feat(engine): add FillNfpBestFit method for NFP-based single-drawing fill
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -473,6 +473,88 @@ namespace OpenNest
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return top;
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}
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private List<Part> FillNfpBestFit(NestItem item, Box workArea)
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{
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var halfSpacing = Plate.PartSpacing / 2.0;
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var drawing = item.Drawing;
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// Extract offset perimeter polygon.
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var polygon = ExtractPerimeterPolygon(drawing, halfSpacing);
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if (polygon == null)
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return new List<Part>();
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// Rectangularity gate: skip if bounding-box fill ratio > 0.95.
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var polyArea = polygon.Area();
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var bboxArea = polygon.BoundingBox.Area();
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if (bboxArea > 0 && polyArea / bboxArea > 0.95)
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return new List<Part>();
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// Compute candidate rotations and filter by rotation constraints.
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var rotations = ComputeCandidateRotations(item, polygon, workArea);
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if (item.RotationStart != 0 || item.RotationEnd != 0)
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{
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rotations = rotations
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.Where(a => a >= item.RotationStart && a <= item.RotationEnd)
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.ToList();
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}
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if (rotations.Count == 0)
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return new List<Part>();
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// Build NFP cache with all rotation variants of this single drawing.
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var nfpCache = new NfpCache();
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foreach (var rotation in rotations)
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{
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var rotatedPolygon = RotatePolygon(polygon, rotation);
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nfpCache.RegisterPolygon(drawing.Id, rotation, rotatedPolygon);
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}
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nfpCache.PreComputeAll();
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// Estimate max copies that could fit.
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var maxN = (int)(workArea.Area() / polyArea);
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maxN = System.Math.Min(maxN, 500);
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if (item.Quantity > 0)
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maxN = System.Math.Min(maxN, item.Quantity);
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if (maxN <= 0)
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return new List<Part>();
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// Try each rotation and keep the best BLF result.
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List<Part> bestParts = null;
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var bestScore = default(FillScore);
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foreach (var rotation in rotations)
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{
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var sequence = new List<(int drawingId, double rotation, Drawing drawing)>();
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for (var i = 0; i < maxN; i++)
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sequence.Add((drawing.Id, rotation, drawing));
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var blf = new BottomLeftFill(workArea, nfpCache);
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var placedParts = blf.Fill(sequence);
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if (placedParts.Count == 0)
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continue;
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var parts = BottomLeftFill.ToNestParts(placedParts);
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var score = FillScore.Compute(parts, workArea);
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if (bestParts == null || score > bestScore)
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{
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bestParts = parts;
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bestScore = score;
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}
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}
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return bestParts ?? new List<Part>();
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}
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private bool HasOverlaps(List<Part> parts, double spacing)
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{
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if (parts == null || parts.Count <= 1)
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