The push algorithm's copy distance formula (bboxDim - slideDistance) produced distances smaller than the part width when inflated boundary arc vertices interacted spuriously, causing ~0.05 unit overlaps between all adjacent grid parts. Two fixes applied: - Clamp ComputeCopyDistance to bboxDim + PartSpacing minimum - Use circumscribed polygons (R/cos(halfStep)) for PartBoundary arc discretization so chord segments never cut inside the true arc, eliminating the ChordTolerance offset workaround Also parallelized three sequential fill loops using Parallel.ForEach: - FindBestFill angle sweep (up to 38 angles x 2 directions) - FillPattern angle sweep for group/pair fills - FillRemainingStrip rotation loop Added diagnostic logging to HasOverlaps, FindCopyDistance, and FillRecursive for debugging fill issues. Test result: 45 parts @ 79.6% -> 47 parts @ 83.1%, zero overlaps. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
153 lines
5.3 KiB
C#
153 lines
5.3 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using OpenNest.Converters;
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using OpenNest.Geometry;
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namespace OpenNest
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{
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/// <summary>
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/// Pre-computed offset boundary polygons for a part's geometry.
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/// Polygons are stored at program-local origin (no location applied)
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/// and can be efficiently translated to any location when extracting lines.
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/// Directional edge filtering is pre-computed once in the constructor.
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/// </summary>
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public class PartBoundary
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{
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private const double PolygonTolerance = 0.01;
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private readonly List<Polygon> _polygons;
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private readonly (Vector start, Vector end)[] _leftEdges;
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private readonly (Vector start, Vector end)[] _rightEdges;
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private readonly (Vector start, Vector end)[] _upEdges;
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private readonly (Vector start, Vector end)[] _downEdges;
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public PartBoundary(Part part, double spacing)
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{
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var entities = ConvertProgram.ToGeometry(part.Program);
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var shapes = Helper.GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid));
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_polygons = new List<Polygon>();
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foreach (var shape in shapes)
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{
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var offsetEntity = shape.OffsetEntity(spacing, OffsetSide.Left) as Shape;
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if (offsetEntity == null)
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continue;
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// Circumscribe arcs so polygon vertices are always outside
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// the true arc — guarantees the boundary never under-estimates.
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var polygon = offsetEntity.ToPolygonWithTolerance(PolygonTolerance, circumscribe: true);
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polygon.RemoveSelfIntersections();
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_polygons.Add(polygon);
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}
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PrecomputeDirectionalEdges(
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out _leftEdges, out _rightEdges, out _upEdges, out _downEdges);
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}
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private void PrecomputeDirectionalEdges(
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out (Vector start, Vector end)[] leftEdges,
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out (Vector start, Vector end)[] rightEdges,
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out (Vector start, Vector end)[] upEdges,
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out (Vector start, Vector end)[] downEdges)
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{
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var left = new List<(Vector, Vector)>();
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var right = new List<(Vector, Vector)>();
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var up = new List<(Vector, Vector)>();
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var down = new List<(Vector, Vector)>();
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foreach (var polygon in _polygons)
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{
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var verts = polygon.Vertices;
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if (verts.Count < 3)
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{
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for (var i = 1; i < verts.Count; i++)
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{
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var edge = (verts[i - 1], verts[i]);
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left.Add(edge);
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right.Add(edge);
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up.Add(edge);
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down.Add(edge);
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}
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continue;
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}
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var sign = polygon.RotationDirection() == RotationType.CCW ? 1.0 : -1.0;
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for (var i = 1; i < verts.Count; i++)
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{
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var dx = verts[i].X - verts[i - 1].X;
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var dy = verts[i].Y - verts[i - 1].Y;
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var edge = (verts[i - 1], verts[i]);
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if (-sign * dy > 0) left.Add(edge);
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if ( sign * dy > 0) right.Add(edge);
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if (-sign * dx > 0) up.Add(edge);
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if ( sign * dx > 0) down.Add(edge);
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}
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}
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leftEdges = left.ToArray();
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rightEdges = right.ToArray();
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upEdges = up.ToArray();
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downEdges = down.ToArray();
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}
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/// <summary>
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/// Returns offset boundary lines translated to the given location,
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/// filtered to edges whose outward normal faces the specified direction.
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/// </summary>
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public List<Line> GetLines(Vector location, PushDirection facingDirection)
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{
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var edges = GetDirectionalEdges(facingDirection);
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var lines = new List<Line>(edges.Length);
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foreach (var (start, end) in edges)
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lines.Add(new Line(start.Offset(location), end.Offset(location)));
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return lines;
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}
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/// <summary>
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/// Returns all offset boundary lines translated to the given location.
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/// </summary>
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public List<Line> GetLines(Vector location)
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{
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var lines = new List<Line>();
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foreach (var polygon in _polygons)
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{
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var verts = polygon.Vertices;
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if (verts.Count < 2)
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continue;
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var last = verts[0].Offset(location);
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for (var i = 1; i < verts.Count; i++)
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{
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var current = verts[i].Offset(location);
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lines.Add(new Line(last, current));
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last = current;
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}
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}
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return lines;
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}
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private (Vector start, Vector end)[] GetDirectionalEdges(PushDirection direction)
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{
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switch (direction)
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{
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case PushDirection.Left: return _leftEdges;
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case PushDirection.Right: return _rightEdges;
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case PushDirection.Up: return _upEdges;
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case PushDirection.Down: return _downEdges;
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default: return _leftEdges;
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}
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}
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}
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}
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