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1184 lines
51 KiB
C#
1184 lines
51 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 for safe direct separation; unresolved
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/// overlaps remain in the violation report. Moves are straight-line only —
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/// a pair that requires routing around a blocker remains unresolved.
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/// Plate edges retain their EdgeSpacing floor.
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/// </para>
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/// <para>
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/// Anchor policy: within a violated selected pair only its later-indexed
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/// selected part moves. Nonselected parts never move; there is no counterpart
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/// fallback when the prescribed mover is blocked.
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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 reached (negative for unresolvable overlaps;
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/// sub-grid clamp overlaps use a negative marker, not a measured depth).</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 still below the attempted spacing, including
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/// unresolved negative clearances when no positive target was feasible.</summary>
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public List<Violation> Violations = new();
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}
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/// <summary>Per-call test checkpoints; no process-global mutable hook.</summary>
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internal enum Checkpoint
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{
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AfterScratchMove,
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AfterSuccessfulProbe,
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AfterPairPass,
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BeforeApply,
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}
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internal static Result ExpandObserved(
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List<Part> selected, Plate plate, Options options,
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Action<Checkpoint> observer, CancellationToken token = default
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) => ExpandCore(selected, plate, options, token, observer);
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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 only after the final
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/// proposal passes validation; failed individual probes and cancellation
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/// leave all live locations unchanged. A completed run can apply safe
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/// partial separation and report any remaining violations.
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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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) => ExpandCore(selected, plate, options, token, null);
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private static Result ExpandCore(
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List<Part> selected,
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Plate plate,
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Options options,
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CancellationToken token,
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Action<Checkpoint> observer
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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 result = new Result();
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SeparationContext context;
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try
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{
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context = SeparationContext.Prepare(selected, plate, token);
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}
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catch (OperationCanceledException) when (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 entry = context.Positions(); // all parts; movers are [0, count)
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double sMin;
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try
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{
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sMin = MinimumPairClearance(context, entry, token);
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}
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catch (OperationCanceledException) when (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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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, observer);
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if (attempt.Converged)
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observer?.Invoke(Checkpoint.AfterSuccessfulProbe);
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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 (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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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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var midProbe = Probe(mid);
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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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if (midProbe.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, observer);
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observer?.Invoke(Checkpoint.BeforeApply);
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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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// Floors belong to this public operation, not to any individual probe.
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// A failed final check leaves every live part untouched.
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if (!context.MeetsEntryFloors(positions, entry))
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throw new InvalidOperationException("Expand proposal violates an entry clearance floor.");
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double measured;
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try
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{
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measured = MinimumPairClearance(context, positions, token);
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}
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catch (OperationCanceledException) when (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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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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Apply(selected, entry, 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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SeparationContext context;
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try
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{
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context = SeparationContext.Prepare(selected, plate, token);
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}
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catch (OperationCanceledException) when (token.IsCancellationRequested)
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{
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return (false, selected.Select(p => p.Location).ToList(), new List<Violation>());
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}
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var positions = context.Positions();
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return Separate(context, positions, spacing, maxIterations, token, null);
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}
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internal static (bool Converged, List<Vector> Positions, List<Violation> Violations) SeparateObserved(
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List<Part> selected, Plate plate, double spacing,
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Action<Checkpoint> observer, int maxIterations = 100,
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CancellationToken token = default)
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{
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var context = SeparationContext.Prepare(selected, plate, token);
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return Separate(context, context.Positions(), spacing, maxIterations, token, observer);
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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(
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SeparationContext context, List<Vector> positions, CancellationToken token)
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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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token.ThrowIfCancellationRequested();
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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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Action<Checkpoint> observer
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)
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{
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var positions = new List<Vector>(start);
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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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// Retry every pair on the next pass if another blocker moved;
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// a complete pass without progress stops genuinely pinned layouts.
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var moved = 0.0;
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foreach (var pair in context.Pairs)
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{
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if (token.IsCancellationRequested)
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return (false, start, violations);
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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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// A zero-distance hole contact can have an ambiguous nearest-
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// boundary fallback. Only if the normal candidate makes no
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// safe progress, retry its opposite through the same path,
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// floor and active-improvement checks. Never move the anchor.
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var attempt = ProposeMove(context, positions, pair, distance, direction, need, epsMove);
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if (attempt.Applied <= 0 && distance <= 1e-7)
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{
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var opposite = ProposeMove(context, positions, pair, distance, -direction, need, epsMove);
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if (opposite.Applied > attempt.Applied)
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attempt = opposite;
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}
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var applied = attempt.Applied;
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if (applied > 0)
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{
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positions[moverIndex] = attempt.Proposal;
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moved += applied;
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observer?.Invoke(Checkpoint.AfterScratchMove);
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if (token.IsCancellationRequested)
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return (false, start, violations);
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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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// No progress now; a later part may unblock this pair on
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// the next pass. The final sweep remeasures all pairs.
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}
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observer?.Invoke(Checkpoint.AfterPairPass);
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if (token.IsCancellationRequested)
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return (false, start, violations);
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if (moved < epsMove)
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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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if (token.IsCancellationRequested)
|
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return (false, start, violations);
|
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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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|
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if (distance >= spacing)
|
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continue;
|
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|
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var direction = pair.Mover == pair.IndexA ? directionA : -directionA;
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var need = target - distance;
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var attempt = ProposeMove(context, positions, pair, distance, direction, need, epsMove);
|
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if (attempt.Applied <= 0 && distance <= 1e-7)
|
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{
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var opposite = ProposeMove(context, positions, pair, distance, -direction, need, epsMove);
|
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if (opposite.Applied > attempt.Applied)
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attempt = opposite;
|
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}
|
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// Only an actual first work-area limit is an edge blocker.
|
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// An available move at the iteration budget, or a part/floor
|
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// limiting first, is not evidence of an edge obstruction.
|
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var blockedByEdge = attempt.EdgeLimited && !attempt.PartLimited
|
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&& attempt.Applied < need - epsMove;
|
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violations.Add(
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new Violation
|
||
{
|
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A = context.PartOf(pair.IndexA),
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||
B = context.PartOf(pair.IndexB),
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||
Achieved = distance,
|
||
BlockedByEdge = blockedByEdge,
|
||
}
|
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);
|
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}
|
||
|
||
return (violations.Count == 0, positions, violations);
|
||
}
|
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|
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private static (double Applied, Vector Proposal, bool EdgeLimited, bool PartLimited) ProposeMove(
|
||
SeparationContext context, List<Vector> positions, Pair pair,
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||
double distance, Vector direction, double need, double epsMove)
|
||
{
|
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var mover = pair.Mover;
|
||
var start = positions[mover];
|
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var edgeRoom = context.ClipToWorkArea(mover, start, direction, need);
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var room = context.ClipToMaterial(mover, positions, direction, edgeRoom);
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var edgeLimited = edgeRoom < need - epsMove;
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var partLimited = room < edgeRoom - epsMove;
|
||
if (room <= epsMove)
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return (0, start, edgeLimited, partLimited);
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||
|
||
var trial = start + direction * room;
|
||
if (context.MaintainsValidity(mover, trial, positions, pair, distance))
|
||
return (room, trial, edgeLimited, partLimited);
|
||
|
||
var lo = 0.0;
|
||
var hi = room;
|
||
for (var bisect = 0; bisect < 24 && hi - lo > 1e-6; bisect++)
|
||
{
|
||
var mid = (lo + hi) / 2;
|
||
if (context.MaintainsValidity(mover, start + direction * mid, positions, pair, distance))
|
||
lo = mid;
|
||
else
|
||
hi = mid;
|
||
}
|
||
return lo > epsMove
|
||
? (lo, start + direction * lo, edgeLimited, true)
|
||
: (0, start, edgeLimited, true);
|
||
}
|
||
|
||
/// <summary>One constrained part↔part pair with its anchor mover.</summary>
|
||
private sealed class Pair
|
||
{
|
||
public int IndexA;
|
||
public int IndexB;
|
||
public int Mover;
|
||
public double EntryFloor;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Per-run prepared geometry. Rings are local-frame polygons (world = local
|
||
/// + scratch position), prepared once per distinct Program by reference,
|
||
/// mirroring <see cref="PartOverlapChecker"/>'s caching but translatable.
|
||
/// </summary>
|
||
private sealed class SeparationContext
|
||
{
|
||
private readonly List<Part> parts; // movers [0, moverCount) then walls
|
||
private readonly List<RingSet> shapes; // per part
|
||
private readonly Box[] localBoxes; // per part, local frame
|
||
private readonly int moverCount;
|
||
private readonly int clampStart; // synthetic walls, after actual plate parts
|
||
private readonly IReadOnlyList<Box> clampBoxes; // exact placement-frame keep-outs
|
||
private readonly Box workArea;
|
||
|
||
public readonly List<Pair> Pairs = new();
|
||
public readonly double SpacingCap;
|
||
|
||
private sealed class RingSet
|
||
{
|
||
public Polygon Outer;
|
||
public List<Polygon> Rings = new(); // outer + cutout rings, local frame
|
||
public List<Polygon> Holes = new();
|
||
public List<Entity> Boundaries = new(); // native outer + hole loops, local frame
|
||
public SlideContactGeometry Contact;
|
||
public Box NativeBounds; // perimeter's native-entity envelope
|
||
public ShapeProfile MaterialProfile; // immutable local native loops
|
||
}
|
||
|
||
private SeparationContext(
|
||
List<Part> parts,
|
||
List<RingSet> shapes,
|
||
Box[] localBoxes,
|
||
int moverCount,
|
||
int clampStart,
|
||
IReadOnlyList<Box> clampBoxes,
|
||
Box workArea,
|
||
double spacingCap
|
||
)
|
||
{
|
||
this.parts = parts;
|
||
this.shapes = shapes;
|
||
this.localBoxes = localBoxes;
|
||
this.moverCount = moverCount;
|
||
this.clampStart = clampStart;
|
||
this.clampBoxes = clampBoxes;
|
||
this.workArea = workArea;
|
||
SpacingCap = spacingCap;
|
||
}
|
||
|
||
public static SeparationContext Prepare(List<Part> selected, Plate plate, CancellationToken token)
|
||
{
|
||
token.ThrowIfCancellationRequested();
|
||
var movers = new List<Part>(selected);
|
||
var walls = plate.Parts.Where(p => !movers.Contains(p)).ToList();
|
||
var clampStart = movers.Count + walls.Count;
|
||
// Clamp walls include the bottom-edge clearance envelope.
|
||
var clampBoxes = Jobs.InteractiveClamps.ClearanceRectangles(plate);
|
||
walls.AddRange(Jobs.InteractiveClamps.WallParts(plate));
|
||
if (clampBoxes.Count != walls.Count + movers.Count - clampStart)
|
||
throw new InvalidOperationException("Clamp wall preparation changed its ordering.");
|
||
|
||
var parts = new List<Part>(movers.Count + walls.Count);
|
||
parts.AddRange(movers);
|
||
parts.AddRange(walls);
|
||
|
||
var programs = new Dictionary<CNC.Program, RingSet>(
|
||
ReferenceEqualityComparer.Instance
|
||
);
|
||
var shapes = new List<RingSet>(parts.Count);
|
||
var localBoxes = new Box[parts.Count];
|
||
|
||
for (var i = 0; i < parts.Count; i++)
|
||
{
|
||
token.ThrowIfCancellationRequested();
|
||
shapes.Add(PrepareProgram(programs, parts[i].Program));
|
||
localBoxes[i] = LocalBox(parts[i]);
|
||
}
|
||
|
||
var workArea = plate.WorkArea();
|
||
var spacingCap = System.Math.Sqrt(
|
||
workArea.Length * workArea.Length + workArea.Width * workArea.Width
|
||
);
|
||
|
||
var context = new SeparationContext(
|
||
parts,
|
||
shapes,
|
||
localBoxes,
|
||
movers.Count,
|
||
clampStart,
|
||
clampBoxes,
|
||
workArea,
|
||
spacingCap
|
||
);
|
||
context.BuildPairs(token);
|
||
var entry = context.Positions();
|
||
foreach (var pair in context.Pairs)
|
||
{
|
||
token.ThrowIfCancellationRequested();
|
||
pair.EntryFloor = context.PairClearance(pair.IndexA, pair.IndexB, entry).Distance;
|
||
}
|
||
return context;
|
||
}
|
||
|
||
private static RingSet PrepareProgram(
|
||
Dictionary<CNC.Program, RingSet> programs,
|
||
CNC.Program program
|
||
)
|
||
{
|
||
if (programs.TryGetValue(program, out var existing))
|
||
return existing;
|
||
|
||
var prepared = new RingSet();
|
||
var entities = ConvertProgram
|
||
.ToGeometry(program)
|
||
.Where(e => SpecialLayers.IsMaterial(e.Layer))
|
||
.ToList();
|
||
|
||
if (entities.Count > 0)
|
||
{
|
||
var profile = new ShapeProfile(entities);
|
||
prepared.MaterialProfile = profile;
|
||
|
||
if (profile.Perimeter != null)
|
||
{
|
||
prepared.NativeBounds = profile.Perimeter.BoundingBox;
|
||
prepared.Outer = profile.Perimeter.ToPolygonWithTolerance(0.001);
|
||
// Polygon.Cleanup compares vertices at geometry epsilon and
|
||
// can erase an accepted sub-grid clamp. Preserve exact line
|
||
// endpoints instead of treating its material as empty.
|
||
if ((profile.Perimeter.BoundingBox.Length < KeepOutOverlap.ToleranceFreeBelow
|
||
|| profile.Perimeter.BoundingBox.Width < KeepOutOverlap.ToleranceFreeBelow)
|
||
&& profile.Perimeter.Entities.All(e => e is Line))
|
||
prepared.Outer = ExactLineRing(profile.Perimeter.Entities);
|
||
prepared.Rings.Add(prepared.Outer);
|
||
prepared.Boundaries.AddRange(profile.Perimeter.Entities);
|
||
|
||
foreach (var cutout in profile.Cutouts)
|
||
{
|
||
var hole = cutout.ToPolygonWithTolerance(0.001);
|
||
prepared.Rings.Add(hole);
|
||
prepared.Holes.Add(hole);
|
||
prepared.Boundaries.AddRange(cutout.Entities);
|
||
}
|
||
prepared.Contact = SlideContactGeometry.Prepare(prepared.Boundaries);
|
||
}
|
||
}
|
||
|
||
programs.Add(program, prepared);
|
||
return prepared;
|
||
}
|
||
|
||
private static Polygon ExactLineRing(List<Entity> entities)
|
||
{
|
||
var polygon = new Polygon();
|
||
foreach (var entity in entities)
|
||
polygon.Vertices.Add(((Line)entity).StartPoint);
|
||
if (polygon.Vertices.Count > 0)
|
||
polygon.Vertices.Add(polygon.Vertices[0]);
|
||
polygon.UpdateBounds();
|
||
return polygon;
|
||
}
|
||
|
||
private static Box LocalBox(Part part)
|
||
{
|
||
var box = part.BoundingBox;
|
||
return new Box(
|
||
box.Left - part.Location.X,
|
||
box.Bottom - part.Location.Y,
|
||
box.Length,
|
||
box.Width
|
||
);
|
||
}
|
||
|
||
private void BuildPairs(CancellationToken token)
|
||
{
|
||
for (var a = 0; a < parts.Count; a++)
|
||
{
|
||
token.ThrowIfCancellationRequested();
|
||
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
|
||
{
|
||
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];
|
||
var offsetA = positions[indexA];
|
||
var offsetB = positions[indexB];
|
||
|
||
if (indexB >= clampStart &&
|
||
KeepOutOverlap.NeedsToleranceFreeTest(clampBoxes[indexB - clampStart]))
|
||
{
|
||
// Tolerant polygon collision can miss a sub-grid zone even
|
||
// when it is wholly contained in part material. The native
|
||
// profile test is hole-aware and fail-closed. Its negative
|
||
// marker means unresolved overlap, not a measured depth.
|
||
var zone = clampBoxes[indexB - clampStart];
|
||
if (setA.MaterialProfile?.Perimeter == null ||
|
||
KeepOutOverlap.ProfileEnters(setA.MaterialProfile, offsetA, zone))
|
||
return (-1e-4, new Vector(1, 0));
|
||
}
|
||
|
||
if (setA.Outer == null || setB.Outer == null)
|
||
return (0, new Vector(1, 0));
|
||
|
||
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>
|
||
/// Stop at the first material-blocking contact along the whole straight
|
||
/// translation, including hole walls. Destination clearance alone can
|
||
/// accept a pose on the far side of a thin wall.
|
||
/// </summary>
|
||
public double ClipToMaterial(int index, List<Vector> positions, Vector direction, double room)
|
||
{
|
||
if (room <= 0 || !double.IsFinite(room)
|
||
|| !double.IsFinite(direction.X) || !double.IsFinite(direction.Y))
|
||
return 0;
|
||
var moving = shapes[index];
|
||
if (moving.Contact?.IsResolved != true || moving.Outer == null)
|
||
return 0;
|
||
|
||
for (var i = 0; i < parts.Count; i++)
|
||
{
|
||
if (i == index)
|
||
continue;
|
||
var stationary = shapes[i];
|
||
if (i >= clampStart && KeepOutOverlap.NeedsToleranceFreeTest(clampBoxes[i - clampStart]))
|
||
{
|
||
// Slide contact and polygon overlap have tolerances larger
|
||
// than a tiny keep-out. Clip at the earliest possible
|
||
// native-bound contact; if bounds overlap already, refuse
|
||
// uncertain motion instead of crossing the physical zone.
|
||
room = System.Math.Min(room, ClipToNativeBox(
|
||
moving, positions[index], direction, room, clampBoxes[i - clampStart]));
|
||
if (room <= 0)
|
||
return 0;
|
||
continue;
|
||
}
|
||
if (stationary.Contact?.IsResolved != true || stationary.Outer == null)
|
||
return 0; // Unknown boundary is not empty space.
|
||
|
||
var origin = positions[index];
|
||
var alreadyOverlapping = Collision.HasOverlap(
|
||
CloneAt(moving.Outer, origin), CloneAt(stationary.Outer, positions[i]),
|
||
moving.Holes.Count == 0 ? null : CloneAll(moving.Holes, origin),
|
||
stationary.Holes.Count == 0 ? null : CloneAll(stationary.Holes, positions[i]));
|
||
if (alreadyOverlapping)
|
||
{
|
||
// An initially overlapping convex pair needs a direct
|
||
// separating-path certificate; the normal slide query
|
||
// is only for initially clear geometry. A certified
|
||
// prefix may still overlap when the edge clips its exit.
|
||
// Convex material cannot re-enter along the certified
|
||
// separating ray after its single exit.
|
||
if (!TryConvexDirectExit(moving, stationary, origin, positions[i], direction, out _))
|
||
return 0;
|
||
continue;
|
||
}
|
||
|
||
var query = SpatialQuery.DirectionalDistance(
|
||
CloneEntitiesAt(moving.Boundaries, origin),
|
||
CloneEntitiesAt(stationary.Boundaries, positions[i]),
|
||
direction,
|
||
new SlideContactClassifier(moving.Contact, origin, stationary.Contact, positions[i]));
|
||
if (double.IsNaN(query) || query < 0)
|
||
return 0;
|
||
if (query < double.MaxValue)
|
||
room = System.Math.Min(room, query);
|
||
}
|
||
return room;
|
||
}
|
||
|
||
private static double ClipToNativeBox(
|
||
RingSet mover, Vector start, Vector direction, double room, Box obstacle)
|
||
{
|
||
var bounds = mover.NativeBounds;
|
||
if (bounds == null || !double.IsFinite(bounds.Left) || !double.IsFinite(bounds.Right)
|
||
|| !double.IsFinite(bounds.Bottom) || !double.IsFinite(bounds.Top)
|
||
|| !double.IsFinite(obstacle.Left) || !double.IsFinite(obstacle.Right)
|
||
|| !double.IsFinite(obstacle.Bottom) || !double.IsFinite(obstacle.Top))
|
||
return 0;
|
||
var from = bounds.Translate(start);
|
||
var enter = double.NegativeInfinity;
|
||
var leave = double.PositiveInfinity;
|
||
if (!Slab(from.Left, from.Right, obstacle.Left, obstacle.Right,
|
||
direction.X, ref enter, ref leave)
|
||
|| !Slab(from.Bottom, from.Top, obstacle.Bottom, obstacle.Top,
|
||
direction.Y, ref enter, ref leave)
|
||
|| leave <= 0 || enter >= room)
|
||
return room;
|
||
return System.Math.Max(0, enter);
|
||
}
|
||
|
||
private static bool Slab(double low, double high, double wallLow, double wallHigh,
|
||
double speed, ref double enter, ref double leave)
|
||
{
|
||
if (speed == 0)
|
||
return high > wallLow && low < wallHigh;
|
||
var first = (wallLow - high) / speed;
|
||
var last = (wallHigh - low) / speed;
|
||
enter = System.Math.Max(enter, System.Math.Min(first, last));
|
||
leave = System.Math.Min(leave, System.Math.Max(first, last));
|
||
return enter < leave;
|
||
}
|
||
|
||
private static List<Entity> CloneEntitiesAt(List<Entity> entities, Vector position)
|
||
{
|
||
var result = new List<Entity>(entities.Count);
|
||
foreach (var entity in entities)
|
||
{
|
||
var copy = entity.Clone();
|
||
copy.Offset(position);
|
||
result.Add(copy);
|
||
}
|
||
return result;
|
||
}
|
||
|
||
private static bool TryConvexDirectExit(
|
||
RingSet moving, RingSet stationary, Vector movePos, Vector fixedPos,
|
||
Vector direction, out double exit)
|
||
{
|
||
exit = 0;
|
||
if (moving.Holes.Count != 0 || stationary.Holes.Count != 0)
|
||
return false;
|
||
|
||
if (TryNativeDisk(moving, out var movingCenter, out var movingRadius) &&
|
||
TryNativeDisk(stationary, out var fixedCenter, out var fixedRadius))
|
||
{
|
||
// Full circles are convex. The relative centre distance
|
||
// must increase from the start; its ray intersects the
|
||
// summed-radius disk at most once in forward travel.
|
||
var relative = movingCenter + movePos - fixedCenter - fixedPos;
|
||
var approach = relative.DotProduct(direction);
|
||
var radius = movingRadius + fixedRadius;
|
||
var discriminant = approach * approach + radius * radius
|
||
- relative.DotProduct(relative);
|
||
if (!double.IsFinite(approach) || approach < -1e-8
|
||
|| !double.IsFinite(discriminant) || discriminant <= 0)
|
||
return false;
|
||
exit = -approach + System.Math.Sqrt(discriminant);
|
||
return double.IsFinite(exit) && exit > 0;
|
||
}
|
||
|
||
if (moving.Boundaries.Count == 0 || stationary.Boundaries.Count == 0
|
||
|| moving.Boundaries.Any(e => e is not Line)
|
||
|| stationary.Boundaries.Any(e => e is not Line)
|
||
|| !IsConvex(moving.Outer) || !IsConvex(stationary.Outer))
|
||
return false;
|
||
|
||
// The ray must point along an actual separating support normal.
|
||
// It must be the nearer exit, not the direction that burrows
|
||
// through the other convex part before reaching its far side.
|
||
var normal = false;
|
||
foreach (var ring in new[] { moving.Outer, stationary.Outer })
|
||
foreach (var line in ring.ToLines())
|
||
{
|
||
var edge = line.pt2 - line.pt1;
|
||
var length = System.Math.Sqrt(edge.DotProduct(edge));
|
||
if (length > 1e-8 &&
|
||
System.Math.Abs((edge.X * direction.X + edge.Y * direction.Y) / length) < 1e-7)
|
||
normal = true;
|
||
}
|
||
if (!normal)
|
||
return false;
|
||
|
||
var (minA, maxA) = Project(moving.Outer, movePos, direction);
|
||
var (minB, maxB) = Project(stationary.Outer, fixedPos, direction);
|
||
if (!double.IsFinite(minA) || !double.IsFinite(maxB)
|
||
|| maxB - minA > maxA - minB + 1e-7)
|
||
return false;
|
||
exit = System.Math.Max(0, maxB - minA);
|
||
return double.IsFinite(exit);
|
||
}
|
||
|
||
private static bool TryNativeDisk(RingSet shape, out Vector center, out double radius)
|
||
{
|
||
center = Vector.Zero;
|
||
radius = 0;
|
||
var boundaries = shape.Boundaries;
|
||
if (boundaries.Count == 1 && boundaries[0] is Circle circle)
|
||
{
|
||
center = circle.Center;
|
||
radius = circle.Radius;
|
||
}
|
||
else if (boundaries.Count > 0 && boundaries[0] is Arc first)
|
||
{
|
||
center = first.Center;
|
||
radius = first.Radius;
|
||
var reversed = first.IsReversed;
|
||
var sweep = 0.0;
|
||
foreach (var entity in boundaries)
|
||
{
|
||
if (entity is not Arc arc || arc.Center.X != center.X
|
||
|| arc.Center.Y != center.Y || arc.Radius != radius
|
||
|| arc.IsReversed != reversed)
|
||
return false;
|
||
sweep += arc.SweepAngle();
|
||
}
|
||
if (System.Math.Abs(sweep - 2 * System.Math.PI) > 1e-7)
|
||
return false;
|
||
}
|
||
else
|
||
return false;
|
||
|
||
return double.IsFinite(center.X) && double.IsFinite(center.Y)
|
||
&& double.IsFinite(radius) && radius > 0;
|
||
}
|
||
|
||
private static (double Min, double Max) Project(Polygon polygon, Vector origin, Vector axis)
|
||
{
|
||
var min = double.PositiveInfinity;
|
||
var max = double.NegativeInfinity;
|
||
foreach (var point in polygon.Vertices)
|
||
{
|
||
var projection = (point + origin).DotProduct(axis);
|
||
min = System.Math.Min(min, projection);
|
||
max = System.Math.Max(max, projection);
|
||
}
|
||
return (min, max);
|
||
}
|
||
|
||
private static bool IsConvex(Polygon polygon)
|
||
{
|
||
var points = polygon.Vertices;
|
||
if (points.Count < 4)
|
||
return false;
|
||
var sign = 0;
|
||
for (var i = 0; i < points.Count - 1; i++)
|
||
{
|
||
var a = points[i];
|
||
var b = points[(i + 1) % (points.Count - 1)];
|
||
var c = points[(i + 2) % (points.Count - 1)];
|
||
var cross = (b.X - a.X) * (c.Y - b.Y) - (b.Y - a.Y) * (c.X - b.X);
|
||
if (!double.IsFinite(cross))
|
||
return false;
|
||
if (System.Math.Abs(cross) < 1e-8)
|
||
continue;
|
||
var next = System.Math.Sign(cross);
|
||
if (sign != 0 && sign != next)
|
||
return false;
|
||
sign = next;
|
||
}
|
||
return sign != 0;
|
||
}
|
||
|
||
// Smaller than the 0.002 tessellation margin; immutable entry floors
|
||
// prevent this comparison tolerance accumulating over iterations.
|
||
private const double FloorTolerance = 1e-6;
|
||
|
||
public bool MeetsEntryFloors(List<Vector> positions, List<Vector> entry)
|
||
{
|
||
for (var i = 0; i < moverCount; i++)
|
||
if (!InsideWorkArea(i, positions[i]) &&
|
||
(positions[i].X != entry[i].X || positions[i].Y != entry[i].Y))
|
||
return false;
|
||
foreach (var pair in Pairs)
|
||
{
|
||
var clearance = PairClearance(pair.IndexA, pair.IndexB, positions).Distance;
|
||
if (!double.IsFinite(clearance) || clearance < pair.EntryFloor - FloorTolerance)
|
||
return false;
|
||
}
|
||
return true;
|
||
}
|
||
|
||
private bool InsideWorkArea(int index, Vector position)
|
||
{
|
||
var box = localBoxes[index].Translate(position);
|
||
return box.Left >= workArea.Left - 1e-9
|
||
&& box.Right <= workArea.Right + 1e-9
|
||
&& box.Bottom >= workArea.Bottom - 1e-9
|
||
&& box.Top <= workArea.Top + 1e-9;
|
||
}
|
||
|
||
/// <summary>Check active improvement and every affected pair against
|
||
/// its immutable operation-entry floor on scratch positions.</summary>
|
||
public bool MaintainsValidity(
|
||
int index, Vector trial, List<Vector> positions, Pair active, double activeDistance)
|
||
{
|
||
if (!InsideWorkArea(index, trial))
|
||
return false;
|
||
|
||
var current = positions[index];
|
||
positions[index] = trial;
|
||
try
|
||
{
|
||
var improved = PairClearance(active.IndexA, active.IndexB, positions).Distance;
|
||
if (!double.IsFinite(improved) || improved <= activeDistance + 1e-7)
|
||
return false;
|
||
foreach (var pair in Pairs)
|
||
{
|
||
if (pair.IndexA != index && pair.IndexB != index)
|
||
continue;
|
||
var clearance = PairClearance(pair.IndexA, pair.IndexB, positions).Distance;
|
||
if (!double.IsFinite(clearance) || clearance < pair.EntryFloor - FloorTolerance)
|
||
return false;
|
||
// Once an initial overlap is cleared, never reintroduce it.
|
||
if (clearance < 0)
|
||
{
|
||
positions[index] = current;
|
||
var before = PairClearance(pair.IndexA, pair.IndexB, positions).Distance;
|
||
positions[index] = trial;
|
||
if (before >= 0)
|
||
return false;
|
||
}
|
||
}
|
||
return true;
|
||
}
|
||
finally
|
||
{
|
||
positions[index] = current;
|
||
}
|
||
}
|
||
|
||
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
|
||
);
|
||
}
|
||
}
|
||
}
|
||
}
|