using System; using System.Collections.Generic; using System.Linq; using OpenNest.Geometry; using OpenNest.Math; namespace OpenNest.Engine.Sequencing { /// /// Sequences a plate along lines the user draws over it, in the order they were drawn. /// Each part belongs to the line passing closest to its center, and is cut in the order /// that nearest point falls along the line; where a line passes a part more than once, /// the closest pass decides. The jump from one line to the next is a rapid and claims /// nothing. Cut-first parts stay ahead of the rest and the cutoff rules still apply. /// public static class DrawnPathSequencing { /// Reorders the plate's parts; false when no line has length or nothing moves. public static bool Apply(Plate plate, IReadOnlyList> lines) { var cutOrder = CutOrder(plate, lines); if (cutOrder == null || cutOrder.SequenceEqual(plate.Parts, ReferenceEqualityComparer.Instance)) return false; plate.Parts.Reorder(cutOrder); return true; } /// /// The order would give the plate, without changing it; null when /// no line has length or there is nothing to order. /// public static List CutOrder(Plate plate, IReadOnlyList> lines) { ArgumentNullException.ThrowIfNull(plate); ArgumentNullException.ThrowIfNull(lines); if (plate.Parts.Count < 2 || !lines.Any(HasLength)) return null; var first = plate.Parts.Where(p => p.BaseDrawing.CutFirst); var rest = plate.Parts.Where(p => !p.BaseDrawing.CutFirst); var ordered = Order(first, lines).Concat(Order(rest, lines)).ToList(); return PlateSequencing.OrderCutOffsFirst(ordered, plate); } /// The parts in line order; ties keep their current order. public static List Order(IEnumerable parts, IReadOnlyList> lines) { return parts .Select(part => (Part: part, Station: Nearest(part.BoundingBox.Center, lines))) .OrderBy(item => item.Station.Line) .ThenBy(item => item.Station.Along) .ThenBy(item => item.Station.Distance) .Select(item => item.Part) .ToList(); } /// /// The distance along the path to the point nearest , and how /// far away that point is. The earliest of equally near points wins. /// public static (double Along, double Distance) Project(Vector point, IReadOnlyList path) { if (path.Count == 0) return (0, double.PositiveInfinity); var best = (Along: 0.0, Distance: point.DistanceTo(path[0])); var travelled = 0.0; for (var i = 1; i < path.Count; i++) { var start = path[i - 1]; var end = path[i]; var dx = end.X - start.X; var dy = end.Y - start.Y; var lengthSquared = dx * dx + dy * dy; var length = System.Math.Sqrt(lengthSquared); if (length <= Tolerance.Epsilon) continue; var t = ((point.X - start.X) * dx + (point.Y - start.Y) * dy) / lengthSquared; t = System.Math.Clamp(t, 0.0, 1.0); var nearest = new Vector(start.X + dx * t, start.Y + dy * t); var distance = point.DistanceTo(nearest); if (distance < best.Distance - Tolerance.Epsilon) best = (travelled + length * t, distance); travelled += length; } return best; } /// Whether the line is long enough to sequence along. public static bool HasLength(IReadOnlyList path) { var length = 0.0; for (var i = 1; i < path.Count; i++) length += path[i - 1].DistanceTo(path[i]); return length > Tolerance.Epsilon; } // The earliest of equally near lines wins. private static (int Line, double Along, double Distance) Nearest(Vector point, IReadOnlyList> lines) { var best = (Line: int.MaxValue, Along: 0.0, Distance: double.PositiveInfinity); for (var i = 0; i < lines.Count; i++) { if (!HasLength(lines[i])) continue; var (along, distance) = Project(point, lines[i]); if (distance < best.Distance - Tolerance.Epsilon) best = (i, along, distance); } return best; } } }