Files
OpenNest/OpenNest.Core/CNC/CuttingStrategy/ErodedPierce.cs
T
ajandClaude Opus 5.5 4d55e11318 style: use one spelling across the codebase
The repo mixed variants such as center/centre and color/colour, so a
name could be spelled either way and searches missed half the hits.
Standardize on the US spelling, matching .NET's own APIs (Color, Center).

Wire values owned by other systems keep their spelling: the material
ledger's "Cancelled" hold status and GitHub's "cancelled" job status.

No behavior change beyond the spelling of a few status messages.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 16:11:30 -04:00

144 lines
7.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Clipper2Lib;
using OpenNest.Geometry;
namespace OpenNest.CNC.CuttingStrategy
{
/// <summary>
/// Pierces found by eroding a cutout: the part of it that keeps a clearance from its wall
/// (see <see cref="ErodedPierce.Find"/>).
/// </summary>
/// <param name="Pierces">The pierce for each target in turn, up to the maximum asked for.</param>
/// <param name="Clearance">The least any pierce keeps from the wall, at the erosion level that found it.</param>
public sealed record ErodedPierces(IReadOnlyList<Vector> Pierces, double Clearance)
{
public static ErodedPierces None { get; } = new(System.Array.Empty<Vector>(), 0);
}
/// <summary>
/// The pierce search for cutouts too small for their configured lead-in (text, slots, small
/// holes): erode the cutout inward, as a laser kerf offset would, and pierce in what is left.
/// The erosion goes as deep as the caller asks when the cutout has room for it, else almost
/// to its pole of inaccessibility; a round hole is pierced at its center. Each target, an entry the planner ranked, gets the
/// nearest point of the deepest erosion that still reaches the wall beside it, stepping down to
/// half that depth: a letter stroke is pierced on its own center line next to the entry, and
/// only a target with no stroke beside it falls back to the deepest place. The lead then runs
/// straight from the pierce to the wall.
/// </summary>
public static class ErodedPierce
{
/// <summary>
/// The share of a cutout's inscribed radius the erosion keeps when the full clearance does
/// not fit: deep enough to stay near the center line, with room for every place the
/// cutout is about as wide as its widest.
/// </summary>
public const double DepthFraction = 0.9;
private const int PoleSearchCells = 4096;
// Shallower erosion levels a target may fall back to, each a tenth of the deepest less.
private const int LevelCount = 6;
private const double LevelStep = 0.1;
/// <summary>
/// A pierce in the closed cutout <paramref name="hole"/> for each of the first
/// <paramref name="max"/> <paramref name="targets"/>: the eroded point nearest it. A cutout
/// too small to erode is pierced at its pole for every target. Nothing for an open or
/// degenerate contour.
/// </summary>
public static ErodedPierces Find(Shape hole, double depth, IReadOnlyList<Vector> targets, int max)
{
if (hole == null || !hole.IsClosed() || targets == null || targets.Count == 0 || max <= 0
|| !double.IsFinite(depth))
return ErodedPierces.None;
// The inscribed radius, from the true wall: the deepest any erosion can go.
var coarse = ClipperBridge.Flatten(hole, Tolerance(hole.BoundingBox.Width, hole.BoundingBox.Length), false);
if (coarse.Vertices.Count < 3)
return ErodedPierces.None;
var pole = PolyLabel.Find(coarse, null, Tolerance(coarse.BoundingBox.Width, coarse.BoundingBox.Length) / 10,
PoleSearchCells);
if (!double.IsFinite(pole.X) || !double.IsFinite(pole.Y) || !coarse.ContainsPoint(pole))
return ErodedPierces.None;
var inscribed = hole.ClosestPointTo(pole, out _).DistanceTo(pole);
if (!(inscribed > 0))
return ErodedPierces.None;
if (hole.Entities.Count == 1 && hole.Entities[0] is Circle circle)
return new(targets.Take(max).Select(_ => circle.Center).ToArray(), circle.Radius);
// Inscribed flattening can stand off a concave arc, and round joins cut their arcs,
// each by the tolerance; Clipper rounds to its precision. Erode past both.
depth = System.Math.Min(System.Math.Max(depth, 0), inscribed * DepthFraction);
var tolerance = System.Math.Max(depth / 100, System.Math.Pow(10, -ClipperBridge.Precision));
var margin = 2 * tolerance + System.Math.Pow(10, -ClipperBridge.Precision);
if (depth + margin >= inscribed - tolerance)
return new(targets.Take(max).Select(_ => pole).ToArray(), inscribed);
var polygon = ClipperBridge.Flatten(hole, tolerance, circumscribe: false);
var path = new PathsD { ClipperBridge.ToPath(polygon, positive: true) };
var levels = new List<PathD>[LevelCount];
List<PathD> Level(int level) => levels[level] ??= Clipper.InflatePaths(path,
-(Depth(level) + margin), JoinType.Round, EndType.Polygon, 2.0, ClipperBridge.Precision, tolerance)
.Where(p => p.Count >= 3).ToList();
double Depth(int level) => depth * (1 - level * LevelStep);
if (Level(0).Count == 0)
return new(targets.Take(max).Select(_ => pole).ToArray(), inscribed);
// Each target gets the deepest level that reaches the wall beside it: a stroke
// narrower than the cutout's widest place is still pierced on its own center line, near
// the entry, rather than only at the widest place.
var pierces = new List<Vector>();
var shallowest = depth;
foreach (var target in targets)
{
var pierce = Nearest(Level(0), target);
var reached = 0;
for (var level = 0; level < LevelCount; level++)
{
var region = Level(level);
if (region.Count == 0)
continue;
var nearest = Nearest(region, target);
if (nearest.DistanceTo(target) <= 2 * (Depth(level) + margin))
{
pierce = nearest;
reached = level;
break;
}
}
pierces.Add(pierce);
shallowest = System.Math.Min(shallowest, Depth(reached));
if (pierces.Count == max)
break;
}
return new(pierces, shallowest);
}
// A hundredth of the smaller side: fine enough to find a thin cutout's pole.
private static double Tolerance(double width, double length) =>
System.Math.Max(System.Math.Min(width, length) / 100, System.Math.Pow(10, -ClipperBridge.Precision));
// The closest point of the region's boundary; targets lie on the wall, outside it.
private static Vector Nearest(List<PathD> paths, Vector target)
{
var best = default(Vector);
var bestDistance = double.PositiveInfinity;
foreach (var path in paths)
for (var i = 0; i < path.Count; i++)
{
var a = new Vector(path[i].x, path[i].y);
var b = new Vector(path[(i + 1) % path.Count].x, path[(i + 1) % path.Count].y);
var point = new Line(a, b).ClosestPointTo(target);
var distance = point.DistanceTo(target);
if (distance < bestDistance)
{
bestDistance = distance;
best = point;
}
}
return best;
}
}
}