Files
OpenNest/OpenNest.Tests/Geometry/CollisionTests.cs
T
ajandClaude Opus 5.5 dceb5f7d18 test(geometry): cover Collision with ClipperBridge inputs; document GPU contract
Collision stays hand-rolled because it is the reference for a future GPU
kernel, but its inputs now come from Clipper region offsets. Pin down that
lines-only, round-join, 1e-4-precision polygons keep the contact and
part-in-part semantics: a neighbor inside a collapsed slot, a part inside
a hole that shrank by the spacing, and zero-spacing edge contact.

Document which steps are per-polygon preparation to cache and upload once,
and which are per-pair kernel-shaped work.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 09:25:26 -04:00

298 lines
9.1 KiB
C#

using System.Collections.Generic;
using System.Linq;
using OpenNest.Geometry;
using OpenNest.Math;
namespace OpenNest.Tests.Geometry;
public class CollisionTests
{
/// Two unit squares overlapping by 0.5 in X.
/// Square A: (0,0)-(1,1), Square B: (0.5,0)-(1.5,1)
/// Expected overlap: (0.5,0)-(1,1), area = 0.5
[Fact]
public void Check_OverlappingSquares_ReturnsOverlapRegion()
{
var a = MakeSquare(0, 0, 1, 1);
var b = MakeSquare(0.5, 0, 1.5, 1);
var result = Collision.Check(a, b);
Assert.True(result.Overlaps);
Assert.True(result.OverlapArea > 0.49 && result.OverlapArea < 0.51);
Assert.NotEmpty(result.OverlapRegions);
}
/// Two squares that don't touch at all.
[Fact]
public void Check_NonOverlappingSquares_ReturnsNone()
{
var a = MakeSquare(0, 0, 1, 1);
var b = MakeSquare(5, 5, 6, 6);
var result = Collision.Check(a, b);
Assert.False(result.Overlaps);
Assert.Empty(result.OverlapRegions);
Assert.Equal(0, result.OverlapArea);
}
/// Two squares sharing an edge (touching but not overlapping).
[Fact]
public void Check_EdgeTouchingSquares_ReturnsNone()
{
var a = MakeSquare(0, 0, 1, 1);
var b = MakeSquare(1, 0, 2, 1);
var result = Collision.Check(a, b);
Assert.False(result.Overlaps);
}
/// One square fully inside another. Inner: (0.25,0.25)-(0.75,0.75), area = 0.25
[Fact]
public void Check_ContainedSquare_ReturnsInnerArea()
{
var a = MakeSquare(0, 0, 1, 1);
var b = MakeSquare(0.25, 0.25, 0.75, 0.75);
var result = Collision.Check(a, b);
Assert.True(result.Overlaps);
Assert.True(result.OverlapArea > 0.24 && result.OverlapArea < 0.26);
}
/// L-shaped concave polygon overlapping a square.
[Fact]
public void Check_ConcavePolygonOverlap_ReturnsOverlap()
{
// L-shape: 2x2 with a 1x1 notch cut from top-right
var lShape = new Polygon();
lShape.Vertices.Add(new Vector(0, 0));
lShape.Vertices.Add(new Vector(2, 0));
lShape.Vertices.Add(new Vector(2, 1));
lShape.Vertices.Add(new Vector(1, 1));
lShape.Vertices.Add(new Vector(1, 2));
lShape.Vertices.Add(new Vector(0, 2));
lShape.Close();
lShape.UpdateBounds();
// Square overlapping the notch area and bottom-right
var square = MakeSquare(1.5, 0, 2.5, 1.5);
var result = Collision.Check(lShape, square);
Assert.True(result.Overlaps);
// Overlap is 0.5 x 1.0 = 0.5 (the part of the square inside the L bottom-right)
Assert.True(result.OverlapArea > 0.49 && result.OverlapArea < 0.51);
}
/// <summary>
/// Square A has a hole. Square B overlaps only the hole area.
/// This should NOT be a collision — B fits inside A's cutout.
/// </summary>
[Fact]
public void Check_OverlapInsideHole_ReturnsNone()
{
var a = MakeSquare(0, 0, 4, 4);
var holeA = new List<Polygon> { MakeSquare(1, 1, 3, 3) };
// B fits entirely inside the hole
var b = MakeSquare(1.5, 1.5, 2.5, 2.5);
var result = Collision.Check(a, b, holesA: holeA);
Assert.False(result.Overlaps);
}
/// <summary>
/// Square A has a hole. Square B partially overlaps the hole and
/// partially overlaps solid material. Should still be a collision.
/// </summary>
[Fact]
public void Check_PartialOverlapWithHole_StillOverlaps()
{
var a = MakeSquare(0, 0, 4, 4);
var holeA = new List<Polygon> { MakeSquare(1, 1, 3, 3) };
// B extends beyond the hole into solid material
var b = MakeSquare(2, 2, 5, 5);
var result = Collision.Check(a, b, holesA: holeA);
// Hole subtraction uses a conservative approach (keeps partial overlaps),
// so we only verify that a collision is still detected for solid material.
Assert.True(result.Overlaps);
}
/// <summary>
/// HasOverlap with holes returns false when overlap is inside cutout.
/// </summary>
[Fact]
public void HasOverlap_InsideHole_ReturnsFalse()
{
var a = MakeSquare(0, 0, 4, 4);
var holeA = new List<Polygon> { MakeSquare(1, 1, 3, 3) };
var b = MakeSquare(1.5, 1.5, 2.5, 2.5);
Assert.False(Collision.HasOverlap(a, b, holesA: holeA));
}
[Fact]
public void CheckAll_MultiplePolygons_FindsAllOverlaps()
{
var a = MakeSquare(0, 0, 1, 1);
var b = MakeSquare(0.5, 0, 1.5, 1); // overlaps A
var c = MakeSquare(5, 5, 6, 6); // overlaps nobody
var results = Collision.CheckAll(new List<Polygon> { a, b, c });
Assert.Single(results);
Assert.True(results[0].Overlaps);
}
[Fact]
public void CheckAll_NoOverlaps_ReturnsEmpty()
{
var a = MakeSquare(0, 0, 1, 1);
var b = MakeSquare(3, 3, 4, 4);
var results = Collision.CheckAll(new List<Polygon> { a, b });
Assert.Empty(results);
}
[Fact]
public void HasAnyOverlap_WithOverlap_ReturnsTrue()
{
var a = MakeSquare(0, 0, 1, 1);
var b = MakeSquare(0.5, 0, 1.5, 1);
Assert.True(Collision.HasAnyOverlap(new List<Polygon> { a, b }));
}
[Fact]
public void HasAnyOverlap_NoOverlap_ReturnsFalse()
{
var a = MakeSquare(0, 0, 1, 1);
var b = MakeSquare(3, 3, 4, 4);
Assert.False(Collision.HasAnyOverlap(new List<Polygon> { a, b }));
}
[Fact]
public void Check_IdenticalSquares_FullOverlap()
{
var a = MakeSquare(0, 0, 1, 1);
var b = MakeSquare(0, 0, 1, 1);
var result = Collision.Check(a, b);
Assert.True(result.Overlaps);
Assert.True(result.OverlapArea > 0.99 && result.OverlapArea < 1.01);
}
[Fact]
public void HasAnyOverlap_SinglePolygon_ReturnsFalse()
{
var a = MakeSquare(0, 0, 1, 1);
Assert.False(Collision.HasAnyOverlap(new List<Polygon> { a }));
}
[Fact]
public void HasAnyOverlap_EmptyList_ReturnsFalse()
{
Assert.False(Collision.HasAnyOverlap(new List<Polygon>()));
}
// The cases below feed Collision with ClipperBridge offsets, the way the spacing
// checks prepare their inputs: lines only, round joins, 1e-4 precision.
[Theory]
[InlineData(4.9, 5.1, true)] // Inside the collapsed slot: 0.05 from its walls.
[InlineData(10.3, 12, false)] // Beside the part, 0.3 away.
public void HasOverlap_NeighborOfPartWithCollapsedSlot(
double left,
double right,
bool expected
)
{
// 10x10 part with a 0.3-wide slot down from the top, inflated by 0.25.
var part = MakeProfile(
MakePolygon((0, 0), (10, 0), (10, 10), (5.15, 10), (5.15, 7), (4.85, 7), (4.85, 10), (0, 10))
);
var inflated = ClipperBridge.Offset(part, 0.25, 0.001);
var neighbor = MakeSquare(left, 8, right, 10);
Assert.Equal(
expected,
Collision.HasOverlap(inflated.LargestOuter(), neighbor, inflated.Holes)
);
}
[Theory]
[InlineData(5.5, 14.5, false)] // 0.5 from the hole's edges.
[InlineData(5.1, 14.9, true)] // 0.1 from the hole's edges.
public void HasOverlap_PartInsideHoleShrunkBySpacing(double min, double max, bool expected)
{
var part = MakeProfile(
MakePolygon((0, 0), (20, 0), (20, 20), (0, 20)),
MakePolygon((5, 5), (15, 5), (15, 15), (5, 15))
);
var inflated = ClipperBridge.Offset(part, 0.25, 0.001);
var inner = MakeSquare(min, min, max, max);
Assert.Single(inflated.Holes);
Assert.Equal(
expected,
Collision.HasOverlap(inflated.LargestOuter(), inner, inflated.Holes)
);
}
[Fact]
public void HasOverlap_ZeroSpacingEdgeContact_ReturnsFalse()
{
var a = ClipperBridge.Offset(
MakeProfile(MakePolygon((0, 0), (10, 0), (10, 10), (0, 10))),
0,
0.001
);
var b = ClipperBridge.Offset(
MakeProfile(MakePolygon((10, 0), (20, 0), (20, 10), (10, 10))),
0,
0.001
);
Assert.False(Collision.HasOverlap(a.LargestOuter(), b.LargestOuter()));
}
private static Shape MakePolygon(params (double X, double Y)[] pts)
{
var shape = new Shape();
for (var i = 0; i < pts.Length; i++)
{
var from = pts[i];
var to = pts[(i + 1) % pts.Length];
shape.Entities.Add(new Line(from.X, from.Y, to.X, to.Y));
}
return shape;
}
private static ShapeProfile MakeProfile(params Shape[] shapes) =>
new(shapes.SelectMany(s => s.Entities).ToList());
private static Polygon MakeSquare(double left, double bottom, double right, double top)
{
var p = new Polygon();
p.Vertices.Add(new Vector(left, bottom));
p.Vertices.Add(new Vector(right, bottom));
p.Vertices.Add(new Vector(right, top));
p.Vertices.Add(new Vector(left, top));
p.Close();
p.UpdateBounds();
return p;
}
}