refactor(engine): extract default and remnant plate fillers
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@@ -1,10 +1,12 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Threading;
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using OpenNest.Engine;
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using OpenNest.Engine.Fill;
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using OpenNest.Engine.Strategies;
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using OpenNest.Geometry;
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using OpenNest.Math;
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namespace OpenNest.Engine.Jobs.Placement.Fillers;
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@@ -25,6 +27,11 @@ internal abstract class PlateFillerBase
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public NestPhase WinnerPhase { get; protected set; }
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internal void SetWinnerPhase(NestPhase winnerPhase)
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{
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WinnerPhase = winnerPhase;
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}
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public List<PhaseResult> PhaseResults { get; } = new();
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public List<AngleResult> AngleResults { get; } = new();
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@@ -54,6 +61,88 @@ internal abstract class PlateFillerBase
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protected FillPolicy BuildPolicy() => new(Comparer, PreferredDirection);
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internal IFillComparer FillComparer => Comparer;
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protected string BuildProgressSummary() => BuildProgressSummary(PhaseResults);
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internal static string BuildProgressSummary(IReadOnlyList<PhaseResult> phaseResults)
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{
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if (phaseResults.Count == 0)
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return null;
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var parts = new List<string>(phaseResults.Count);
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foreach (var result in phaseResults)
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parts.Add($"{result.Phase.ShortName()}: {result.PartCount}");
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return string.Join(" | ", parts);
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}
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protected bool IsBetterFill(List<Part> candidate, List<Part> current, Box workArea) =>
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IsBetterFill(Comparer, candidate, current, workArea);
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internal static bool IsBetterFill(
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IFillComparer comparer,
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List<Part> candidate,
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List<Part> current,
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Box workArea
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) => comparer.IsBetter(candidate, current, workArea);
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protected bool IsBetterValidFill(List<Part> candidate, List<Part> current, Box workArea)
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{
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if (
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candidate != null
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&& candidate.Count > 0
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&& HasOverlaps(candidate, Plate.PartSpacing)
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)
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{
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Debug.WriteLine(
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$"[IsBetterValidFill] REJECTED {candidate.Count} parts due to overlaps (current best: {current?.Count ?? 0})"
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);
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return false;
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}
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return IsBetterFill(candidate, current, workArea);
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}
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internal static 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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return false;
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for (var i = 0; i < parts.Count; i++)
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{
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var box1 = parts[i].BoundingBox;
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for (var j = i + 1; j < parts.Count; j++)
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{
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var box2 = parts[j].BoundingBox;
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var overlapX = System.Math.Min(box1.Right, box2.Right)
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- System.Math.Max(box1.Left, box2.Left);
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var overlapY = System.Math.Min(box1.Top, box2.Top)
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- System.Math.Max(box1.Bottom, box2.Bottom);
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if (overlapX <= Tolerance.Epsilon || overlapY <= Tolerance.Epsilon)
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continue;
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List<Vector> points;
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if (parts[i].Intersects(parts[j], out points))
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{
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var first = parts[i].BoundingBox;
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var second = parts[j].BoundingBox;
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Debug.WriteLine(
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$"[HasOverlaps] Overlap: part[{i}] ({parts[i].BaseDrawing?.Name}) @ ({first.Left:F2},{first.Bottom:F2})-({first.Right:F2},{first.Top:F2}) rot={parts[i].Rotation:F2}"
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+ $" vs part[{j}] ({parts[j].BaseDrawing?.Name}) @ ({second.Left:F2},{second.Bottom:F2})-({second.Right:F2},{second.Top:F2}) rot={parts[j].Rotation:F2}"
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+ $" intersections={points?.Count ?? 0}"
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);
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return true;
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}
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}
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}
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return false;
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}
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public virtual List<Part> Fill(
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NestItem item,
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Box workArea,
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