations);
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var moved = 0.0;
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var stuckChanged = false;
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foreach (var pair in context.Pairs)
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{
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if (stuck.Contains(pair.Id))
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continue;
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var (distance, directionA) = context.PairClearance(
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pair.IndexA,
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pair.IndexB,
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positions
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);
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// Trigger at the user spacing, not the internal margin: a
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// pair already at the requested spacing must not be nudged,
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// or feasible layouts at the ceiling (every pair exactly at
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// spacing) would oscillate forever. The margin only sets how
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// far past the trigger a push carries, absorbing tessellation
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// error in the measurement.
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if (distance >= spacing)
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continue;
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var need = target - distance;
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// Anchor policy (decided): only the later-indexed selected
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// part of a violated pair moves. Counterparts and walls
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// never do — a pair whose anchor mover cannot reach the
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// target is a violation, not an invitation to drift the
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// anchor.
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var moverIndex = pair.Mover;
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// Clearance direction translates A away from B; a mover on
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// the B side travels the opposite way.
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var direction = moverIndex == pair.IndexA ? directionA : -directionA;
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var room = context.ClipToWorkArea(
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moverIndex,
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positions[moverIndex],
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direction,
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need
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);
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// Take the largest valid step up to `room`: partial moves let
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// a blocked mover advance again once its own blockers move
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// away in later iterations (a wave separates a chain).
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var applied = 0.0;
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var blockedByEdge = false;
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if (room > 0)
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{
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var trial = positions[moverIndex] + direction * room;
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if (context.MaintainsValidity(moverIndex, trial, positions))
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{
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positions[moverIndex] = trial;
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applied = room;
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}
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else
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{
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var lo = 0.0;
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var hi2 = room;
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for (var bisect = 0; bisect < 24 && hi2 - lo > 1e-6; bisect++)
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{
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var mid = (lo + hi2) / 2;
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if (
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context.MaintainsValidity(
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moverIndex,
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positions[moverIndex] + direction * mid,
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positions
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)
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)
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lo = mid;
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else
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hi2 = mid;
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}
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if (lo > epsMove)
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{
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positions[moverIndex] = positions[moverIndex] + direction * lo;
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applied = lo;
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}
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}
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blockedByEdge = applied < need - epsMove;
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moved += applied;
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}
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else
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{
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blockedByEdge = true;
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}
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// A pair fully separated to the user target (the internal margin
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// absorbs tessellation slack) is satisfied even if not to target.
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if (applied > 0)
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{
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var (finalDistance, _) = context.PairClearance(
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pair.IndexA,
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pair.IndexB,
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positions
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);
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if (finalDistance >= spacing)
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continue;
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// Partial progress: keep the pair live — its blockers may
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// move away in later iterations and unblock the rest.
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continue;
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}
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// Zero progress twice in a row parks the pair; the final sweep
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// re-measures everything, so mid-loop bookkeeping never lies.
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if (stuck.Contains(pair.Id))
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continue;
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stuck.Add(pair.Id);
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stuckChanged = true;
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}
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if (moved < epsMove && !stuckChanged)
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break;
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}
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// Honest verdict: stuck bookkeeping and the internal margin can both
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// let a pair read as satisfied mid-loop while a later pair move
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// un-does it (oscillation). Re-measure every constrained pair at the
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// final positions once; the violations this sweep finds are the
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// report, and any violation makes the run non-converged.
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violations.Clear();
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foreach (var pair in context.Pairs)
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{
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var (distance, _) = context.PairClearance(
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pair.IndexA,
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pair.IndexB,
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positions
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);
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if (distance >= spacing)
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continue;
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violations.Add(
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new Violation
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{
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A = context.PartOf(pair.IndexA),
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B = context.PartOf(pair.IndexB),
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Achieved = distance,
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BlockedByEdge = stuck.Contains(pair.Id),
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}
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);
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}
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return (violations.Count == 0, positions, violations);
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}
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/// <summary>One constrained part↔part pair with its anchor mover.</summary>
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private sealed class Pair
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{
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public int Id;
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public int IndexA;
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public int IndexB;
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public int Mover;
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}
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/// <summary>
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/// Per-run prepared geometry. Rings are local-frame polygons (world = local
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/// + scratch position), prepared once per distinct Program by reference,
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/// mirroring <see cref="PartOverlapChecker"/>'s caching but translatable.
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/// </summary>
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private sealed class SeparationContext
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{
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private readonly List<Part> parts; // movers [0, moverCount) then walls
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private readonly List<RingSet> shapes; // per part
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private readonly Box[] localBoxes; // per part, local frame
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private readonly int moverCount;
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private readonly Box workArea;
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public readonly List<Pair> Pairs = new();
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public readonly double SpacingCap;
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private sealed class RingSet
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{
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public Polygon Outer;
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public List<Polygon> Rings = new(); // outer + cutout rings, local frame
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public List<Polygon> Holes = new();
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}
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private SeparationContext(
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List<Part> parts,
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List<RingSet> shapes,
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Box[] localBoxes,
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int moverCount,
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Box workArea,
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double spacingCap
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)
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{
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this.parts = parts;
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this.shapes = shapes;
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this.localBoxes = localBoxes;
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this.moverCount = moverCount;
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this.workArea = workArea;
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SpacingCap = spacingCap;
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}
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public static SeparationContext Prepare(List<Part> selected, Plate plate)
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{
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var movers = new List<Part>(selected);
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var walls = plate.Parts.Where(p => !movers.Contains(p)).ToList();
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var parts = new List<Part>(movers.Count + walls.Count);
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parts.AddRange(movers);
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parts.AddRange(walls);
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var programs = new Dictionary<CNC.Program, RingSet>(
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ReferenceEqualityComparer.Instance
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);
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var shapes = new List<RingSet>(parts.Count);
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var localBoxes = new Box[parts.Count];
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for (var i = 0; i < parts.Count; i++)
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{
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shapes.Add(PrepareProgram(programs, parts[i].Program));
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localBoxes[i] = LocalBox(parts[i]);
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}
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var workArea = plate.WorkArea();
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var spacingCap = System.Math.Sqrt(
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workArea.Length * workArea.Length + workArea.Width * workArea.Width
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);
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var context = new SeparationContext(
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parts,
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shapes,
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localBoxes,
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movers.Count,
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workArea,
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spacingCap
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);
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context.BuildPairs();
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return context;
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}
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private static RingSet PrepareProgram(
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Dictionary<CNC.Program, RingSet> programs,
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CNC.Program program
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)
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{
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if (programs.TryGetValue(program, out var existing))
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return existing;
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var prepared = new RingSet();
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var entities = ConvertProgram
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.ToGeometry(program)
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.Where(e => SpecialLayers.IsMaterial(e.Layer))
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.ToList();
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if (entities.Count > 0)
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{
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var profile = new ShapeProfile(entities);
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if (profile.Perimeter != null)
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{
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prepared.Outer = profile.Perimeter.ToPolygonWithTolerance(0.001);
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prepared.Rings.Add(prepared.Outer);
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foreach (var cutout in profile.Cutouts)
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{
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var hole = cutout.ToPolygonWithTolerance(0.001);
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prepared.Rings.Add(hole);
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prepared.Holes.Add(hole);
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}
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}
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}
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programs.Add(program, prepared);
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return prepared;
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}
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private static Box LocalBox(Part part)
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{
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var box = part.BoundingBox;
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return new Box(
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box.Left - part.Location.X,
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box.Bottom - part.Location.Y,
|
||
box.Length,
|
||
box.Width
|
||
);
|
||
}
|
||
|
||
private void BuildPairs()
|
||
{
|
||
var id = 0;
|
||
|
||
for (var a = 0; a < parts.Count; a++)
|
||
{
|
||
for (var b = a + 1; b < parts.Count; b++)
|
||
{
|
||
var aMover = a < moverCount;
|
||
var bMover = b < moverCount;
|
||
|
||
if (!aMover && !bMover)
|
||
continue;
|
||
|
||
Pairs.Add(
|
||
new Pair
|
||
{
|
||
Id = id++,
|
||
IndexA = a,
|
||
IndexB = b,
|
||
// Anchor policy: the later-index mover moves.
|
||
Mover = bMover ? b : a,
|
||
}
|
||
);
|
||
}
|
||
}
|
||
}
|
||
|
||
public bool IsMover(int index) => index < moverCount;
|
||
|
||
public Part PartOf(int index) => parts[index];
|
||
|
||
/// <summary>Current world positions of every part in pair-index order.</summary>
|
||
public List<Vector> Positions() => parts.Select(p => p.Location).ToList();
|
||
|
||
/// <summary>
|
||
/// Signed material clearance between two parts at the given scratch
|
||
/// positions. Material overlap (Collision oracle with hole subtraction)
|
||
/// reports negative penetration through the outer rings; otherwise the
|
||
/// clearance is the minimum boundary distance over all ring pairs, so a
|
||
/// part inside another's cutout measures its true gap to the hole ring
|
||
/// instead of a bogus outer-ring penetration.
|
||
/// </summary>
|
||
public (double Distance, Vector Direction) PairClearance(
|
||
int indexA,
|
||
int indexB,
|
||
List<Vector> positions
|
||
)
|
||
{
|
||
var setA = shapes[indexA];
|
||
var setB = shapes[indexB];
|
||
|
||
if (setA.Outer == null || setB.Outer == null)
|
||
return (0, new Vector(1, 0));
|
||
|
||
var offsetA = positions[indexA];
|
||
var offsetB = positions[indexB];
|
||
|
||
var outerA = CloneAt(setA.Outer, offsetA);
|
||
var outerB = CloneAt(setB.Outer, offsetB);
|
||
|
||
var holesA = setA.Holes.Count == 0 ? null : CloneAll(setA.Holes, offsetA);
|
||
var holesB = setB.Holes.Count == 0 ? null : CloneAll(setB.Holes, offsetB);
|
||
|
||
if (Collision.HasOverlap(outerA, outerB, holesA, holesB))
|
||
{
|
||
var penetration = Clearance.Between(outerA, outerB);
|
||
if (penetration.Distance < 0)
|
||
return (penetration.Distance, penetration.Direction);
|
||
// Hole subtraction resolved what the outers overlap: touching.
|
||
return (0, penetration.Direction);
|
||
}
|
||
|
||
double best = double.MaxValue;
|
||
var bestDir = new Vector(1, 0);
|
||
|
||
foreach (var ringA in setA.Rings)
|
||
{
|
||
var worldA = CloneAt(ringA, offsetA);
|
||
|
||
foreach (var ringB in setB.Rings)
|
||
{
|
||
var worldB = CloneAt(ringB, offsetB);
|
||
var clearance = Clearance.BoundaryDistance(worldA, worldB);
|
||
|
||
if (clearance.Distance < best)
|
||
{
|
||
best = clearance.Distance;
|
||
bestDir = clearance.Direction;
|
||
}
|
||
}
|
||
}
|
||
|
||
return (best, bestDir);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Largest α ≤ need such that translating the part by direction·α keeps
|
||
/// its AABB inside the work area.
|
||
/// </summary>
|
||
public double ClipToWorkArea(int index, Vector position, Vector direction, double need)
|
||
{
|
||
var box = localBoxes[index];
|
||
var left = position.X + box.Left - workArea.Left;
|
||
var right = workArea.Right - (position.X + box.Right);
|
||
var bottom = position.Y + box.Bottom - workArea.Bottom;
|
||
var top = workArea.Top - (position.Y + box.Top);
|
||
|
||
var max = need;
|
||
if (direction.X > 0)
|
||
max = System.Math.Min(max, right / direction.X);
|
||
else if (direction.X < 0)
|
||
max = System.Math.Min(max, left / -direction.X);
|
||
|
||
if (direction.Y > 0)
|
||
max = System.Math.Min(max, top / direction.Y);
|
||
else if (direction.Y < 0)
|
||
max = System.Math.Min(max, bottom / -direction.Y);
|
||
|
||
return max < 0 ? 0 : max;
|
||
}
|
||
|
||
/// <summary>
|
||
/// True when the part at <paramref name="trial"/> stays inside the work
|
||
/// area and keeps no material overlap with any other part (Collision
|
||
/// oracle with hole subtraction, so part-in-cutout stays legal).
|
||
/// </summary>
|
||
public bool MaintainsValidity(int index, Vector trial, List<Vector> positions)
|
||
{
|
||
var box = localBoxes[index];
|
||
var movedBox = box.Translate(trial);
|
||
|
||
if (
|
||
movedBox.Left < workArea.Left - 1e-9
|
||
|| movedBox.Right > workArea.Right + 1e-9
|
||
|| movedBox.Bottom < workArea.Bottom - 1e-9
|
||
|| movedBox.Top > workArea.Top + 1e-9
|
||
)
|
||
return false;
|
||
|
||
var outer = shapes[index].Outer;
|
||
if (outer == null)
|
||
return true;
|
||
|
||
var worldOuter = CloneAt(outer, trial);
|
||
var worldHoles = shapes[index].Holes.Count == 0
|
||
? null
|
||
: CloneAll(shapes[index].Holes, trial);
|
||
|
||
for (var i = 0; i < parts.Count; i++)
|
||
{
|
||
if (i == index)
|
||
continue;
|
||
|
||
var otherOuter = shapes[i].Outer;
|
||
if (otherOuter == null)
|
||
continue;
|
||
|
||
if (!BoxOverlap(movedBox, localBoxes[i].Translate(positions[i]), 0.002))
|
||
continue;
|
||
|
||
var worldOther = CloneAt(otherOuter, positions[i]);
|
||
var worldOtherHoles = shapes[i].Holes.Count == 0
|
||
? null
|
||
: CloneAll(shapes[i].Holes, positions[i]);
|
||
|
||
if (
|
||
Collision.HasOverlap(
|
||
worldOuter,
|
||
worldOther,
|
||
worldHoles,
|
||
worldOtherHoles
|
||
)
|
||
)
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
private static List<Polygon> CloneAll(List<Polygon> polygons, Vector offset)
|
||
{
|
||
var list = new List<Polygon>(polygons.Count);
|
||
foreach (var polygon in polygons)
|
||
list.Add(CloneAt(polygon, offset));
|
||
return list;
|
||
}
|
||
|
||
/// <summary>Clone with world bounds applied — prepared rings are never mutated.</summary>
|
||
private static Polygon CloneAt(Polygon polygon, Vector offset)
|
||
{
|
||
var clone = (Polygon)polygon.Clone();
|
||
clone.UpdateBounds();
|
||
clone.Offset(offset);
|
||
return clone;
|
||
}
|
||
|
||
private static bool BoxOverlap(Box a, Box b, double slack)
|
||
{
|
||
return !(
|
||
a.Right + slack < b.Left
|
||
|| b.Right + slack < a.Left
|
||
|| a.Top + slack < b.Bottom
|
||
|| b.Top + slack < a.Bottom
|
||
);
|
||
}
|
||
}
|
||
}
|
||
}
|