Omnidirectional minimum distance with separating direction (positive) and penetration depth with minimum-translation direction (negative), for the PlateView spacing expander. Overlap verdict defers to Collision.HasOverlap so kernels never disagree. Basis for the fixed-s separation solver.
319 lines
11 KiB
C#
319 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using OpenNest.Math;
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namespace OpenNest.Geometry
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{
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/// <summary>
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/// Signed clearance between two closed polygons, plus the unit direction that
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/// increases it by moving the first polygon.
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/// </summary>
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public struct ClearanceResult
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{
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/// <summary>
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/// > 0: minimum boundary distance. 0: touching. < 0: penetration depth
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/// (the translation of <c>a</c> along <see cref="Direction"/> needed to end
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/// contact).
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/// </summary>
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public double Distance;
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/// <summary>
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/// Unit direction for translating <c>a</c> away from <c>b</c>. For penetration
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/// this is the minimum-translation direction. Never zero-length; degenerate
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/// (coincident-centroid) penetration resolves to a deterministic axis.
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/// </summary>
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public Vector Direction;
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public ClearanceResult(double distance, Vector direction)
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{
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Distance = distance;
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Direction = direction;
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}
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}
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/// <summary>
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/// Omnidirectional clearance between two closed, lines-only polygons.
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/// Complements <see cref="SpatialQuery.DirectionalDistance"/> (movement along a
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/// fixed ray) with the all-directions minimum distance and separating direction,
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/// and <see cref="Collision"/> (boolean overlap) with depth and direction.
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/// <para>
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/// Reference quality, not hot-loop quality: separation is a brute-force
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/// segment-pair minimum with a bounding-box reject, penetration is a
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/// separating-axis sweep over both polygons' edge normals. The overlap verdict
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/// defers to <see cref="Collision.HasOverlap(Polygon, Polygon, List{Polygon}, List{Polygon})"/>
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/// so callers that validate with Collision never see a disagreeing kernel.
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/// Rings with holes are handled by the caller: pass every ring pair (a part's
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/// material boundary is its outer ring plus its hole rings).
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/// </para>
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/// </summary>
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public static class Clearance
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{
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public static ClearanceResult Between(Polygon a, Polygon b)
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{
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var linesA = a.ToLines();
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var linesB = b.ToLines();
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if (linesA.Count == 0 || linesB.Count == 0)
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return new ClearanceResult(0, new Vector(1, 0));
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if (Collision.HasOverlap(a, b))
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return Penetration(linesA, linesB);
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return Separation(linesA, linesB);
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}
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/// <summary>
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/// Minimum boundary distance between two non-overlapping rings and the
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/// direction that translates <paramref name="linesA"/> away from
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/// <paramref name="linesB"/> at the closest contact.
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/// </summary>
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private static ClearanceResult Separation(List<Line> linesA, List<Line> linesB)
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{
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var minDist = double.MaxValue;
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var pa = Vector.Zero;
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var pb = Vector.Zero;
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var boxes = new Box[linesB.Count];
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for (var i = 0; i < linesB.Count; i++)
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boxes[i] = SegmentBox(linesB[i]);
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foreach (var la in linesA)
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{
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var boxA = SegmentBox(la);
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for (var i = 0; i < linesB.Count; i++)
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{
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if (!BoxesWithin(boxA, boxes[i], minDist))
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continue;
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var d = SegmentDistance(la, linesB[i], out var qa, out var qb);
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if (d < minDist)
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{
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minDist = d;
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pa = qa;
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pb = qb;
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}
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}
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}
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var dir = pa - pb;
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var len = Magnitude(dir);
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if (len <= Tolerance.Epsilon)
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dir = CentroidAway(linesA, linesB);
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else
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dir = dir / len;
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return new ClearanceResult(minDist, dir);
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}
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/// <summary>
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/// Penetration depth and minimum-translation direction along the separating-
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/// axis candidates of both rings. Per candidate axis the true translation
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/// depth is used (exit distance to the far side), so containment reports the
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/// depth that actually ends contact, not the interval-intersection length.
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/// Depth is reported as a negative clearance.
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/// </summary>
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private static ClearanceResult Penetration(List<Line> linesA, List<Line> linesB)
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{
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var ca = Centroid(linesA);
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var cb = Centroid(linesB);
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var bestDepth = double.MaxValue;
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var bestDir = new Vector(1, 0);
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var bestAxis = -1;
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for (var axis = 0; axis < 2; axis++)
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{
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var lines = axis == 0 ? linesA : linesB;
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foreach (var line in lines)
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{
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var edge = line.pt2 - line.pt1;
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var n = new Vector(edge.Y, -edge.X);
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var len = Magnitude(n);
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if (len <= Tolerance.Epsilon)
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continue;
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n = n / len;
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var (minA, maxA) = Project(linesA, n);
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var (minB, maxB) = Project(linesB, n);
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if (maxA <= minB || maxB <= minA)
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continue; // separating axis found
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// Depth pushing a away from b along ±n.
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var forward = maxB - minA; // move a in +n until minA >= maxB
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var backward = maxA - minB; // move a in -n until maxA <= minB
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double depth;
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Vector dir;
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if (forward <= backward)
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{
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depth = forward;
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dir = n;
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}
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else
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{
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depth = backward;
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dir = -n;
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}
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if (depth < bestDepth - Tolerance.Epsilon || bestAxis < 0)
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{
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bestDepth = depth;
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bestDir = dir;
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bestAxis = axis;
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}
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}
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}
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if (bestAxis < 0)
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{
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// No candidate axis (degenerate rings): deterministic fallback.
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var away = ca - cb;
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var len = Magnitude(away);
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bestDir = len > Tolerance.Epsilon ? away / len : new Vector(1, 0);
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bestDepth = 0;
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}
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return new ClearanceResult(-bestDepth, bestDir);
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}
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private static Vector CentroidAway(List<Line> linesA, List<Line> linesB)
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{
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var away = Centroid(linesA) - Centroid(linesB);
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var len = Magnitude(away);
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return len > Tolerance.Epsilon ? away / len : new Vector(1, 0);
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}
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private static Vector Centroid(List<Line> lines)
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{
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var sum = Vector.Zero;
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foreach (var line in lines)
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{
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sum += line.pt1;
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sum += line.pt2;
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}
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return sum / (2 * lines.Count);
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}
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private static (double Min, double Max) Project(List<Line> lines, Vector n)
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{
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var min = double.MaxValue;
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var max = double.MinValue;
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foreach (var line in lines)
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{
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var d1 = line.pt1.DotProduct(n);
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var d2 = line.pt2.DotProduct(n);
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if (d1 < min)
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min = d1;
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if (d1 > max)
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max = d1;
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if (d2 < min)
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min = d2;
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if (d2 > max)
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max = d2;
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}
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return (min, max);
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}
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/// <summary>
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/// Minimum distance between two segments with the closest points.
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/// Non-parallel segments use the classic clamped closest-point solve;
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/// (near-)parallel segments fall back to the four endpoint-to-segment
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/// distances, which is where the minimum always lies.
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/// </summary>
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private static double SegmentDistance(Line a, Line b, out Vector pa, out Vector pb)
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{
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var p = a.pt1;
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var r = a.pt2 - a.pt1;
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var q = b.pt1;
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var s = b.pt2 - b.pt1;
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var rxr = r.DotProduct(r);
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var sxs = s.DotProduct(s);
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var rxs = r.DotProduct(s);
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const double eps = 1e-12;
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var denom = rxr * sxs - rxs * rxs;
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if (denom > eps && rxr > eps && sxs > eps)
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{
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// Minimize |(p + r t) - (q + s u)|^2; setting both partials to
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// zero and solving (Cramer) with d0 = p - q:
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// t = ((r.s)(d0.s) - (d0.r)(s.s)) / (rr.ss - (r.s)^2)
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// u = ((r.r)(d0.s) - (r.s)(d0.r)) / (rr.ss - (r.s)^2)
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var d0 = p - q;
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var d0r = d0.DotProduct(r);
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var d0s = d0.DotProduct(s);
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var t = Clamp((rxs * d0s - d0r * sxs) / denom, 0, 1);
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var u = Clamp((rxs * t + d0s) / sxs, 0, 1); // nearest u on b for clamped t
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t = Clamp((rxs * u - d0r) / rxr, 0, 1); // re-solve t for clamped u
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pa = p + r * t;
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pb = q + s * u;
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return pa.DistanceTo(pb);
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}
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// Degenerate or parallel: the minimum is attained at an endpoint.
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var bestPa = p;
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var bestPb = q;
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var best = double.MaxValue;
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void Consider(Vector pt, Line seg, bool ptOnA)
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{
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var d = seg.pt2 - seg.pt1;
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var len2 = d.DotProduct(d);
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var u = len2 <= eps ? 0 : Clamp((pt - seg.pt1).DotProduct(d) / len2, 0, 1);
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var on = seg.pt1 + d * u;
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var dist = pt.DistanceTo(on);
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if (dist < best)
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{
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best = dist;
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bestPa = ptOnA ? pt : on;
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bestPb = ptOnA ? on : pt;
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}
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}
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Consider(p, b, true);
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Consider(a.pt2, b, true);
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Consider(q, a, false);
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Consider(b.pt2, a, false);
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pa = bestPa;
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pb = bestPb;
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return best;
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}
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private static double Clamp(double v, double lo, double hi) =>
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v < lo ? lo : (v > hi ? hi : v);
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private static double Magnitude(Vector v) => System.Math.Sqrt(v.X * v.X + v.Y * v.Y);
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private static Box SegmentBox(Line line)
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{
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return new Box(
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System.Math.Min(line.pt1.X, line.pt2.X),
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System.Math.Min(line.pt1.Y, line.pt2.Y),
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System.Math.Abs(line.pt2.X - line.pt1.X),
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System.Math.Abs(line.pt2.Y - line.pt1.Y)
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);
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}
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private static bool BoxesWithin(Box a, Box b, double distance)
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{
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return !(
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a.Right + distance < b.Left
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|| b.Right + distance < a.Left
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|| a.Top + distance < b.Bottom
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|| b.Top + distance < a.Bottom
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);
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}
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}
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}
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