refactor: replace VPattern/HPattern with unified FillGrid method

Consolidates two nearly-identical grid generation methods into a single
FillGrid method with a columnMajor parameter. Fixes bug in HPattern
where inner loop used rows instead of columns, and fixes FillNoRotation
silently discarding results by not adding them to Bin.Items.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-07 21:27:11 -05:00
parent 062981ebe9
commit d3704378c2
3 changed files with 16 additions and 57 deletions

View File

@@ -16,61 +16,23 @@ namespace OpenNest.RectanglePacking
public abstract void Fill(Item item, int maxCount);
/// <summary>
/// Vertical pattern.
/// </summary>
/// <param name="item"></param>
/// <param name="rows"></param>
/// <param name="columns"></param>
/// <param name="maxCount"></param>
protected List<Item> VPattern(Item item, int rows, int columns, int maxCount)
protected List<Item> FillGrid(Item item, int rows, int columns, int maxCount, bool columnMajor = true)
{
var items = new List<Item>();
for (int i = 0; i < columns; i++)
var outerCount = columnMajor ? columns : rows;
var innerCount = columnMajor ? rows : columns;
for (var i = 0; i < outerCount; i++)
{
var x = item.Width * i + item.X;
for (int j = 0; j < rows; j++)
for (var j = 0; j < innerCount; j++)
{
var y = item.Height * j + item.Y;
var x = (columnMajor ? i : j) * item.Width + item.X;
var y = (columnMajor ? j : i) * item.Height + item.Y;
var addedItem = item.Clone() as Item;
addedItem.Location = new Vector(x, y);
items.Add(addedItem);
if (items.Count == maxCount)
return items;
}
}
return items;
}
/// <summary>
/// Horizontal pattern.
/// </summary>
/// <param name="item"></param>
/// <param name="rows"></param>
/// <param name="columns"></param>
/// <param name="maxCount"></param>
protected List<Item> HPattern(Item item, int rows, int columns, int maxCount)
{
var items = new List<Item>();
for (int i = 0; i < rows; i++)
{
var y = item.Height * i + item.Y;
for (int j = 0; j < rows; j++)
{
var x = item.Width * j + item.X;
var addedItem = item.Clone() as Item;
addedItem.Location = new Vector(x, y);
items.Add(addedItem);
var clone = item.Clone() as Item;
clone.Location = new Vector(x, y);
items.Add(clone);
if (items.Count == maxCount)
return items;