using System.Collections.Generic; using OpenNest.Geometry; using OpenNest.Math; namespace OpenNest { public class FillLinear { public FillLinear(Box workArea, double partSpacing) { PartSpacing = partSpacing; WorkArea = new Box(workArea.X, workArea.Y, workArea.Width, workArea.Height); } public Box WorkArea { get; } public double PartSpacing { get; } public double HalfSpacing => PartSpacing / 2; private static Vector MakeOffset(NestDirection direction, double distance) { return direction == NestDirection.Horizontal ? new Vector(distance, 0) : new Vector(0, distance); } private static PushDirection GetPushDirection(NestDirection direction) { return direction == NestDirection.Horizontal ? PushDirection.Left : PushDirection.Down; } private static double GetDimension(Box box, NestDirection direction) { return direction == NestDirection.Horizontal ? box.Width : box.Height; } private static double GetStart(Box box, NestDirection direction) { return direction == NestDirection.Horizontal ? box.Left : box.Bottom; } private double GetLimit(NestDirection direction) { return direction == NestDirection.Horizontal ? WorkArea.Right : WorkArea.Top; } private static NestDirection PerpendicularAxis(NestDirection direction) { return direction == NestDirection.Horizontal ? NestDirection.Vertical : NestDirection.Horizontal; } /// /// Computes the slide distance for the push algorithm, returning the /// geometry-aware copy distance along the given axis. /// private double ComputeCopyDistance(double bboxDim, double slideDistance) { if (slideDistance >= double.MaxValue || slideDistance < 0) return bboxDim + PartSpacing; return bboxDim - slideDistance; } /// /// Finds the geometry-aware copy distance between two identical parts along an axis. /// Both parts are inflated by half-spacing for symmetric spacing. /// private double FindCopyDistance(Part partA, NestDirection direction, PartBoundary boundary) { var bboxDim = GetDimension(partA.BoundingBox, direction); var pushDir = GetPushDirection(direction); var opposite = Helper.OppositeDirection(pushDir); var partB = partA.CloneAtOffset(MakeOffset(direction, bboxDim)); var movingLines = boundary.GetLines(partB.Location, pushDir); var stationaryLines = boundary.GetLines(partA.Location, opposite); var slideDistance = Helper.DirectionalDistance(movingLines, stationaryLines, pushDir); return ComputeCopyDistance(bboxDim, slideDistance); } /// /// Finds the geometry-aware copy distance between two identical patterns along an axis. /// Checks every pair of parts across adjacent patterns so that multi-part /// patterns (e.g. interlocking pairs) maintain spacing between ALL parts. /// Both sides are inflated by half-spacing for symmetric spacing. /// private double FindPatternCopyDistance(Pattern patternA, NestDirection direction, PartBoundary[] boundaries) { if (patternA.Parts.Count <= 1) return FindSinglePartPatternCopyDistance(patternA, direction, boundaries[0]); var bboxDim = GetDimension(patternA.BoundingBox, direction); var pushDir = GetPushDirection(direction); var opposite = Helper.OppositeDirection(pushDir); // Compute a starting offset large enough that every part-pair in // patternB has its offset geometry beyond patternA's offset geometry. var startOffset = bboxDim; for (var i = 0; i < patternA.Parts.Count; i++) { var aUpper = direction == NestDirection.Horizontal ? patternA.Parts[i].BoundingBox.Right : patternA.Parts[i].BoundingBox.Top; for (var j = 0; j < patternA.Parts.Count; j++) { var bLower = direction == NestDirection.Horizontal ? patternA.Parts[j].BoundingBox.Left : patternA.Parts[j].BoundingBox.Bottom; var required = aUpper - bLower + PartSpacing + Tolerance.Epsilon; if (required > startOffset) startOffset = required; } } var patternB = patternA.Clone(MakeOffset(direction, startOffset)); // Pre-compute stationary lines for patternA parts. var stationaryCache = new List[patternA.Parts.Count]; for (var i = 0; i < patternA.Parts.Count; i++) stationaryCache[i] = boundaries[i].GetLines(patternA.Parts[i].Location, opposite); var maxCopyDistance = 0.0; for (var j = 0; j < patternB.Parts.Count; j++) { var partB = patternB.Parts[j]; var movingLines = boundaries[j].GetLines(partB.Location, pushDir); for (var i = 0; i < patternA.Parts.Count; i++) { var slideDistance = Helper.DirectionalDistance(movingLines, stationaryCache[i], pushDir); if (slideDistance >= double.MaxValue || slideDistance < 0) continue; var copyDist = startOffset - slideDistance; if (copyDist > maxCopyDistance) maxCopyDistance = copyDist; } } // Fallback: if no pair interacted (shouldn't happen for real parts), // use the simple bounding-box + spacing distance. if (maxCopyDistance <= 0) return bboxDim + PartSpacing; return maxCopyDistance; } /// /// Fast path for single-part patterns — no cross-part conflicts possible. /// private double FindSinglePartPatternCopyDistance(Pattern patternA, NestDirection direction, PartBoundary boundary) { var bboxDim = GetDimension(patternA.BoundingBox, direction); var pushDir = GetPushDirection(direction); var opposite = Helper.OppositeDirection(pushDir); var patternB = patternA.Clone(MakeOffset(direction, bboxDim)); var movingLines = GetPatternLines(patternB, boundary, pushDir); var stationaryLines = GetPatternLines(patternA, boundary, opposite); var slideDistance = Helper.DirectionalDistance(movingLines, stationaryLines, pushDir); return ComputeCopyDistance(bboxDim, slideDistance); } /// /// Gets offset boundary lines for all parts in a pattern using a shared boundary. /// private static List GetPatternLines(Pattern pattern, PartBoundary boundary, PushDirection direction) { var lines = new List(); foreach (var part in pattern.Parts) lines.AddRange(boundary.GetLines(part.Location, direction)); return lines; } /// /// Creates boundaries for all parts in a pattern. Parts that share the same /// program geometry (same drawing and rotation) reuse the same boundary instance. /// private PartBoundary[] CreateBoundaries(Pattern pattern) { var boundaries = new PartBoundary[pattern.Parts.Count]; var cache = new List<(Drawing drawing, double rotation, PartBoundary boundary)>(); for (var i = 0; i < pattern.Parts.Count; i++) { var part = pattern.Parts[i]; PartBoundary found = null; foreach (var entry in cache) { if (entry.drawing == part.BaseDrawing && entry.rotation.IsEqualTo(part.Rotation)) { found = entry.boundary; break; } } if (found == null) { found = new PartBoundary(part, HalfSpacing); cache.Add((part.BaseDrawing, part.Rotation, found)); } boundaries[i] = found; } return boundaries; } /// /// Tiles a pattern along the given axis, returning the cloned parts /// (does not include the original pattern's parts). For multi-part /// patterns, also adds individual parts from the next incomplete copy /// that still fit within the work area. /// private List TilePattern(Pattern basePattern, NestDirection direction, PartBoundary[] boundaries) { var result = new List(); var copyDistance = FindPatternCopyDistance(basePattern, direction, boundaries); if (copyDistance <= 0) return result; var dim = GetDimension(basePattern.BoundingBox, direction); var start = GetStart(basePattern.BoundingBox, direction); var limit = GetLimit(direction); var count = 1; while (true) { var nextPos = start + copyDistance * count; if (nextPos + dim > limit + Tolerance.Epsilon) break; var clone = basePattern.Clone(MakeOffset(direction, copyDistance * count)); result.AddRange(clone.Parts); count++; } // For multi-part patterns, try to place individual parts from the // next copy that didn't fit as a whole. This handles cases where // e.g. a 2-part pair only partially fits — one part may still be // within the work area even though the full pattern exceeds it. if (basePattern.Parts.Count > 1) { var partialClone = basePattern.Clone(MakeOffset(direction, copyDistance * count)); foreach (var part in partialClone.Parts) { if (part.BoundingBox.Right <= WorkArea.Right + Tolerance.Epsilon && part.BoundingBox.Top <= WorkArea.Top + Tolerance.Epsilon && part.BoundingBox.Left >= WorkArea.Left - Tolerance.Epsilon && part.BoundingBox.Bottom >= WorkArea.Bottom - Tolerance.Epsilon) { result.Add(part); } } } return result; } /// /// Creates a seed pattern containing a single part positioned at the work area origin. /// Returns an empty pattern if the part does not fit. /// private Pattern MakeSeedPattern(Drawing drawing, double rotationAngle) { var pattern = new Pattern(); var template = new Part(drawing); if (!rotationAngle.IsEqualTo(0)) template.Rotate(rotationAngle); var bbox = template.Program.BoundingBox(); template.Offset(WorkArea.Location - bbox.Location); template.UpdateBounds(); if (template.BoundingBox.Width > WorkArea.Width + Tolerance.Epsilon || template.BoundingBox.Height > WorkArea.Height + Tolerance.Epsilon) return pattern; pattern.Parts.Add(template); pattern.UpdateBounds(); return pattern; } /// /// Recursively fills the work area. At depth 0, tiles the pattern along the /// primary axis, then recurses perpendicular. At depth 1, tiles and returns. /// private List FillRecursive(Pattern pattern, NestDirection direction, int depth) { var boundaries = CreateBoundaries(pattern); var result = new List(pattern.Parts); result.AddRange(TilePattern(pattern, direction, boundaries)); if (depth == 0 && result.Count > pattern.Parts.Count) { var rowPattern = new Pattern(); rowPattern.Parts.AddRange(result); rowPattern.UpdateBounds(); return FillRecursive(rowPattern, PerpendicularAxis(direction), depth + 1); } if (depth == 0) { // Single part didn't tile along primary — still try perpendicular. return FillRecursive(pattern, PerpendicularAxis(direction), depth + 1); } return result; } /// /// Fills a single row of identical parts along one axis using geometry-aware spacing. /// public Pattern FillRow(Drawing drawing, double rotationAngle, NestDirection direction) { var seed = MakeSeedPattern(drawing, rotationAngle); if (seed.Parts.Count == 0) return seed; var template = seed.Parts[0]; var boundary = new PartBoundary(template, HalfSpacing); var copyDistance = FindCopyDistance(template, direction, boundary); if (copyDistance <= 0) return seed; var dim = GetDimension(template.BoundingBox, direction); var start = GetStart(template.BoundingBox, direction); var limit = GetLimit(direction); var count = 1; while (true) { var nextPos = start + copyDistance * count; if (nextPos + dim > limit + Tolerance.Epsilon) break; var clone = template.CloneAtOffset(MakeOffset(direction, copyDistance * count)); seed.Parts.Add(clone); count++; } seed.UpdateBounds(); return seed; } /// /// Fills the work area by tiling a pre-built pattern along both axes. /// public List Fill(Pattern pattern, NestDirection primaryAxis) { if (pattern.Parts.Count == 0) return new List(); var offset = WorkArea.Location - pattern.BoundingBox.Location; var basePattern = pattern.Clone(offset); if (basePattern.BoundingBox.Width > WorkArea.Width + Tolerance.Epsilon || basePattern.BoundingBox.Height > WorkArea.Height + Tolerance.Epsilon) return new List(); return FillRecursive(basePattern, primaryAxis, depth: 0); } /// /// Fills the work area by creating a seed part, then recursively tiling /// along the primary axis and then the perpendicular axis. /// public List Fill(Drawing drawing, double rotationAngle, NestDirection primaryAxis) { var seed = MakeSeedPattern(drawing, rotationAngle); if (seed.Parts.Count == 0) return new List(); return FillRecursive(seed, primaryAxis, depth: 0); } } }