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 crossing 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. A single point is a click, and crosses the parts whose boxes
/// hold it. Parts no line crosses are cut after the rest, ordered the same way by their
/// nearest line. 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 can sequence 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 can sequence 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(CanSequence))
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, then the parts no line crosses, in the order they would
/// follow their nearest line; ties keep their current order.
///
public static List Order(IEnumerable parts, IReadOnlyList> lines)
{
return parts
.Select(part =>
{
var box = part.BoundingBox;
var crossing = Nearest(box.Center, lines, line => Crosses(line, box));
var missed = crossing.Line == int.MaxValue;
return (Part: part, Missed: missed, Station: missed ? Nearest(box.Center, lines, _ => true) : crossing);
})
.OrderBy(item => item.Missed)
.ThenBy(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 a line crosses the part, so it is cut in that line's order rather than after the rest.
public static bool Reaches(IReadOnlyList> lines, Part part)
{
var box = part.BoundingBox;
return lines.Any(line => CanSequence(line) && Crosses(line, box));
}
/// Whether the path is a click or a line long enough to sequence along.
public static bool CanSequence(IReadOnlyList path) => path.Count == 1 || HasLength(path);
/// 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;
}
/// Whether any segment of the path touches the box, or a click lands in it.
public static bool Crosses(IReadOnlyList path, Box box)
{
if (path.Count == 1)
return box.Contains(path[0]);
for (var i = 1; i < path.Count; i++)
{
if (SegmentTouchesBox(path[i - 1], path[i], box))
return true;
}
return false;
}
// Liang-Barsky clip of the segment against the box, edges included.
private static bool SegmentTouchesBox(Vector start, Vector end, Box box)
{
var dx = end.X - start.X;
var dy = end.Y - start.Y;
var enter = 0.0;
var exit = 1.0;
return Clip(-dx, start.X - box.Left, ref enter, ref exit)
&& Clip(dx, box.Right - start.X, ref enter, ref exit)
&& Clip(-dy, start.Y - box.Bottom, ref enter, ref exit)
&& Clip(dy, box.Top - start.Y, ref enter, ref exit);
}
private static bool Clip(double p, double q, ref double enter, ref double exit)
{
if (System.Math.Abs(p) <= Tolerance.Epsilon)
return q >= -Tolerance.Epsilon;
var t = q / p;
if (p < 0)
enter = System.Math.Max(enter, t);
else
exit = System.Math.Min(exit, t);
return enter <= exit;
}
// The earliest of equally near lines wins; int.MaxValue when no line qualifies.
private static (int Line, double Along, double Distance) Nearest(
Vector point, IReadOnlyList> lines, Func, bool> qualifies)
{
var best = (Line: int.MaxValue, Along: 0.0, Distance: double.PositiveInfinity);
for (var i = 0; i < lines.Count; i++)
{
if (!CanSequence(lines[i]) || !qualifies(lines[i]))
continue;
var (along, distance) = Project(point, lines[i]);
if (distance < best.Distance - Tolerance.Epsilon)
best = (i, along, distance);
}
return best;
}
}
}