using System;
using System.Linq;
using System.Threading;
using OpenNest.Engine.Jobs.Adapters;
namespace OpenNest.Engine.Jobs.Placement;
///
/// Migrated built-in placement strategy for the whole-job runner. Reuses
/// fill/pack geometry but owns its own run-scoped bookkeeping: remaining demand is read from the
/// request and placement counts are derived from returned placements, so the engine's private
/// mutations never feed back into job accounting.
///
///
/// The identity/progress boundary mechanics live in : one
/// private per requirement is created once per solve and reused across every
/// candidate trial (the runner reuses one instance per job). This is safe
/// because the engines mutate (per-trial) and canonical-frame copies,
/// never the shared or its Quantity. Identity is by Drawing reference,
/// never by name. Each trial still gets a fresh private .
///
public sealed class DefaultPlateNester : IPlateNester
{
private readonly Func engineFactory;
private readonly OrderedPlateNester restrictedRotationNester = new();
private readonly CandidatePlacementContext context = new();
public DefaultPlateNester()
: this(static plate => new DefaultNestEngine(plate)) { }
/// Injectable for tests; defaults to .
public DefaultPlateNester(Func engineFactory)
{
this.engineFactory =
engineFactory ?? throw new ArgumentNullException(nameof(engineFactory));
}
public PlateCandidate Place(
PlatePlacementRequest request,
IProgress progress = null,
CancellationToken token = default
)
{
ArgumentNullException.ThrowIfNull(request);
token.ThrowIfCancellationRequested();
// The legacy engine cannot express a locked or bounded rotation (start == end == 0 reads
// as "unconstrained") and its Pairs/RectBestFit strategies rotate freely, so it can return
// poses the requirement's RotationPolicy forbids. Restricted requirements go to the
// policy-aware ordered nester, which only proposes allowed angles and validates each pose.
if (request.Parts.Any(part => part.Rotation.Kind != RotationPolicyKind.Automatic))
return restrictedRotationNester.Place(request, progress, token);
var plate = DrawingJobMapper.CreatePlate(request.Stock);
// Quantity is the request's remaining demand; the engine may mutate these per-trial items,
// and that mutation is deliberately discarded — placement counts come from the result.
var items = context.CreateItems(request.Parts);
var engine =
engineFactory(plate)
?? throw new InvalidOperationException("Engine factory returned null.");
var legacyProgress = CandidateProgressBridge.Create(progress, request.Stock.Id);
var parts = engine.Nest(items, legacyProgress, token);
token.ThrowIfCancellationRequested();
if (parts == null)
throw new InvalidOperationException("Engine returned null placements.");
return new PlateCandidate(context.MapPlacements(parts));
}
}