feat: add NFP-based mixed-part autonesting

Implement geometry-aware nesting using No-Fit Polygons and simulated
annealing optimization. Parts interlock based on true shape rather than
bounding boxes, producing tighter layouts for mixed-part scenarios.

New types in Core/Geometry:
- ConvexDecomposition: ear-clipping triangulation for concave polygons
- NoFitPolygon: Minkowski sum via convex decomposition + Clipper2 union
- InnerFitPolygon: feasible region computation for plate placement

New types in Engine:
- NfpCache: caches NFPs keyed by (drawingId, rotation) pairs
- BottomLeftFill: places parts using feasible regions from IFP - NFP union
- INestOptimizer: abstraction for future GA/parallel upgrades
- SimulatedAnnealing: optimizes part ordering and rotation

Integration:
- NestEngine.AutoNest(): new public entry point for mixed-part nesting
- MainForm.RunAutoNest_Click: uses AutoNest instead of Pack
- NestingTools.autonest_plate: new MCP tool for Claude Code integration
- Drawing.Id: auto-incrementing identifier for NFP cache keys
- Clipper2 NuGet added to OpenNest.Core for polygon boolean operations

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-12 08:08:22 -04:00
parent 9f84357c34
commit 3f3b07ef5d
12 changed files with 1447 additions and 7 deletions

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using System.Collections.Generic;
using OpenNest.Geometry;
namespace OpenNest
{
/// <summary>
/// NFP-based Bottom-Left Fill (BLF) placement engine.
/// Places parts one at a time using feasible regions computed from
/// the Inner-Fit Polygon minus the union of No-Fit Polygons.
/// </summary>
public class BottomLeftFill
{
private readonly Box workArea;
private readonly NfpCache nfpCache;
public BottomLeftFill(Box workArea, NfpCache nfpCache)
{
this.workArea = workArea;
this.nfpCache = nfpCache;
}
/// <summary>
/// Places parts according to the given sequence using NFP-based BLF.
/// Each entry is (drawingId, rotation) determining what to place and how.
/// Returns the list of successfully placed parts with their positions.
/// </summary>
public List<PlacedPart> Fill(List<(int drawingId, double rotation, Drawing drawing)> sequence)
{
var placedParts = new List<PlacedPart>();
foreach (var (drawingId, rotation, drawing) in sequence)
{
var polygon = nfpCache.GetPolygon(drawingId, rotation);
if (polygon == null || polygon.Vertices.Count < 3)
continue;
// Compute IFP for this part inside the work area.
var ifp = InnerFitPolygon.Compute(workArea, polygon);
if (ifp.Vertices.Count < 3)
continue;
// Compute NFPs against all already-placed parts.
var nfps = new Polygon[placedParts.Count];
for (var i = 0; i < placedParts.Count; i++)
{
var placed = placedParts[i];
var nfp = nfpCache.Get(placed.DrawingId, placed.Rotation, drawingId, rotation);
// Translate NFP to the placed part's position.
var translated = TranslatePolygon(nfp, placed.Position);
nfps[i] = translated;
}
// Compute feasible region and find bottom-left point.
var feasible = InnerFitPolygon.ComputeFeasibleRegion(ifp, nfps);
var point = InnerFitPolygon.FindBottomLeftPoint(feasible);
if (double.IsNaN(point.X))
continue;
placedParts.Add(new PlacedPart
{
DrawingId = drawingId,
Rotation = rotation,
Position = point,
Drawing = drawing
});
}
return placedParts;
}
/// <summary>
/// Converts placed parts to OpenNest Part instances positioned on the plate.
/// </summary>
public static List<Part> ToNestParts(List<PlacedPart> placedParts)
{
var parts = new List<Part>(placedParts.Count);
foreach (var placed in placedParts)
{
var part = new Part(placed.Drawing);
if (placed.Rotation != 0)
part.Rotate(placed.Rotation);
part.Location = placed.Position;
parts.Add(part);
}
return parts;
}
/// <summary>
/// Creates a translated copy of a polygon.
/// </summary>
private static Polygon TranslatePolygon(Polygon polygon, Vector offset)
{
var result = new Polygon();
foreach (var v in polygon.Vertices)
result.Vertices.Add(new Vector(v.X + offset.X, v.Y + offset.Y));
return result;
}
}
/// <summary>
/// Represents a part that has been placed by the BLF algorithm.
/// </summary>
public class PlacedPart
{
public int DrawingId { get; set; }
public double Rotation { get; set; }
public Vector Position { get; set; }
public Drawing Drawing { get; set; }
}
}

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using System.Collections.Generic;
using System.Threading;
using OpenNest.Geometry;
namespace OpenNest
{
/// <summary>
/// Result of a nest optimization run.
/// </summary>
public class NestResult
{
/// <summary>
/// The best sequence found: (drawingId, rotation, drawing) tuples in placement order.
/// </summary>
public List<(int drawingId, double rotation, Drawing drawing)> Sequence { get; set; }
/// <summary>
/// The score achieved by the best sequence.
/// </summary>
public FillScore Score { get; set; }
/// <summary>
/// Number of iterations performed.
/// </summary>
public int Iterations { get; set; }
}
/// <summary>
/// Interface for nest optimization algorithms that search for the best
/// part ordering and rotation to maximize plate utilization.
/// </summary>
public interface INestOptimizer
{
NestResult Optimize(List<NestItem> items, Box workArea, NfpCache cache,
Dictionary<int, List<double>> candidateRotations,
CancellationToken cancellation = default);
}
}

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@@ -1,6 +1,8 @@
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using OpenNest.Converters;
using OpenNest.Engine.BestFit;
using OpenNest.Geometry;
using OpenNest.Math;
@@ -533,5 +535,223 @@ namespace OpenNest
return best;
}
/// <summary>
/// Mixed-part geometry-aware nesting using NFP-based collision avoidance
/// and simulated annealing optimization.
/// </summary>
public List<Part> AutoNest(List<NestItem> items, CancellationToken cancellation = default)
{
return AutoNest(items, Plate, cancellation);
}
/// <summary>
/// Mixed-part geometry-aware nesting using NFP-based collision avoidance
/// and simulated annealing optimization.
/// </summary>
public static List<Part> AutoNest(List<NestItem> items, Plate plate,
CancellationToken cancellation = default)
{
var workArea = plate.WorkArea();
var halfSpacing = plate.PartSpacing / 2.0;
var nfpCache = new NfpCache();
var candidateRotations = new Dictionary<int, List<double>>();
// Extract perimeter polygons for each unique drawing.
foreach (var item in items)
{
var drawing = item.Drawing;
if (candidateRotations.ContainsKey(drawing.Id))
continue;
var perimeterPolygon = ExtractPerimeterPolygon(drawing, halfSpacing);
if (perimeterPolygon == null)
{
Debug.WriteLine($"[AutoNest] Skipping drawing '{drawing.Name}': no valid perimeter");
continue;
}
// Compute candidate rotations for this drawing.
var rotations = ComputeCandidateRotations(item, perimeterPolygon, workArea);
candidateRotations[drawing.Id] = rotations;
// Register polygons at each candidate rotation.
foreach (var rotation in rotations)
{
var rotatedPolygon = RotatePolygon(perimeterPolygon, rotation);
nfpCache.RegisterPolygon(drawing.Id, rotation, rotatedPolygon);
}
}
if (candidateRotations.Count == 0)
return new List<Part>();
// Pre-compute all NFPs.
nfpCache.PreComputeAll();
Debug.WriteLine($"[AutoNest] NFP cache: {nfpCache.Count} entries for {candidateRotations.Count} drawings");
// Run simulated annealing optimizer.
var optimizer = new SimulatedAnnealing();
var result = optimizer.Optimize(items, workArea, nfpCache, candidateRotations, cancellation);
if (result.Sequence == null || result.Sequence.Count == 0)
return new List<Part>();
// Final BLF placement with the best solution.
var blf = new BottomLeftFill(workArea, nfpCache);
var placedParts = blf.Fill(result.Sequence);
var parts = BottomLeftFill.ToNestParts(placedParts);
Debug.WriteLine($"[AutoNest] Result: {parts.Count} parts placed, {result.Iterations} SA iterations");
return parts;
}
/// <summary>
/// Extracts the perimeter polygon from a drawing, inflated by half-spacing.
/// </summary>
private static Polygon ExtractPerimeterPolygon(Drawing drawing, double halfSpacing)
{
var entities = ConvertProgram.ToGeometry(drawing.Program)
.Where(e => e.Layer != SpecialLayers.Rapid)
.ToList();
if (entities.Count == 0)
return null;
var definedShape = new DefinedShape(entities);
var perimeter = definedShape.Perimeter;
if (perimeter == null)
return null;
// Inflate by half-spacing if spacing is non-zero.
Shape inflated;
if (halfSpacing > 0)
{
var offsetEntity = perimeter.OffsetEntity(halfSpacing, OffsetSide.Right);
inflated = offsetEntity as Shape ?? perimeter;
}
else
{
inflated = perimeter;
}
// Convert to polygon with circumscribed arcs for tight nesting.
var polygon = inflated.ToPolygonWithTolerance(0.01, circumscribe: true);
if (polygon.Vertices.Count < 3)
return null;
// Normalize: move reference point to origin.
polygon.UpdateBounds();
var bb = polygon.BoundingBox;
polygon.Offset(-bb.Left, -bb.Bottom);
return polygon;
}
/// <summary>
/// Computes candidate rotation angles for a drawing.
/// </summary>
private static List<double> ComputeCandidateRotations(NestItem item,
Polygon perimeterPolygon, Box workArea)
{
var rotations = new List<double> { 0 };
// Add hull-edge angles from the polygon itself.
var hullAngles = ComputeHullEdgeAngles(perimeterPolygon);
foreach (var angle in hullAngles)
{
if (!rotations.Any(r => r.IsEqualTo(angle)))
rotations.Add(angle);
}
// Add 90-degree rotation.
if (!rotations.Any(r => r.IsEqualTo(Angle.HalfPI)))
rotations.Add(Angle.HalfPI);
// For narrow work areas, add sweep angles.
var partBounds = perimeterPolygon.BoundingBox;
var partLongest = System.Math.Max(partBounds.Width, partBounds.Height);
var workShort = System.Math.Min(workArea.Width, workArea.Height);
if (workShort < partLongest)
{
var step = Angle.ToRadians(5);
for (var a = 0.0; a < System.Math.PI; a += step)
{
if (!rotations.Any(r => r.IsEqualTo(a)))
rotations.Add(a);
}
}
return rotations;
}
/// <summary>
/// Computes convex hull edge angles from a polygon for candidate rotations.
/// </summary>
private static List<double> ComputeHullEdgeAngles(Polygon polygon)
{
var angles = new List<double>();
if (polygon.Vertices.Count < 3)
return angles;
var hull = ConvexHull.Compute(polygon.Vertices);
var verts = hull.Vertices;
var n = hull.IsClosed() ? verts.Count - 1 : verts.Count;
for (var i = 0; i < n; i++)
{
var next = (i + 1) % n;
var dx = verts[next].X - verts[i].X;
var dy = verts[next].Y - verts[i].Y;
if (dx * dx + dy * dy < Tolerance.Epsilon)
continue;
var angle = -System.Math.Atan2(dy, dx);
if (!angles.Any(a => a.IsEqualTo(angle)))
angles.Add(angle);
}
return angles;
}
/// <summary>
/// Creates a rotated copy of a polygon around the origin.
/// </summary>
private static Polygon RotatePolygon(Polygon polygon, double angle)
{
if (angle.IsEqualTo(0))
return polygon;
var result = new Polygon();
var cos = System.Math.Cos(angle);
var sin = System.Math.Sin(angle);
foreach (var v in polygon.Vertices)
{
result.Vertices.Add(new Vector(
v.X * cos - v.Y * sin,
v.X * sin + v.Y * cos));
}
// Re-normalize to origin.
result.UpdateBounds();
var bb = result.BoundingBox;
result.Offset(-bb.Left, -bb.Bottom);
return result;
}
}
}

138
OpenNest.Engine/NfpCache.cs Normal file
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using System;
using System.Collections.Generic;
using OpenNest.Geometry;
namespace OpenNest
{
/// <summary>
/// Caches computed No-Fit Polygons keyed by (DrawingA.Id, RotationA, DrawingB.Id, RotationB).
/// NFPs are computed on first access and stored for reuse during optimization.
/// Thread-safe for concurrent reads after pre-computation.
/// </summary>
public class NfpCache
{
private readonly Dictionary<NfpKey, Polygon> cache = new Dictionary<NfpKey, Polygon>();
private readonly Dictionary<int, Dictionary<double, Polygon>> polygonCache
= new Dictionary<int, Dictionary<double, Polygon>>();
/// <summary>
/// Registers a pre-computed polygon for a drawing at a specific rotation.
/// Call this during initialization before computing NFPs.
/// </summary>
public void RegisterPolygon(int drawingId, double rotation, Polygon polygon)
{
if (!polygonCache.TryGetValue(drawingId, out var rotations))
{
rotations = new Dictionary<double, Polygon>();
polygonCache[drawingId] = rotations;
}
rotations[rotation] = polygon;
}
/// <summary>
/// Gets the polygon for a drawing at a specific rotation.
/// </summary>
public Polygon GetPolygon(int drawingId, double rotation)
{
if (polygonCache.TryGetValue(drawingId, out var rotations))
{
if (rotations.TryGetValue(rotation, out var polygon))
return polygon;
}
return null;
}
/// <summary>
/// Gets or computes the NFP between two drawings at their respective rotations.
/// The NFP is computed from the stationary polygon (drawingA at rotationA) and
/// the orbiting polygon (drawingB at rotationB).
/// </summary>
public Polygon Get(int drawingIdA, double rotationA, int drawingIdB, double rotationB)
{
var key = new NfpKey(drawingIdA, rotationA, drawingIdB, rotationB);
if (cache.TryGetValue(key, out var nfp))
return nfp;
var polyA = GetPolygon(drawingIdA, rotationA);
var polyB = GetPolygon(drawingIdB, rotationB);
if (polyA == null || polyB == null)
return new Polygon();
nfp = NoFitPolygon.Compute(polyA, polyB);
cache[key] = nfp;
return nfp;
}
/// <summary>
/// Pre-computes all NFPs for every combination of registered polygons.
/// Call after all polygons are registered to front-load computation.
/// </summary>
public void PreComputeAll()
{
var entries = new List<(int drawingId, double rotation)>();
foreach (var kvp in polygonCache)
{
foreach (var rot in kvp.Value)
entries.Add((kvp.Key, rot.Key));
}
for (var i = 0; i < entries.Count; i++)
{
for (var j = 0; j < entries.Count; j++)
{
Get(entries[i].drawingId, entries[i].rotation,
entries[j].drawingId, entries[j].rotation);
}
}
}
/// <summary>
/// Number of cached NFP entries.
/// </summary>
public int Count => cache.Count;
private readonly struct NfpKey : IEquatable<NfpKey>
{
public readonly int DrawingIdA;
public readonly double RotationA;
public readonly int DrawingIdB;
public readonly double RotationB;
public NfpKey(int drawingIdA, double rotationA, int drawingIdB, double rotationB)
{
DrawingIdA = drawingIdA;
RotationA = rotationA;
DrawingIdB = drawingIdB;
RotationB = rotationB;
}
public bool Equals(NfpKey other)
{
return DrawingIdA == other.DrawingIdA
&& RotationA == other.RotationA
&& DrawingIdB == other.DrawingIdB
&& RotationB == other.RotationB;
}
public override bool Equals(object obj) => obj is NfpKey key && Equals(key);
public override int GetHashCode()
{
unchecked
{
var hash = 17;
hash = hash * 31 + DrawingIdA;
hash = hash * 31 + RotationA.GetHashCode();
hash = hash * 31 + DrawingIdB;
hash = hash * 31 + RotationB.GetHashCode();
return hash;
}
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using OpenNest.Geometry;
namespace OpenNest
{
/// <summary>
/// Simulated annealing optimizer for NFP-based nesting.
/// Searches for the best part ordering and rotation to maximize plate utilization.
/// </summary>
public class SimulatedAnnealing : INestOptimizer
{
private const double DefaultCoolingRate = 0.997;
private const double DefaultMinTemperature = 0.01;
private const int DefaultMaxNoImprovement = 2000;
public NestResult Optimize(List<NestItem> items, Box workArea, NfpCache cache,
Dictionary<int, List<double>> candidateRotations,
CancellationToken cancellation = default)
{
var random = new Random();
// Build initial sequence: expand NestItems into individual (drawingId, rotation, drawing) entries,
// sorted by area descending.
var sequence = BuildInitialSequence(items, candidateRotations);
if (sequence.Count == 0)
return new NestResult { Sequence = sequence, Score = default, Iterations = 0 };
// Evaluate initial solution.
var blf = new BottomLeftFill(workArea, cache);
var bestPlaced = blf.Fill(sequence);
var bestScore = FillScore.Compute(BottomLeftFill.ToNestParts(bestPlaced), workArea);
var bestSequence = new List<(int, double, Drawing)>(sequence);
var currentSequence = new List<(int, double, Drawing)>(sequence);
var currentScore = bestScore;
// Calibrate initial temperature so ~80% of worse moves are accepted.
var initialTemp = CalibrateTemperature(currentSequence, workArea, cache,
candidateRotations, random);
var temperature = initialTemp;
var noImprovement = 0;
var iteration = 0;
Debug.WriteLine($"[SA] Initial: {bestScore.Count} parts, density={bestScore.Density:P1}, temp={initialTemp:F2}");
while (temperature > DefaultMinTemperature
&& noImprovement < DefaultMaxNoImprovement
&& !cancellation.IsCancellationRequested)
{
iteration++;
var candidate = new List<(int drawingId, double rotation, Drawing drawing)>(currentSequence);
Mutate(candidate, candidateRotations, random);
var candidatePlaced = blf.Fill(candidate);
var candidateScore = FillScore.Compute(BottomLeftFill.ToNestParts(candidatePlaced), workArea);
var delta = candidateScore.CompareTo(currentScore);
if (delta > 0)
{
// Better solution — always accept.
currentSequence = candidate;
currentScore = candidateScore;
if (currentScore > bestScore)
{
bestScore = currentScore;
bestSequence = new List<(int, double, Drawing)>(currentSequence);
noImprovement = 0;
Debug.WriteLine($"[SA] New best at iter {iteration}: {bestScore.Count} parts, density={bestScore.Density:P1}");
}
else
{
noImprovement++;
}
}
else if (delta < 0)
{
// Worse solution — accept with probability based on temperature.
var scoreDiff = ScoreDifference(currentScore, candidateScore);
var acceptProb = System.Math.Exp(-scoreDiff / temperature);
if (random.NextDouble() < acceptProb)
{
currentSequence = candidate;
currentScore = candidateScore;
}
noImprovement++;
}
else
{
noImprovement++;
}
temperature *= DefaultCoolingRate;
}
Debug.WriteLine($"[SA] Done: {iteration} iters, best={bestScore.Count} parts, density={bestScore.Density:P1}");
return new NestResult
{
Sequence = bestSequence,
Score = bestScore,
Iterations = iteration
};
}
/// <summary>
/// Builds the initial placement sequence sorted by drawing area descending.
/// Each NestItem is expanded by its quantity.
/// </summary>
private static List<(int drawingId, double rotation, Drawing drawing)> BuildInitialSequence(
List<NestItem> items, Dictionary<int, List<double>> candidateRotations)
{
var sequence = new List<(int drawingId, double rotation, Drawing drawing)>();
// Sort items by area descending.
var sorted = items.OrderByDescending(i => i.Drawing.Area).ToList();
foreach (var item in sorted)
{
var qty = item.Quantity > 0 ? item.Quantity : 1;
var rotation = 0.0;
if (candidateRotations.TryGetValue(item.Drawing.Id, out var rotations) && rotations.Count > 0)
rotation = rotations[0];
for (var i = 0; i < qty; i++)
sequence.Add((item.Drawing.Id, rotation, item.Drawing));
}
return sequence;
}
/// <summary>
/// Applies a random mutation to the sequence.
/// </summary>
private static void Mutate(List<(int drawingId, double rotation, Drawing drawing)> sequence,
Dictionary<int, List<double>> candidateRotations, Random random)
{
if (sequence.Count < 2)
return;
var op = random.Next(3);
switch (op)
{
case 0: // Swap
MutateSwap(sequence, random);
break;
case 1: // Rotate
MutateRotate(sequence, candidateRotations, random);
break;
case 2: // Segment reverse
MutateReverse(sequence, random);
break;
}
}
/// <summary>
/// Swaps two random parts in the sequence.
/// </summary>
private static void MutateSwap(List<(int, double, Drawing)> sequence, Random random)
{
var i = random.Next(sequence.Count);
var j = random.Next(sequence.Count);
while (j == i && sequence.Count > 1)
j = random.Next(sequence.Count);
(sequence[i], sequence[j]) = (sequence[j], sequence[i]);
}
/// <summary>
/// Changes a random part's rotation to another candidate angle.
/// </summary>
private static void MutateRotate(List<(int drawingId, double rotation, Drawing drawing)> sequence,
Dictionary<int, List<double>> candidateRotations, Random random)
{
var idx = random.Next(sequence.Count);
var entry = sequence[idx];
if (!candidateRotations.TryGetValue(entry.drawingId, out var rotations) || rotations.Count <= 1)
return;
var newRotation = rotations[random.Next(rotations.Count)];
sequence[idx] = (entry.drawingId, newRotation, entry.drawing);
}
/// <summary>
/// Reverses a random contiguous subsequence.
/// </summary>
private static void MutateReverse(List<(int, double, Drawing)> sequence, Random random)
{
var i = random.Next(sequence.Count);
var j = random.Next(sequence.Count);
if (i > j)
(i, j) = (j, i);
while (i < j)
{
(sequence[i], sequence[j]) = (sequence[j], sequence[i]);
i++;
j--;
}
}
/// <summary>
/// Calibrates the initial temperature by sampling random mutations and
/// measuring score differences. Sets temperature so ~80% of worse moves
/// are accepted initially.
/// </summary>
private static double CalibrateTemperature(
List<(int drawingId, double rotation, Drawing drawing)> sequence,
Box workArea, NfpCache cache,
Dictionary<int, List<double>> candidateRotations, Random random)
{
const int samples = 20;
var deltas = new List<double>();
var blf = new BottomLeftFill(workArea, cache);
var basePlaced = blf.Fill(sequence);
var baseScore = FillScore.Compute(BottomLeftFill.ToNestParts(basePlaced), workArea);
for (var i = 0; i < samples; i++)
{
var candidate = new List<(int, double, Drawing)>(sequence);
Mutate(candidate, candidateRotations, random);
var placed = blf.Fill(candidate);
var score = FillScore.Compute(BottomLeftFill.ToNestParts(placed), workArea);
var diff = ScoreDifference(baseScore, score);
if (diff > 0)
deltas.Add(diff);
}
if (deltas.Count == 0)
return 1.0;
// T = -avgDelta / ln(0.8) ≈ avgDelta * 4.48
var avgDelta = deltas.Average();
return -avgDelta / System.Math.Log(0.8);
}
/// <summary>
/// Computes a numeric difference between two scores for SA acceptance probability.
/// Uses a weighted combination of count and density.
/// </summary>
private static double ScoreDifference(FillScore better, FillScore worse)
{
// Weight count heavily (each part is worth 10 density points).
var countDiff = better.Count - worse.Count;
var densityDiff = better.Density - worse.Density;
return countDiff * 10.0 + densityDiff;
}
}
}