refactor(engines): move plugin engines into an Engines/ subfolder

Plugin engines (Opus55, Qwen, Terra) each add two projects at the repo
root, and more are coming; at a dozen they would outnumber the core
projects. They are also a different kind of thing: out-of-solution,
runtime-loaded plugins. Grouping them under Engines/ keeps the root
readable.

Engines/Directory.Build.props now holds the shared TFM, nullable and
implicit-usings settings and the OpenNest.Engine reference, so a new
engine's csproj is nearly empty. The tests/ compile exclusion lives in
Directory.Build.targets because a removal in .props runs before the SDK
adds its default Compile glob and has no effect.

Build-Engines.ps1 replaces the per-README manual build-and-copy steps
for deploying engines into the benchmark's runtime Engines/ folder.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
aj
2026-09-23 11:34:18 -04:00
co-authored by Claude Opus 5.5
parent 2ecd94c705
commit b122298f57
28 changed files with 97 additions and 62 deletions
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<Project Sdk="Microsoft.NET.Sdk">
<!-- Shared settings and the OpenNest.Engine reference come from Engines/Directory.Build.props. -->
</Project>
+59
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# OpenNest.Engine.Terra
An independent `INestingEngine` implementation — **not** a wrapper, ensemble, or
selector over OpenNest's built-in engines (`StockLadderNestingEngine`,
`FixedStrategyNestingEngine` "Default"/"Strip"/"Vertical Remnant"/"Horizontal Remnant`,
or anything reachable through `PlateNesterFactory`/`NestingEngineRegistry`).
`Solve()` must never call, instantiate, or otherwise delegate a placement decision
to one of those.
## Allowed building blocks
Low-level geometry/data-structure primitives are fair game — they are not nesting
strategies:
- `OpenNest.Core` geometry: `Polygon`, `Shape`, `BoundingBox`, `Vector`, `Box`,
`ConvexHull`, `ConvexDecomposition`, `RotatingCalipers`, `Collision` (overlap/spacing
checks), `NoFitPolygon`, `ShapeProfile`, `SpatialQuery`.
- `OpenNest.Engine` support types if useful: `PartBoundary`, `RotationAnalysis`,
`AngleCandidateBuilder` — the *decision logic* using them must be your own (don't just
call `BestFitFinder`/`PairEvaluator`/`RotationSlideStrategy`, which are the existing
best-fit engine's internals).
## What to fill in
`TerraNestingEngine.cs` — implement `Solve()`. Pick and document an actual
placement strategy (NFP-based sliding placement, skyline/shelf packer,
simulated-annealing/genetic layout search, guillotine-cut packer,
physics/gravity-settling, etc). It's fine to be simpler or worse than the built-in
engines to start; it must not be the same algorithm re-derived through indirection.
## Build
```bash
dotnet build Engines/OpenNest.Engine.Terra/OpenNest.Engine.Terra.csproj
```
This project is intentionally **outside** `OpenNest.sln` (same pattern as the
`OpenNest.Engine.Aurora` plugin) — it's discovered at runtime as a plugin, not built
as part of the main solution.
## Try it out with the benchmark
`OpenNest.Benchmark` auto-loads plugin engines from an `Engines/` folder next to its
own build output:
```bash
dotnet build Engines/OpenNest.Engine.Terra/OpenNest.Engine.Terra.csproj -c Release
dotnet build OpenNest.Benchmark/OpenNest.Benchmark.csproj -c Release
mkdir -p OpenNest.Benchmark/bin/Release/net8.0/Engines
cp Engines/OpenNest.Engine.Terra/bin/Release/net8.0/OpenNest.Engine.Terra.dll OpenNest.Benchmark/bin/Release/net8.0/Engines/
dotnet OpenNest.Benchmark/bin/Release/net8.0/OpenNest.Benchmark.dll <path-to-.nest-or-folder>
```
Or build and deploy in one step with `./Engines/Build-Engines.ps1 -Engines Terra`.
Your engine will show up in the report under its CLR type name (`TerraNestingEngine`),
competing on equal footing against the built-in engines.
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using System;
using System.Threading;
using OpenNest.Engine.Jobs;
namespace OpenNest.Engine.Terra;
/// <summary>
/// TODO: name and describe the actual placement strategy here (e.g. "skyline packer with
/// greedy shelf assignment", "NFP-based sliding placement with simulated-annealing order
/// search", etc). This must be an independently designed algorithm — see README.md.
/// </summary>
public sealed class TerraNestingEngine : INestingEngine
{
public NestJobResult Solve(
NestJob job,
IProgress<NestJobProgress>? progress = null,
CancellationToken token = default
)
{
ArgumentNullException.ThrowIfNull(job);
// TODO: implement independent placement logic here.
//
// Do NOT call NestingEngineRegistry.Create(...), PlateNesterFactory, or any
// FixedStrategyNestingEngine / StockLadderNestingEngine instance from inside this
// method. Decide placements yourself using OpenNest.Core / OpenNest.Geometry
// primitives (Polygon, NoFitPolygon, Collision, ConvexHull, RotatingCalipers, etc).
//
// job.Parts -> requested parts (PartGeometrySnapshot geometry, quantity, priority, rotation policy)
// job.Plates -> candidate stock sheets (size, spacing, quadrant, quantity)
// job.Options -> job-wide options
//
// Return a NestJobResult built from NestJobPlateResult (one per used sheet, holding
// ordered NestJobPlacement values), PartFulfillment (requested vs placed per part id),
// and StockUsage (sheets used per stock id).
throw new NotImplementedException(
"Terra nesting engine placement logic not yet implemented."
);
}
}
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<IsPackable>false</IsPackable>
<IsTestProject>true</IsTestProject>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.8.0" />
<PackageReference Include="xunit" Version="2.5.3" />
<PackageReference Include="xunit.runner.visualstudio" Version="2.5.3" />
</ItemGroup>
<ItemGroup>
<Using Include="Xunit" />
<ProjectReference Include="../OpenNest.Engine.Terra.csproj" />
</ItemGroup>
</Project>
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using System;
using System.Collections.Generic;
using OpenNest.Engine.Jobs;
using OpenNest.Geometry;
namespace OpenNest.Engine.Terra.Tests;
public class TerraNestingEngineTests
{
[Fact]
public void SolveReturnsAResultForASingleSimplePart()
{
// TODO: replace with a real fixture once Solve() is implemented — this only
// proves the plumbing (project reference, constructor, interface) is wired up.
var engine = new TerraNestingEngine();
Assert.NotNull(engine);
Assert.IsAssignableFrom<INestingEngine>(engine);
}
}