feat(engine): wrap single-item Fill with canonicalize/un-rotate bookends
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@@ -47,14 +47,29 @@ namespace OpenNest
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PhaseResults.Clear();
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PhaseResults.Clear();
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AngleResults.Clear();
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AngleResults.Clear();
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// Fast path: for very small quantities, skip the full strategy pipeline.
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// Replace the item's Drawing with a canonical copy for the duration of this fill.
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if (item.Quantity > 0 && item.Quantity <= 2)
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// All internal methods see canonical geometry; this wrapper un-canonicalizes the final result.
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var sourceAngle = item.Drawing?.Source?.Angle ?? 0.0;
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var originalDrawing = item.Drawing;
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var canonicalItem = new NestItem
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{
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{
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var fast = TryFillSmallQuantity(item, workArea);
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Drawing = CanonicalFrame.AsCanonicalCopy(item.Drawing),
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if (fast != null && fast.Count >= item.Quantity)
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Quantity = item.Quantity,
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Priority = item.Priority,
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RotationStart = item.RotationStart,
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RotationEnd = item.RotationEnd,
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StepAngle = item.StepAngle,
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};
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// Fast path for qty 1-2.
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if (canonicalItem.Quantity > 0 && canonicalItem.Quantity <= 2)
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{
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{
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Debug.WriteLine($"[Fill] Fast path: placed {fast.Count} parts for qty={item.Quantity}");
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var fast = TryFillSmallQuantity(canonicalItem, workArea);
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if (fast != null && fast.Count >= canonicalItem.Quantity)
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{
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Debug.WriteLine($"[Fill] Fast path: placed {fast.Count} parts for qty={canonicalItem.Quantity}");
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WinnerPhase = NestPhase.Pairs;
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WinnerPhase = NestPhase.Pairs;
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fast = RebindAndUnCanonicalize(fast, originalDrawing, sourceAngle);
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ReportProgress(progress, new ProgressReport
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ReportProgress(progress, new ProgressReport
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{
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{
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Phase = WinnerPhase,
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Phase = WinnerPhase,
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@@ -68,32 +83,30 @@ namespace OpenNest
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}
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}
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}
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}
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// For low quantities, shrink the work area in both dimensions to avoid
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// running expensive strategies against the full plate.
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var effectiveWorkArea = workArea;
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var effectiveWorkArea = workArea;
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if (item.Quantity > 0)
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if (canonicalItem.Quantity > 0)
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{
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{
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effectiveWorkArea = ShrinkWorkArea(item, workArea, Plate.PartSpacing);
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effectiveWorkArea = ShrinkWorkArea(canonicalItem, workArea, Plate.PartSpacing);
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if (effectiveWorkArea != workArea)
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if (effectiveWorkArea != workArea)
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Debug.WriteLine($"[Fill] Low-qty shrink: {item.Quantity} requested, " +
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Debug.WriteLine($"[Fill] Low-qty shrink: {canonicalItem.Quantity} requested, " +
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$"from {workArea.Width:F1}x{workArea.Length:F1} " +
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$"from {workArea.Width:F1}x{workArea.Length:F1} " +
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$"to {effectiveWorkArea.Width:F1}x{effectiveWorkArea.Length:F1}");
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$"to {effectiveWorkArea.Width:F1}x{effectiveWorkArea.Length:F1}");
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}
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}
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var best = RunFillPipeline(item, effectiveWorkArea, progress, token);
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var best = RunFillPipeline(canonicalItem, effectiveWorkArea, progress, token);
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// Fallback: if the reduced area didn't yield enough, retry with full area.
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if (canonicalItem.Quantity > 0 && best.Count < canonicalItem.Quantity && effectiveWorkArea != workArea)
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if (item.Quantity > 0 && best.Count < item.Quantity && effectiveWorkArea != workArea)
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{
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{
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Debug.WriteLine($"[Fill] Low-qty fallback: got {best.Count}, need {item.Quantity}, retrying full area");
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Debug.WriteLine($"[Fill] Low-qty fallback: got {best.Count}, need {canonicalItem.Quantity}, retrying full area");
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PhaseResults.Clear();
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PhaseResults.Clear();
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AngleResults.Clear();
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AngleResults.Clear();
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best = RunFillPipeline(item, workArea, progress, token);
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best = RunFillPipeline(canonicalItem, workArea, progress, token);
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}
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}
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if (item.Quantity > 0 && best.Count > item.Quantity)
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if (canonicalItem.Quantity > 0 && best.Count > canonicalItem.Quantity)
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best = ShrinkFiller.TrimToCount(best, item.Quantity, TrimAxis);
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best = ShrinkFiller.TrimToCount(best, canonicalItem.Quantity, TrimAxis);
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best = RebindAndUnCanonicalize(best, originalDrawing, sourceAngle);
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ReportProgress(progress, new ProgressReport
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ReportProgress(progress, new ProgressReport
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{
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{
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@@ -108,6 +121,31 @@ namespace OpenNest
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return best;
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return best;
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}
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}
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/// <summary>
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/// Single exit point for canonical -> source frame conversion. Rebinds every Part to the
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/// original Drawing (so consumers see the user's drawing identity, not the transient canonical copy)
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/// and composes sourceAngle onto each Part's rotation via CanonicalFrame.FromCanonical.
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/// </summary>
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private static List<Part> RebindAndUnCanonicalize(List<Part> parts, Drawing original, double sourceAngle)
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{
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if (parts == null || parts.Count == 0)
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return parts;
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for (var i = 0; i < parts.Count; i++)
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{
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var p = parts[i];
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// Rebind to `original` while preserving world pose. CreateAtOrigin rotates
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// at the origin (keeping bbox at world (0,0)) then we offset to match p's bbox.
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var rebound = Part.CreateAtOrigin(original, p.Rotation);
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var delta = p.BoundingBox.Location - rebound.BoundingBox.Location;
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rebound.Offset(delta);
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rebound.UpdateBounds();
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parts[i] = rebound;
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}
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return CanonicalFrame.FromCanonical(parts, sourceAngle);
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}
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/// <summary>
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/// <summary>
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/// Fast path for qty 1-2: place a single part or a best-fit pair
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/// Fast path for qty 1-2: place a single part or a best-fit pair
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/// without running the full strategy pipeline.
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/// without running the full strategy pipeline.
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