using System.Collections.Generic; using System.Threading.Tasks; 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.Length); } 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.Length; } 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; // The geometry-aware slide can produce a copy distance smaller than // the part itself when inflated corner/arc vertices interact spuriously. // Clamp to bboxDim + PartSpacing to prevent bounding box overlap. return System.Math.Max(bboxDim - slideDistance, bboxDim + PartSpacing); } /// /// 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 locationBOffset = MakeOffset(direction, bboxDim); // Use the most efficient array-based overload to avoid all allocations. var slideDistance = SpatialQuery.DirectionalDistance( boundary.GetEdges(pushDir), partA.Location + locationBOffset, boundary.GetEdges(SpatialQuery.OppositeDirection(pushDir)), partA.Location, 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 = SpatialQuery.OppositeDirection(pushDir); // Compute a starting offset large enough that every part-pair in // patternB has its offset geometry beyond patternA's offset geometry. var maxUpper = double.MinValue; var minLower = double.MaxValue; for (var i = 0; i < patternA.Parts.Count; i++) { var bb = patternA.Parts[i].BoundingBox; var upper = direction == NestDirection.Horizontal ? bb.Right : bb.Top; var lower = direction == NestDirection.Horizontal ? bb.Left : bb.Bottom; if (upper > maxUpper) maxUpper = upper; if (lower < minLower) minLower = lower; } var startOffset = System.Math.Max(bboxDim, maxUpper - minLower + PartSpacing + Tolerance.Epsilon); var offset = MakeOffset(direction, startOffset); // Pre-cache edge arrays. var movingEdges = new (Vector start, Vector end)[patternA.Parts.Count][]; var stationaryEdges = new (Vector start, Vector end)[patternA.Parts.Count][]; for (var i = 0; i < patternA.Parts.Count; i++) { movingEdges[i] = boundaries[i].GetEdges(pushDir); stationaryEdges[i] = boundaries[i].GetEdges(opposite); } var maxCopyDistance = 0.0; for (var j = 0; j < patternA.Parts.Count; j++) { var locationB = patternA.Parts[j].Location + offset; for (var i = 0; i < patternA.Parts.Count; i++) { var slideDistance = SpatialQuery.DirectionalDistance( movingEdges[j], locationB, stationaryEdges[i], patternA.Parts[i].Location, pushDir); if (slideDistance >= double.MaxValue || slideDistance < 0) continue; var copyDist = startOffset - slideDistance; if (copyDist > maxCopyDistance) maxCopyDistance = copyDist; } } if (maxCopyDistance < Tolerance.Epsilon) 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 template = patternA.Parts[0]; return FindCopyDistance(template, direction, boundary); } /// /// 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; } /// /// Gets boundary lines for all parts in a pattern, with an additional /// location offset applied. Avoids cloning the pattern. /// private static List GetOffsetPatternLines(Pattern pattern, Vector offset, PartBoundary boundary, PushDirection direction) { var lines = new List(); foreach (var part in pattern.Parts) lines.AddRange(boundary.GetLines(part.Location + offset, 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 copyDistance = FindPatternCopyDistance(basePattern, direction, boundaries); if (copyDistance <= 0) return new List(); var dim = GetDimension(basePattern.BoundingBox, direction); var start = GetStart(basePattern.BoundingBox, direction); var limit = GetLimit(direction); var estimatedCopies = (int)((limit - start - dim) / copyDistance); var result = new List(estimatedCopies * basePattern.Parts.Count); var count = 1; while (true) { var nextPos = start + copyDistance * count; if (nextPos + dim > limit + Tolerance.Epsilon) break; var offset = MakeOffset(direction, copyDistance * count); foreach (var part in basePattern.Parts) result.Add(part.CloneAtOffset(offset)); 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 offset = MakeOffset(direction, copyDistance * count); foreach (var basePart in basePattern.Parts) { var part = basePart.CloneAtOffset(offset); 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); template.Offset(WorkArea.Location - template.BoundingBox.Location); if (template.BoundingBox.Width > WorkArea.Width + Tolerance.Epsilon || template.BoundingBox.Length > WorkArea.Length + Tolerance.Epsilon) return pattern; pattern.Parts.Add(template); pattern.UpdateBounds(); return pattern; } /// /// Fills the work area by tiling the pattern along the primary axis to form /// a row, then tiling that row along the perpendicular axis to form a grid. /// After the grid is formed, fills the remaining strip with individual parts. /// private List FillGrid(Pattern pattern, NestDirection direction) { var perpAxis = PerpendicularAxis(direction); var boundaries = CreateBoundaries(pattern); // Step 1: Tile along primary axis var row = new List(pattern.Parts); row.AddRange(TilePattern(pattern, direction, boundaries)); // If primary tiling didn't produce copies, just tile along perpendicular if (row.Count <= pattern.Parts.Count) { row.AddRange(TilePattern(pattern, perpAxis, boundaries)); return row; } // Step 2: Build row pattern and tile along perpendicular axis var rowPattern = new Pattern(); rowPattern.Parts.AddRange(row); rowPattern.UpdateBounds(); var rowBoundaries = CreateBoundaries(rowPattern); var gridResult = new List(rowPattern.Parts); gridResult.AddRange(TilePattern(rowPattern, perpAxis, rowBoundaries)); // Step 3: Fill remaining strip var remaining = FillRemainingStrip(gridResult, pattern, perpAxis, direction); if (remaining.Count > 0) gridResult.AddRange(remaining); // Step 4: Try fewer rows optimization var fewerResult = TryFewerRows(gridResult, rowPattern, pattern, perpAxis, direction); if (fewerResult != null && fewerResult.Count > gridResult.Count) return fewerResult; return gridResult; } /// /// Tries removing the last row/column from the grid and re-filling the /// larger remainder strip. Returns null if this doesn't improve the total. /// private List TryFewerRows( List fullResult, Pattern rowPattern, Pattern seedPattern, NestDirection tiledAxis, NestDirection primaryAxis) { var rowPartCount = rowPattern.Parts.Count; if (fullResult.Count < rowPartCount * 2) return null; var fewerParts = new List(fullResult.Count - rowPartCount); for (var i = 0; i < fullResult.Count - rowPartCount; i++) fewerParts.Add(fullResult[i]); var remaining = FillRemainingStrip(fewerParts, seedPattern, tiledAxis, primaryAxis); if (remaining.Count <= rowPartCount) return null; fewerParts.AddRange(remaining); return fewerParts; } /// /// After tiling full rows/columns, fills the remaining strip with individual /// parts. The strip is the leftover space along the tiled axis between the /// last full row/column and the work area boundary. Each unique drawing and /// rotation from the seed pattern is tried in both directions. /// private List FillRemainingStrip( List placedParts, Pattern seedPattern, NestDirection tiledAxis, NestDirection primaryAxis) { var placedEdge = FindPlacedEdge(placedParts, tiledAxis); var remainingStrip = BuildRemainingStrip(placedEdge, tiledAxis); if (remainingStrip == null) return new List(); var rotations = BuildRotationSet(seedPattern); return FindBestFill(rotations, remainingStrip); } private static double FindPlacedEdge(List placedParts, NestDirection tiledAxis) { var placedEdge = double.MinValue; foreach (var part in placedParts) { var edge = tiledAxis == NestDirection.Vertical ? part.BoundingBox.Top : part.BoundingBox.Right; if (edge > placedEdge) placedEdge = edge; } return placedEdge; } private Box BuildRemainingStrip(double placedEdge, NestDirection tiledAxis) { if (tiledAxis == NestDirection.Vertical) { var bottom = placedEdge + PartSpacing; var height = WorkArea.Top - bottom; if (height <= Tolerance.Epsilon) return null; return new Box(WorkArea.X, bottom, WorkArea.Width, height); } else { var left = placedEdge + PartSpacing; var width = WorkArea.Right - left; if (width <= Tolerance.Epsilon) return null; return new Box(left, WorkArea.Y, width, WorkArea.Length); } } /// /// Builds a set of (drawing, rotation) candidates: cardinal orientations /// (0° and 90°) for each unique drawing, plus any seed pattern rotations /// not already covered. /// private static List<(Drawing drawing, double rotation)> BuildRotationSet(Pattern seedPattern) { var rotations = new List<(Drawing drawing, double rotation)>(); var drawings = new List(); foreach (var seedPart in seedPattern.Parts) { var found = false; foreach (var d in drawings) { if (d == seedPart.BaseDrawing) { found = true; break; } } if (!found) drawings.Add(seedPart.BaseDrawing); } foreach (var drawing in drawings) { rotations.Add((drawing, 0)); rotations.Add((drawing, Angle.HalfPI)); } foreach (var seedPart in seedPattern.Parts) { var skip = false; foreach (var (d, r) in rotations) { if (d == seedPart.BaseDrawing && r.IsEqualTo(seedPart.Rotation)) { skip = true; break; } } if (!skip) rotations.Add((seedPart.BaseDrawing, seedPart.Rotation)); } return rotations; } /// /// Tries all rotation candidates in both directions in parallel, returns the /// fill with the most parts. /// private List FindBestFill(List<(Drawing drawing, double rotation)> rotations, Box strip) { var bag = new System.Collections.Concurrent.ConcurrentBag>(); Parallel.ForEach(rotations, entry => { var filler = new FillLinear(strip, PartSpacing); var h = filler.Fill(entry.drawing, entry.rotation, NestDirection.Horizontal); var v = filler.Fill(entry.drawing, entry.rotation, NestDirection.Vertical); if (h != null && h.Count > 0) bag.Add(h); if (v != null && v.Count > 0) bag.Add(v); }); List best = null; foreach (var candidate in bag) { if (best == null || candidate.Count > best.Count) best = candidate; } return best ?? new List(); } /// /// 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.Length > WorkArea.Length + Tolerance.Epsilon) return new List(); return FillGrid(basePattern, primaryAxis); } /// /// 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 FillGrid(seed, primaryAxis); } } }