feat: add NestEngineBase abstract class, rename NestEngine to DefaultNestEngine
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -12,50 +12,23 @@ using OpenNest.RectanglePacking;
|
||||
|
||||
namespace OpenNest
|
||||
{
|
||||
public class NestEngine
|
||||
public class DefaultNestEngine : NestEngineBase
|
||||
{
|
||||
public NestEngine(Plate plate)
|
||||
{
|
||||
Plate = plate;
|
||||
}
|
||||
public DefaultNestEngine(Plate plate) : base(plate) { }
|
||||
|
||||
public Plate Plate { get; set; }
|
||||
public override string Name => "Default";
|
||||
|
||||
public NestDirection NestDirection { get; set; }
|
||||
|
||||
public int PlateNumber { get; set; }
|
||||
|
||||
public NestPhase WinnerPhase { get; private set; }
|
||||
|
||||
public List<PhaseResult> PhaseResults { get; } = new();
|
||||
public override string Description => "Multi-phase nesting (Linear, Pairs, RectBestFit, Remainder)";
|
||||
|
||||
public bool ForceFullAngleSweep { get; set; }
|
||||
|
||||
public List<AngleResult> AngleResults { get; } = new();
|
||||
|
||||
// Angles that have produced results across multiple Fill calls.
|
||||
// Populated after each Fill; used to prune subsequent fills.
|
||||
private readonly HashSet<double> knownGoodAngles = new();
|
||||
|
||||
// --- Public Fill API ---
|
||||
|
||||
public bool Fill(NestItem item)
|
||||
{
|
||||
return Fill(item, Plate.WorkArea());
|
||||
}
|
||||
|
||||
public bool Fill(NestItem item, Box workArea)
|
||||
{
|
||||
var parts = Fill(item, workArea, null, CancellationToken.None);
|
||||
|
||||
if (parts == null || parts.Count == 0)
|
||||
return false;
|
||||
|
||||
Plate.Parts.AddRange(parts);
|
||||
return true;
|
||||
}
|
||||
|
||||
public List<Part> Fill(NestItem item, Box workArea,
|
||||
public override List<Part> Fill(NestItem item, Box workArea,
|
||||
IProgress<NestProgress> progress, CancellationToken token)
|
||||
{
|
||||
PhaseResults.Clear();
|
||||
@@ -89,155 +62,60 @@ namespace OpenNest
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds the smallest sub-area of workArea that fits exactly item.Quantity parts.
|
||||
/// Uses binary search on both orientations and picks the tightest fit.
|
||||
/// Falls through to standard Fill for unlimited (0) or single (1) quantities.
|
||||
/// Fast fill count using linear fill with two angles plus the top cached
|
||||
/// pair candidates. Used by binary search to estimate capacity at a given
|
||||
/// box size without running the full Fill pipeline.
|
||||
/// </summary>
|
||||
public List<Part> FillExact(NestItem item, Box workArea,
|
||||
IProgress<NestProgress> progress, CancellationToken token)
|
||||
private int QuickFillCount(Drawing drawing, Box testBox, double bestRotation)
|
||||
{
|
||||
// Early exits: unlimited or single quantity — no benefit from area search.
|
||||
if (item.Quantity <= 1)
|
||||
return Fill(item, workArea, progress, token);
|
||||
var engine = new FillLinear(testBox, Plate.PartSpacing);
|
||||
var bestCount = 0;
|
||||
|
||||
// Quick capacity check: estimate how many parts fit via bounding box.
|
||||
var partBox = item.Drawing.Program.BoundingBox();
|
||||
var cols = (int)(workArea.Width / (partBox.Width + Plate.PartSpacing));
|
||||
var rows = (int)(workArea.Length / (partBox.Length + Plate.PartSpacing));
|
||||
var capacity = System.Math.Max(cols * rows, 1);
|
||||
// Single-part linear fills.
|
||||
var angles = new[] { bestRotation, bestRotation + Angle.HalfPI };
|
||||
|
||||
// Also check rotated orientation.
|
||||
var colsR = (int)(workArea.Width / (partBox.Length + Plate.PartSpacing));
|
||||
var rowsR = (int)(workArea.Length / (partBox.Width + Plate.PartSpacing));
|
||||
capacity = System.Math.Max(capacity, colsR * rowsR);
|
||||
|
||||
Debug.WriteLine($"[FillExact] Capacity estimate: {capacity}, target: {item.Quantity}, workArea: {workArea.Width:F1}x{workArea.Length:F1}");
|
||||
|
||||
if (capacity <= item.Quantity)
|
||||
foreach (var angle in angles)
|
||||
{
|
||||
// Plate can't fit more than requested — do a normal fill.
|
||||
return Fill(item, workArea, progress, token);
|
||||
var h = engine.Fill(drawing, angle, NestDirection.Horizontal);
|
||||
if (h != null && h.Count > bestCount)
|
||||
bestCount = h.Count;
|
||||
|
||||
var v = engine.Fill(drawing, angle, NestDirection.Vertical);
|
||||
if (v != null && v.Count > bestCount)
|
||||
bestCount = v.Count;
|
||||
}
|
||||
|
||||
// Binary search: try shrinking each dimension.
|
||||
Debug.WriteLine($"[FillExact] Starting binary search (capacity={capacity} > target={item.Quantity})");
|
||||
var (lengthFound, lengthDim) = BinarySearchFill(item, workArea, shrinkWidth: false, progress, token);
|
||||
Debug.WriteLine($"[FillExact] Shrink-length: found={lengthFound}, dim={lengthDim:F1}");
|
||||
var (widthFound, widthDim) = BinarySearchFill(item, workArea, shrinkWidth: true, progress, token);
|
||||
Debug.WriteLine($"[FillExact] Shrink-width: found={widthFound}, dim={widthDim:F1}");
|
||||
// Top pair candidates — check if pairs tile better in this box.
|
||||
var bestFits = BestFitCache.GetOrCompute(
|
||||
drawing, Plate.Size.Width, Plate.Size.Length, Plate.PartSpacing);
|
||||
var topPairs = bestFits.Where(r => r.Keep).Take(3);
|
||||
|
||||
// Pick winner by smallest test box area. Tie-break: prefer shrink-length.
|
||||
Box winnerBox;
|
||||
|
||||
var lengthArea = lengthFound ? workArea.Width * lengthDim : double.MaxValue;
|
||||
var widthArea = widthFound ? widthDim * workArea.Length : double.MaxValue;
|
||||
|
||||
if (lengthFound && lengthArea <= widthArea)
|
||||
foreach (var pair in topPairs)
|
||||
{
|
||||
winnerBox = new Box(workArea.X, workArea.Y, workArea.Width, lengthDim);
|
||||
}
|
||||
else if (widthFound)
|
||||
{
|
||||
winnerBox = new Box(workArea.X, workArea.Y, widthDim, workArea.Length);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Neither search found the exact quantity — do a normal fill.
|
||||
return Fill(item, workArea, progress, token);
|
||||
}
|
||||
var pairParts = pair.BuildParts(drawing);
|
||||
var pairAngles = pair.HullAngles ?? new List<double> { 0 };
|
||||
var pairEngine = new FillLinear(testBox, Plate.PartSpacing);
|
||||
|
||||
Debug.WriteLine($"[FillExact] Winner box: {winnerBox.Width:F1}x{winnerBox.Length:F1}");
|
||||
|
||||
// Run the full Fill on the winning box with progress.
|
||||
return Fill(item, winnerBox, progress, token);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Binary-searches for the smallest sub-area (one dimension fixed) that fits
|
||||
/// exactly item.Quantity parts. Returns the best parts list and the dimension
|
||||
/// value that achieved it.
|
||||
/// </summary>
|
||||
private (bool found, double usedDim) BinarySearchFill(
|
||||
NestItem item, Box workArea, bool shrinkWidth,
|
||||
IProgress<NestProgress> progress, CancellationToken token)
|
||||
{
|
||||
var quantity = item.Quantity;
|
||||
var partBox = item.Drawing.Program.BoundingBox();
|
||||
var partArea = item.Drawing.Area;
|
||||
|
||||
// Fixed and variable dimensions.
|
||||
var fixedDim = shrinkWidth ? workArea.Length : workArea.Width;
|
||||
var highDim = shrinkWidth ? workArea.Width : workArea.Length;
|
||||
|
||||
// Estimate search range from part area and utilization assumptions.
|
||||
var minPartDim = shrinkWidth
|
||||
? partBox.Width + Plate.PartSpacing
|
||||
: partBox.Length + Plate.PartSpacing;
|
||||
|
||||
// Low: tight estimate at 70% utilization.
|
||||
var lowEstimate = System.Math.Max(minPartDim, partArea * quantity / (0.7 * fixedDim));
|
||||
// High: generous estimate at 25% utilization, capped to work area.
|
||||
var highEstimate = System.Math.Min(highDim, partArea * quantity / (0.25 * fixedDim));
|
||||
// Ensure high is at least low.
|
||||
highEstimate = System.Math.Max(highEstimate, lowEstimate + Plate.PartSpacing);
|
||||
|
||||
var low = lowEstimate;
|
||||
var high = highEstimate;
|
||||
|
||||
var found = false;
|
||||
var bestDim = highEstimate;
|
||||
|
||||
for (var iter = 0; iter < 8; iter++)
|
||||
{
|
||||
if (token.IsCancellationRequested)
|
||||
break;
|
||||
|
||||
if (high - low < Plate.PartSpacing)
|
||||
break;
|
||||
|
||||
var mid = (low + high) / 2.0;
|
||||
|
||||
var testBox = shrinkWidth
|
||||
? new Box(workArea.X, workArea.Y, mid, workArea.Length)
|
||||
: new Box(workArea.X, workArea.Y, workArea.Width, mid);
|
||||
|
||||
// Fill with unlimited qty to get the true count for this box size.
|
||||
// After the first iteration, angle pruning kicks in and makes this fast.
|
||||
var searchItem = new NestItem { Drawing = item.Drawing, Quantity = 0 };
|
||||
var result = Fill(searchItem, testBox, progress, token);
|
||||
|
||||
if (result.Count >= quantity)
|
||||
foreach (var angle in pairAngles)
|
||||
{
|
||||
bestDim = mid;
|
||||
found = true;
|
||||
high = mid;
|
||||
}
|
||||
else
|
||||
{
|
||||
low = mid;
|
||||
var pattern = BuildRotatedPattern(pairParts, angle);
|
||||
if (pattern.Parts.Count == 0)
|
||||
continue;
|
||||
|
||||
var h = pairEngine.Fill(pattern, NestDirection.Horizontal);
|
||||
if (h != null && h.Count > bestCount)
|
||||
bestCount = h.Count;
|
||||
|
||||
var v = pairEngine.Fill(pattern, NestDirection.Vertical);
|
||||
if (v != null && v.Count > bestCount)
|
||||
bestCount = v.Count;
|
||||
}
|
||||
}
|
||||
|
||||
return (found, bestDim);
|
||||
return bestCount;
|
||||
}
|
||||
|
||||
public bool Fill(List<Part> groupParts)
|
||||
{
|
||||
return Fill(groupParts, Plate.WorkArea());
|
||||
}
|
||||
|
||||
public bool Fill(List<Part> groupParts, Box workArea)
|
||||
{
|
||||
var parts = Fill(groupParts, workArea, null, CancellationToken.None);
|
||||
|
||||
if (parts == null || parts.Count == 0)
|
||||
return false;
|
||||
|
||||
Plate.Parts.AddRange(parts);
|
||||
return true;
|
||||
}
|
||||
|
||||
public List<Part> Fill(List<Part> groupParts, Box workArea,
|
||||
public override List<Part> Fill(List<Part> groupParts, Box workArea,
|
||||
IProgress<NestProgress> progress, CancellationToken token)
|
||||
{
|
||||
if (groupParts == null || groupParts.Count == 0)
|
||||
@@ -306,13 +184,8 @@ namespace OpenNest
|
||||
|
||||
// --- Pack API ---
|
||||
|
||||
public bool Pack(List<NestItem> items)
|
||||
{
|
||||
var workArea = Plate.WorkArea();
|
||||
return PackArea(workArea, items);
|
||||
}
|
||||
|
||||
public bool PackArea(Box box, List<NestItem> items)
|
||||
public override List<Part> PackArea(Box box, List<NestItem> items,
|
||||
IProgress<NestProgress> progress, CancellationToken token)
|
||||
{
|
||||
var binItems = BinConverter.ToItems(items, Plate.PartSpacing, Plate.Area());
|
||||
var bin = BinConverter.CreateBin(box, Plate.PartSpacing);
|
||||
@@ -320,10 +193,7 @@ namespace OpenNest
|
||||
var engine = new PackBottomLeft(bin);
|
||||
engine.Pack(binItems);
|
||||
|
||||
var parts = BinConverter.ToParts(bin, items);
|
||||
Plate.Parts.AddRange(parts);
|
||||
|
||||
return parts.Count > 0;
|
||||
return BinConverter.ToParts(bin, items);
|
||||
}
|
||||
|
||||
// --- FindBestFill: core orchestration ---
|
||||
@@ -534,6 +404,7 @@ namespace OpenNest
|
||||
|
||||
List<Part> best = null;
|
||||
var bestScore = default(FillScore);
|
||||
var sinceImproved = 0;
|
||||
|
||||
try
|
||||
{
|
||||
@@ -554,11 +425,27 @@ namespace OpenNest
|
||||
{
|
||||
best = filled;
|
||||
bestScore = score;
|
||||
sinceImproved = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
sinceImproved++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sinceImproved++;
|
||||
}
|
||||
|
||||
ReportProgress(progress, NestPhase.Pairs, PlateNumber, best, workArea,
|
||||
$"Pairs: {i + 1}/{candidates.Count} candidates, best = {bestScore.Count} parts");
|
||||
|
||||
// Early exit: stop if we've tried enough candidates without improvement.
|
||||
if (i >= 9 && sinceImproved >= 10)
|
||||
{
|
||||
Debug.WriteLine($"[FillWithPairs] Early exit at {i + 1}/{candidates.Count} — no improvement in last {sinceImproved} candidates");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (OperationCanceledException)
|
||||
@@ -806,129 +693,5 @@ namespace OpenNest
|
||||
return clusters;
|
||||
}
|
||||
|
||||
// --- Scoring / comparison ---
|
||||
|
||||
private bool IsBetterFill(List<Part> candidate, List<Part> current, Box workArea)
|
||||
{
|
||||
if (candidate == null || candidate.Count == 0)
|
||||
return false;
|
||||
|
||||
if (current == null || current.Count == 0)
|
||||
return true;
|
||||
|
||||
return FillScore.Compute(candidate, workArea) > FillScore.Compute(current, workArea);
|
||||
}
|
||||
|
||||
private bool IsBetterValidFill(List<Part> candidate, List<Part> current, Box workArea)
|
||||
{
|
||||
if (candidate != null && candidate.Count > 0 && HasOverlaps(candidate, Plate.PartSpacing))
|
||||
{
|
||||
Debug.WriteLine($"[IsBetterValidFill] REJECTED {candidate.Count} parts due to overlaps (current best: {current?.Count ?? 0})");
|
||||
return false;
|
||||
}
|
||||
|
||||
return IsBetterFill(candidate, current, workArea);
|
||||
}
|
||||
|
||||
private bool HasOverlaps(List<Part> parts, double spacing)
|
||||
{
|
||||
if (parts == null || parts.Count <= 1)
|
||||
return false;
|
||||
|
||||
for (var i = 0; i < parts.Count; i++)
|
||||
{
|
||||
var box1 = parts[i].BoundingBox;
|
||||
|
||||
for (var j = i + 1; j < parts.Count; j++)
|
||||
{
|
||||
var box2 = parts[j].BoundingBox;
|
||||
|
||||
// Fast bounding box rejection.
|
||||
if (box1.Right < box2.Left || box2.Right < box1.Left ||
|
||||
box1.Top < box2.Bottom || box2.Top < box1.Bottom)
|
||||
continue;
|
||||
|
||||
List<Vector> pts;
|
||||
|
||||
if (parts[i].Intersects(parts[j], out pts))
|
||||
{
|
||||
var b1 = parts[i].BoundingBox;
|
||||
var b2 = parts[j].BoundingBox;
|
||||
Debug.WriteLine($"[HasOverlaps] Overlap: part[{i}] ({parts[i].BaseDrawing?.Name}) @ ({b1.Left:F2},{b1.Bottom:F2})-({b1.Right:F2},{b1.Top:F2}) rot={parts[i].Rotation:F2}" +
|
||||
$" vs part[{j}] ({parts[j].BaseDrawing?.Name}) @ ({b2.Left:F2},{b2.Bottom:F2})-({b2.Right:F2},{b2.Top:F2}) rot={parts[j].Rotation:F2}" +
|
||||
$" intersections={pts?.Count ?? 0}");
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// --- Progress reporting ---
|
||||
|
||||
private static void ReportProgress(
|
||||
IProgress<NestProgress> progress,
|
||||
NestPhase phase,
|
||||
int plateNumber,
|
||||
List<Part> best,
|
||||
Box workArea,
|
||||
string description)
|
||||
{
|
||||
if (progress == null || best == null || best.Count == 0)
|
||||
return;
|
||||
|
||||
var score = FillScore.Compute(best, workArea);
|
||||
var clonedParts = new List<Part>(best.Count);
|
||||
var totalPartArea = 0.0;
|
||||
|
||||
foreach (var part in best)
|
||||
{
|
||||
clonedParts.Add((Part)part.Clone());
|
||||
totalPartArea += part.BaseDrawing.Area;
|
||||
}
|
||||
|
||||
var bounds = best.GetBoundingBox();
|
||||
|
||||
progress.Report(new NestProgress
|
||||
{
|
||||
Phase = phase,
|
||||
PlateNumber = plateNumber,
|
||||
BestPartCount = score.Count,
|
||||
BestDensity = score.Density,
|
||||
NestedWidth = bounds.Width,
|
||||
NestedLength = bounds.Length,
|
||||
NestedArea = totalPartArea,
|
||||
UsableRemnantArea = workArea.Area() - totalPartArea,
|
||||
BestParts = clonedParts,
|
||||
Description = description
|
||||
});
|
||||
}
|
||||
|
||||
private string BuildProgressSummary()
|
||||
{
|
||||
if (PhaseResults.Count == 0)
|
||||
return null;
|
||||
|
||||
var parts = new List<string>(PhaseResults.Count);
|
||||
|
||||
foreach (var r in PhaseResults)
|
||||
parts.Add($"{FormatPhaseName(r.Phase)}: {r.PartCount}");
|
||||
|
||||
return string.Join(" | ", parts);
|
||||
}
|
||||
|
||||
private static string FormatPhaseName(NestPhase phase)
|
||||
{
|
||||
switch (phase)
|
||||
{
|
||||
case NestPhase.Pairs: return "Pairs";
|
||||
case NestPhase.Linear: return "Linear";
|
||||
case NestPhase.RectBestFit: return "BestFit";
|
||||
case NestPhase.Remainder: return "Remainder";
|
||||
default: return phase.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -27,7 +27,7 @@ namespace OpenNest.Engine.ML
|
||||
{
|
||||
public static BruteForceResult Run(Drawing drawing, Plate plate, bool forceFullAngleSweep = false)
|
||||
{
|
||||
var engine = new NestEngine(plate);
|
||||
var engine = new DefaultNestEngine(plate);
|
||||
engine.ForceFullAngleSweep = forceFullAngleSweep;
|
||||
var item = new NestItem { Drawing = drawing };
|
||||
|
||||
|
||||
237
OpenNest.Engine/NestEngineBase.cs
Normal file
237
OpenNest.Engine/NestEngineBase.cs
Normal file
@@ -0,0 +1,237 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using OpenNest.Geometry;
|
||||
|
||||
namespace OpenNest
|
||||
{
|
||||
public abstract class NestEngineBase
|
||||
{
|
||||
protected NestEngineBase(Plate plate)
|
||||
{
|
||||
Plate = plate;
|
||||
}
|
||||
|
||||
public Plate Plate { get; set; }
|
||||
|
||||
public int PlateNumber { get; set; }
|
||||
|
||||
public NestDirection NestDirection { get; set; }
|
||||
|
||||
public NestPhase WinnerPhase { get; protected set; }
|
||||
|
||||
public List<PhaseResult> PhaseResults { get; } = new();
|
||||
|
||||
public List<AngleResult> AngleResults { get; } = new();
|
||||
|
||||
public abstract string Name { get; }
|
||||
|
||||
public abstract string Description { get; }
|
||||
|
||||
// --- Virtual methods (side-effect-free, return parts) ---
|
||||
|
||||
public virtual List<Part> Fill(NestItem item, Box workArea,
|
||||
IProgress<NestProgress> progress, CancellationToken token)
|
||||
{
|
||||
return new List<Part>();
|
||||
}
|
||||
|
||||
public virtual List<Part> Fill(List<Part> groupParts, Box workArea,
|
||||
IProgress<NestProgress> progress, CancellationToken token)
|
||||
{
|
||||
return new List<Part>();
|
||||
}
|
||||
|
||||
public virtual List<Part> PackArea(Box box, List<NestItem> items,
|
||||
IProgress<NestProgress> progress, CancellationToken token)
|
||||
{
|
||||
return new List<Part>();
|
||||
}
|
||||
|
||||
// --- FillExact (non-virtual, delegates to virtual Fill) ---
|
||||
|
||||
public List<Part> FillExact(NestItem item, Box workArea,
|
||||
IProgress<NestProgress> progress, CancellationToken token)
|
||||
{
|
||||
return Fill(item, workArea, progress, token);
|
||||
}
|
||||
|
||||
// --- Convenience overloads (mutate plate, return bool) ---
|
||||
|
||||
public bool Fill(NestItem item)
|
||||
{
|
||||
return Fill(item, Plate.WorkArea());
|
||||
}
|
||||
|
||||
public bool Fill(NestItem item, Box workArea)
|
||||
{
|
||||
var parts = Fill(item, workArea, null, CancellationToken.None);
|
||||
|
||||
if (parts == null || parts.Count == 0)
|
||||
return false;
|
||||
|
||||
Plate.Parts.AddRange(parts);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool Fill(List<Part> groupParts)
|
||||
{
|
||||
return Fill(groupParts, Plate.WorkArea());
|
||||
}
|
||||
|
||||
public bool Fill(List<Part> groupParts, Box workArea)
|
||||
{
|
||||
var parts = Fill(groupParts, workArea, null, CancellationToken.None);
|
||||
|
||||
if (parts == null || parts.Count == 0)
|
||||
return false;
|
||||
|
||||
Plate.Parts.AddRange(parts);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool Pack(List<NestItem> items)
|
||||
{
|
||||
var workArea = Plate.WorkArea();
|
||||
var parts = PackArea(workArea, items, null, CancellationToken.None);
|
||||
|
||||
if (parts == null || parts.Count == 0)
|
||||
return false;
|
||||
|
||||
Plate.Parts.AddRange(parts);
|
||||
return true;
|
||||
}
|
||||
|
||||
// --- Protected utilities ---
|
||||
|
||||
protected static void ReportProgress(
|
||||
IProgress<NestProgress> progress,
|
||||
NestPhase phase,
|
||||
int plateNumber,
|
||||
List<Part> best,
|
||||
Box workArea,
|
||||
string description)
|
||||
{
|
||||
if (progress == null || best == null || best.Count == 0)
|
||||
return;
|
||||
|
||||
var score = FillScore.Compute(best, workArea);
|
||||
var clonedParts = new List<Part>(best.Count);
|
||||
var totalPartArea = 0.0;
|
||||
|
||||
foreach (var part in best)
|
||||
{
|
||||
clonedParts.Add((Part)part.Clone());
|
||||
totalPartArea += part.BaseDrawing.Area;
|
||||
}
|
||||
|
||||
var bounds = best.GetBoundingBox();
|
||||
|
||||
var msg = $"[Progress] Phase={phase}, Plate={plateNumber}, Parts={score.Count}, " +
|
||||
$"Density={score.Density:P1}, Nested={bounds.Width:F1}x{bounds.Length:F1}, " +
|
||||
$"PartArea={totalPartArea:F0}, Remnant={workArea.Area() - totalPartArea:F0}, " +
|
||||
$"WorkArea={workArea.Width:F1}x{workArea.Length:F1} | {description}";
|
||||
Debug.WriteLine(msg);
|
||||
try { System.IO.File.AppendAllText(
|
||||
System.IO.Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Desktop), "nest-debug.log"),
|
||||
$"{DateTime.Now:HH:mm:ss.fff} {msg}\n"); } catch { }
|
||||
|
||||
progress.Report(new NestProgress
|
||||
{
|
||||
Phase = phase,
|
||||
PlateNumber = plateNumber,
|
||||
BestPartCount = score.Count,
|
||||
BestDensity = score.Density,
|
||||
NestedWidth = bounds.Width,
|
||||
NestedLength = bounds.Length,
|
||||
NestedArea = totalPartArea,
|
||||
UsableRemnantArea = workArea.Area() - totalPartArea,
|
||||
BestParts = clonedParts,
|
||||
Description = description
|
||||
});
|
||||
}
|
||||
|
||||
protected string BuildProgressSummary()
|
||||
{
|
||||
if (PhaseResults.Count == 0)
|
||||
return null;
|
||||
|
||||
var parts = new List<string>(PhaseResults.Count);
|
||||
|
||||
foreach (var r in PhaseResults)
|
||||
parts.Add($"{FormatPhaseName(r.Phase)}: {r.PartCount}");
|
||||
|
||||
return string.Join(" | ", parts);
|
||||
}
|
||||
|
||||
protected bool IsBetterFill(List<Part> candidate, List<Part> current, Box workArea)
|
||||
{
|
||||
if (candidate == null || candidate.Count == 0)
|
||||
return false;
|
||||
|
||||
if (current == null || current.Count == 0)
|
||||
return true;
|
||||
|
||||
return FillScore.Compute(candidate, workArea) > FillScore.Compute(current, workArea);
|
||||
}
|
||||
|
||||
protected bool IsBetterValidFill(List<Part> candidate, List<Part> current, Box workArea)
|
||||
{
|
||||
if (candidate != null && candidate.Count > 0 && HasOverlaps(candidate, Plate.PartSpacing))
|
||||
{
|
||||
Debug.WriteLine($"[IsBetterValidFill] REJECTED {candidate.Count} parts due to overlaps (current best: {current?.Count ?? 0})");
|
||||
return false;
|
||||
}
|
||||
|
||||
return IsBetterFill(candidate, current, workArea);
|
||||
}
|
||||
|
||||
protected static bool HasOverlaps(List<Part> parts, double spacing)
|
||||
{
|
||||
if (parts == null || parts.Count <= 1)
|
||||
return false;
|
||||
|
||||
for (var i = 0; i < parts.Count; i++)
|
||||
{
|
||||
var box1 = parts[i].BoundingBox;
|
||||
|
||||
for (var j = i + 1; j < parts.Count; j++)
|
||||
{
|
||||
var box2 = parts[j].BoundingBox;
|
||||
|
||||
if (box1.Right < box2.Left || box2.Right < box1.Left ||
|
||||
box1.Top < box2.Bottom || box2.Top < box1.Bottom)
|
||||
continue;
|
||||
|
||||
List<Vector> pts;
|
||||
|
||||
if (parts[i].Intersects(parts[j], out pts))
|
||||
{
|
||||
var b1 = parts[i].BoundingBox;
|
||||
var b2 = parts[j].BoundingBox;
|
||||
Debug.WriteLine($"[HasOverlaps] Overlap: part[{i}] ({parts[i].BaseDrawing?.Name}) @ ({b1.Left:F2},{b1.Bottom:F2})-({b1.Right:F2},{b1.Top:F2}) rot={parts[i].Rotation:F2}" +
|
||||
$" vs part[{j}] ({parts[j].BaseDrawing?.Name}) @ ({b2.Left:F2},{b2.Bottom:F2})-({b2.Right:F2},{b2.Top:F2}) rot={parts[j].Rotation:F2}" +
|
||||
$" intersections={pts?.Count ?? 0}");
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected static string FormatPhaseName(NestPhase phase)
|
||||
{
|
||||
switch (phase)
|
||||
{
|
||||
case NestPhase.Pairs: return "Pairs";
|
||||
case NestPhase.Linear: return "Linear";
|
||||
case NestPhase.RectBestFit: return "BestFit";
|
||||
case NestPhase.Remainder: return "Remainder";
|
||||
default: return phase.ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user