Files
OpenNest/OpenNest.Core/Diagnostics/PostVerificationGeometry.cs
T
aj 18a61717fe fix(cutting): accept tangent line-arc joints in material capture
Plan Cutting refused ordinary filleted parts with "Native contact query is
numerically uncertain." Material capture checks every curve pair of a ring,
adjacent ones included. Where a line meets a tangent arc at their shared
vertex, rounding can drop the tangent root of the native line/circle
quadratic; the exact ray cast from the line's far end then reached the
vertex, which is already recorded as an endpoint contact, and was read as a
contact the native query missed. Rounded rectangles rotated off-axis were
refused 1037 times in 1080 before this change and 0 times after.

The exactness rays now stop short of a line endpoint the other curve already
contains (half-way from each end when both are contained), so together they
still cover every other point of the line and any unrecorded contact still
refuses. The native kernel and tolerances are unchanged.

Regressions: four tangent-fillet rings and a rotated filleted part planned
through CuttingPlanBatch (red before, green after); a line ending inside a
small circle's contact band stays uncertain in both directions. Mutations that
treat either endpoint as always contained, drop the start ray, or count
recorded endpoints as native contacts all fail.

Project Memory: 41880037
2026-10-06 10:37:07 -04:00

358 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using OpenNest.Geometry;
namespace OpenNest.Diagnostics;
/// <summary>Local native line/arc queries, without changing the engine's geometry semantics.</summary>
internal static class PostVerificationGeometry
{
internal const double Epsilon = 1e-8;
private const double TwoPi = 2 * System.Math.PI;
/// <summary>An axis-aligned extent used only to skip queries that cannot meet.</summary>
internal readonly record struct Extent(double MinX, double MinY, double MaxX, double MaxY)
{
/// <summary>No extent: unions with anything give the other extent.</summary>
internal static Extent None => new(double.PositiveInfinity, double.PositiveInfinity,
double.NegativeInfinity, double.NegativeInfinity);
internal Extent Union(Extent other) => new(System.Math.Min(MinX, other.MinX),
System.Math.Min(MinY, other.MinY), System.Math.Max(MaxX, other.MaxX), System.Math.Max(MaxY, other.MaxY));
/// <summary>
/// The gap two extents need before their checks may be skipped: ten times the widest
/// absolute band any native contact query allows beyond an extent (the 0.00001 bounding-box
/// allowance of native intersections, the 0.0001 contact reach of tiny arcs).
/// </summary>
internal const double ClearMargin = 1e-3;
/// <summary>
/// Coordinates up to which extents may be skipped at all. Within it rounding stays far below
/// <see cref="ClearMargin"/>; beyond it, where rounding of large supports can exceed any fixed
/// margin, every check runs.
/// </summary>
internal const double WellConditionedLimit = 1e6;
/// <summary>
/// True only when both extents are finite, lie within <see cref="WellConditionedLimit"/> and
/// are more than <see cref="ClearMargin"/> apart on some axis, so no native query can count
/// anything in one as touching or entering the other. Everything else must be checked.
/// </summary>
internal bool IsClearOf(Extent other) => IsWellConditioned && other.IsWellConditioned
&& (MaxX + ClearMargin < other.MinX || other.MaxX + ClearMargin < MinX
|| MaxY + ClearMargin < other.MinY || other.MaxY + ClearMargin < MinY);
// Math.Max propagates NaN and no comparison with NaN holds, so NaN and infinite bounds
// (including the empty extent's) fail this test too.
private bool IsWellConditioned =>
System.Math.Max(System.Math.Max(System.Math.Abs(MinX), System.Math.Abs(MaxX)),
System.Math.Max(System.Math.Abs(MinY), System.Math.Abs(MaxY))) <= WellConditionedLimit;
}
internal static void Validate(Vector point)
{
if (!double.IsFinite(point.X) || !double.IsFinite(point.Y)
|| System.Math.Abs(point.X) > 1e12 || System.Math.Abs(point.Y) > 1e12)
throw new ArgumentException("Nonfinite or numerically unsupported program coordinates.");
}
internal static bool Closed(IReadOnlyList<Curve> curves) => curves.Count > 0
&& curves[0].Start.DistanceTo(curves[^1].End) <= Epsilon;
internal static bool Crosses(Vector start, Vector end, IReadOnlyList<Curve> curves,
CancellationToken token)
{
var delta = end - start;
var length = start.DistanceTo(end);
if (length <= Epsilon)
return false;
var direction = delta * (1 / length);
foreach (var curve in curves)
{
token.ThrowIfCancellationRequested();
if (curve.ContactAfterStart(start, direction, length))
return true;
}
// If there are no contacts except possibly departure, all open-segment points
// have the same inside/outside status. A midpoint catches travel entirely inside
// and departure into the interior, without flagging start-only outward contact.
var midpoint = start + delta * 0.5;
var inside = false;
foreach (var curve in curves)
{
token.ThrowIfCancellationRequested();
if (curve.CrossesRay(midpoint))
inside = !inside;
}
return inside;
}
private static double Dot(Vector a, Vector b) => a.X * b.X + a.Y * b.Y;
private static double Cross(Vector a, Vector b) => a.X * b.Y - a.Y * b.X;
private static double Normalize(double angle)
{
angle %= TwoPi;
return angle < 0 ? angle + TwoPi : angle;
}
internal sealed class Curve
{
private Curve(Vector start, Vector end, Vector? center, double radius, double sweep)
{
Start = start;
End = end;
Center = center;
Radius = radius;
Sweep = sweep;
}
internal Vector Start { get; }
internal Vector End { get; }
private Vector? Center { get; }
private double Radius { get; }
private double Sweep { get; }
internal double Length => Center.HasValue ? Radius * System.Math.Abs(Sweep) : Start.DistanceTo(End);
// Native entities are freshly allocated; the immutable curve never exposes state.
internal Entity ToEntity() => Center is { } center
? System.Math.Abs(Sweep) >= TwoPi
? new Circle(center, Radius)
: new Arc(center, Radius, Normalize(StartAngle), Normalize(StartAngle + Sweep), Sweep < 0)
: new Line(Start, End);
/// <summary>
/// A conservative axis-aligned extent of everything a native query may count as touching
/// this curve: for an arc, its whole supporting circle widened by the contact band of
/// <see cref="ContactAfterStart"/>; for a line, its endpoints. Nonfinite geometry yields NaN
/// bounds, which no separation test can pass.
/// </summary>
internal Extent Extent => Center is { } center
? new(center.X - ContactReach, center.Y - ContactReach, center.X + ContactReach, center.Y + ContactReach)
: new(System.Math.Min(Start.X, End.X), System.Math.Min(Start.Y, End.Y),
System.Math.Max(Start.X, End.X), System.Math.Max(Start.Y, End.Y));
internal Vector Midpoint => Center is { } center
? new Vector(center.X + Radius * System.Math.Cos(StartAngle + Sweep / 2),
center.Y + Radius * System.Math.Sin(StartAngle + Sweep / 2))
: (Start + End) * 0.5;
internal bool SameSupport(Curve other)
{
if (Center is { } center)
return other.Center is { } c && center.DistanceTo(c) <= Epsilon
&& System.Math.Abs(Radius - other.Radius) <= Epsilon;
if (other.Center.HasValue || Length <= Epsilon || other.Length <= Epsilon)
return false;
var direction = (End - Start) * (1 / Length);
return System.Math.Abs(Cross(other.Start - Start, direction)) <= Epsilon
&& System.Math.Abs(Cross(other.End - Start, direction)) <= Epsilon;
}
// Directed native arc-length coordinates for contour replay, not collision queries.
internal bool SameDirection(Curve other) => SameSupport(other)
&& (Center.HasValue ? System.Math.Sign(Sweep) == System.Math.Sign(other.Sweep)
: Dot(End - Start, other.End - other.Start) > 0);
internal double DistanceAlong(Vector point) => Center is { } center
? point.DistanceTo(Start) <= Epsilon ? 0
: Travel(System.Math.Atan2(point.Y - center.Y, point.X - center.X)) * Radius
: Dot(point - Start, (End - Start) * (1 / Length));
internal Vector PointAtLength(double distance)
{
if (distance <= 0) return Start;
if (distance >= Length) return End;
return Center is { } center
? center + new Vector(System.Math.Cos(StartAngle + System.Math.Sign(Sweep) * distance / Radius),
System.Math.Sin(StartAngle + System.Math.Sign(Sweep) * distance / Radius)) * Radius
: Start + (End - Start) * (distance / Length);
}
internal bool Contains(Vector point) => ToEntity().ClosestPointTo(point).DistanceTo(point) <= Epsilon;
internal IReadOnlyList<Vector> Contacts(Curve other, out bool overlap)
{
var entity = ToEntity();
var candidate = other.ToEntity();
// Native arc filters discard NaN supporting-circle intersections. Inspect
// both unfiltered queries first: roundoff can differ by operand direction.
// Coincident supports have separate overlap handling below.
if (Center is { } center && other.Center is { } otherCenter && !SameSupport(other))
{
var support = new Circle(center, Radius);
var otherSupport = new Circle(otherCenter, other.Radius);
support.Intersects(otherSupport, out var forward);
otherSupport.Intersects(support, out var reverse);
foreach (var point in forward)
Validate(point);
foreach (var point in reverse)
Validate(point);
}
List<Vector> points;
bool intersects;
switch (candidate)
{
case Line line: intersects = entity.Intersects(line, out points); break;
case Arc arc: intersects = entity.Intersects(arc, out points); break;
case Circle circle: intersects = entity.Intersects(circle, out points); break;
default: throw new NotSupportedException("Unsupported native boundary.");
}
if (!intersects)
points.Clear();
// Coincident circles produce NaNs in the native discrete-contact query.
// Their support overlap is handled separately, without inventing crossings.
overlap = SameSupport(other) && (InteriorWitness(Midpoint, other)
|| InteriorWitness(other.Midpoint, this)
|| InteriorWitness(Start, other) || InteriorWitness(End, other)
|| InteriorWitness(other.Start, this) || InteriorWitness(other.End, this));
if (SameSupport(other))
points.Clear();
foreach (var point in points)
Validate(point);
var nativeContactCount = points.Count;
if (Center is { } c && other.Center is { } oc && SameSupport(other)
&& (c.X != oc.X || c.Y != oc.Y || Radius != other.Radius))
overlap = true; // Nearly coincident supports are uncertain, never clear.
foreach (var point in new[] { Start, End, other.Start, other.End })
if (Contains(point) && other.Contains(point)
&& !points.Exists(p => p.DistanceTo(point) <= Epsilon))
points.Add(point);
// Existing exact line/ray contact semantics guard native queries which
// suppress very short or nearly parallel intersections. Uncertainty refuses.
if (Center is null && !SameSupport(other) && nativeContactCount == 0 && ExactLineContact(this, other))
throw new NotSupportedException("Native contact query is numerically uncertain.");
if (other.Center is null && Center.HasValue && nativeContactCount == 0 && ExactLineContact(other, this))
throw new NotSupportedException("Native contact query is numerically uncertain.");
return points;
static bool InteriorWitness(Vector point, Curve curve) => curve.Contains(point)
&& (curve.Start.DistanceTo(curve.End) <= Epsilon
|| (point.DistanceTo(curve.Start) > Epsilon && point.DistanceTo(curve.End) > Epsilon));
}
/// <summary>
/// Whether exact ray semantics find <paramref name="curve"/> touching <paramref name="line"/>
/// anywhere except at a line endpoint the curve contains, which is already a recorded contact.
/// Rays from both ends together cover the whole line. A ray stops short of a contained
/// endpoint (both stop half-way when both endpoints are contained): a line meeting a
/// tangent arc at their shared vertex is otherwise rediscovered there as a contact the
/// native query missed, because rounding can drop the tangent root of its quadratic.
/// </summary>
private static bool ExactLineContact(Curve line, Curve curve)
{
var direction = (line.End - line.Start) * (1 / line.Length);
var startRecorded = curve.Contains(line.Start);
var endRecorded = curve.Contains(line.End);
var forward = endRecorded ? startRecorded ? line.Length / 2 : 0 : line.Length;
var backward = startRecorded ? endRecorded ? line.Length / 2 : 0 : line.Length;
return (forward > 0 && curve.ContactAfterStart(line.Start, direction, forward))
|| (backward > 0 && curve.ContactAfterStart(line.End, direction * -1, backward));
}
internal static Curve Create(Vector start, Vector end, Vector? center, bool clockwise)
{
if (center is not { } c)
return new Curve(start, end, null, 0, 0);
Validate(c);
var radius = start.DistanceTo(c);
if (radius <= Epsilon || !double.IsFinite(radius)
|| System.Math.Abs(radius - end.DistanceTo(c)) > Epsilon * System.Math.Max(1, radius))
throw new ArgumentException("Arc has zero or inconsistent radius.");
var a = System.Math.Atan2(start.Y - c.Y, start.X - c.X);
var b = System.Math.Atan2(end.Y - c.Y, end.X - c.X);
var sweep = start.DistanceTo(end) <= Epsilon ? TwoPi
: Normalize(clockwise ? a - b : b - a);
return new Curve(start, end, c, radius, clockwise ? -sweep : sweep);
}
private double StartAngle => System.Math.Atan2(Start.Y - Center.Value.Y, Start.X - Center.Value.X);
private double Travel(double angle) => Normalize(Sweep < 0 ? StartAngle - angle : angle - StartAngle);
private bool OnArc(Vector point) => Travel(System.Math.Atan2(point.Y - Center.Value.Y,
point.X - Center.Value.X)) <= System.Math.Abs(Sweep) + Epsilon / Radius
|| point.DistanceTo(Start) <= Epsilon || point.DistanceTo(End) <= Epsilon;
// How far past r^2 a squared distance from the centre still counts as touching the arc.
// For small arcs this band reaches well beyond the radius (sqrt(1e-8) = 1e-4 as r -> 0).
private double ContactSlack => Epsilon * System.Math.Max(1, Radius * 2);
// The largest distance from the centre that ContactAfterStart can count as contact.
private double ContactReach => System.Math.Sqrt(Radius * Radius + ContactSlack);
internal bool ContactAfterStart(Vector origin, Vector direction, double length)
{
if (Center is { } center)
{
// Intersect the actual circle, not an inscribed chord polygon: tangencies
// and short arcs must not vanish between tessellation vertices.
var relative = center - origin;
var projection = Dot(relative, direction);
var perpendicular = Cross(relative, direction);
var square = Radius * Radius - perpendicular * perpendicular;
if (square < -ContactSlack)
return false;
var offset = System.Math.Sqrt(System.Math.Max(0, square));
return Hit(projection - offset) || Hit(projection + offset);
bool Hit(double distance) => distance > Epsilon && distance <= length + Epsilon
&& OnArc(origin + direction * System.Math.Clamp(distance, 0, length));
}
var edge = End - Start;
var relativeStart = Start - origin;
var denominator = Cross(direction, edge);
if (System.Math.Abs(denominator) <= 1e-12 * System.Math.Max(1, Length))
{
if (System.Math.Abs(Cross(relativeStart, direction)) > Epsilon)
return false;
var a = Dot(relativeStart, direction);
var b = Dot(End - origin, direction);
var low = System.Math.Max(0, System.Math.Min(a, b));
var high = System.Math.Min(length, System.Math.Max(a, b));
return high > Epsilon && low <= high + Epsilon;
}
var distanceAlongRapid = Cross(relativeStart, edge) / denominator;
var fractionAlongEdge = Cross(relativeStart, direction) / denominator;
return distanceAlongRapid > Epsilon && distanceAlongRapid <= length + Epsilon
&& fractionAlongEdge >= -Epsilon / System.Math.Max(Length, Epsilon)
&& fractionAlongEdge <= 1 + Epsilon / System.Math.Max(Length, Epsilon);
}
internal bool CrossesRay(Vector point)
{
if (Center is not { } center)
return (Start.Y > point.Y) != (End.Y > point.Y)
&& Start.X + (point.Y - Start.Y) * (End.X - Start.X) / (End.Y - Start.Y) > point.X;
// Split arcs at vertical extrema, giving monotone-Y pieces. Apply the same
// half-open endpoint rule as a polygon ray test, solving X on the native
// circle. This handles full circles, reversed arcs and shared vertices.
var breaks = new List<double> { 0, System.Math.Abs(Sweep) };
foreach (var angle in new[] { System.Math.PI / 2, 3 * System.Math.PI / 2 })
{
var travel = Travel(angle);
if (travel > 0 && travel < System.Math.Abs(Sweep))
breaks.Add(travel);
}
breaks.Sort();
var inside = false;
for (var i = 1; i < breaks.Count; i++)
{
var a = StartAngle + System.Math.Sign(Sweep) * breaks[i - 1];
var b = StartAngle + System.Math.Sign(Sweep) * breaks[i];
var ya = i == 1 ? Start.Y : center.Y + Radius * System.Math.Sin(a);
var yb = i == breaks.Count - 1 ? End.Y : center.Y + Radius * System.Math.Sin(b);
if ((ya > point.Y) == (yb > point.Y))
continue;
var dy = point.Y - center.Y;
var dx = System.Math.Sqrt(System.Math.Max(0, Radius * Radius - dy * dy));
var x = center.X + (System.Math.Cos((a + b) / 2) >= 0 ? dx : -dx);
if (x > point.X)
inside = !inside;
}
return inside;
}
}
}