using System.Linq; using OpenNest.Engine.Fill; using OpenNest.Geometry; using OpenNest.Math; namespace OpenNest.Engine.RectanglePacking { internal class FillSpiral : FillEngine { public Box CenterRemnant { get; private set; } /// /// A spiral other than the least-waste one must hold more parts than this, counting a /// plain grid in its center. Set to the count already in hand, so a pinwheel replaces a /// tidier layout only when it adds parts. /// public int AlternativeMustExceed { get; init; } public FillSpiral(Bin bin) : base(bin) { } public override void Fill(Item item) { Fill(item, int.MaxValue); } public override void Fill(Item item, int maxCount) { if (item == null) return; // Width = Y axis, Length = X axis var (comboY, comboX) = SelectCombinations(item); if (comboY == null) return; // cant do an efficient spiral fill var q14size = Q14Size(item, comboY, comboX); var q23size = Q23Size(item, comboY, comboX); // Q1: normal orientation at bin origin item.Location = Bin.Location; var q1 = FillGrid(item, comboY.Count1, comboX.Count1, maxCount); Bin.Items.AddRange(q1); // Q2: rotated, above Q1 item.Rotate(); item.Location = new Vector(Bin.X, Bin.Y + q14size.Width); var q2 = FillGrid(item, comboY.Count2, comboX.Count2, maxCount - Bin.Items.Count); Bin.Items.AddRange(q2); // Q3: rotated, right of Q1 item.Location = new Vector(Bin.X + q14size.Length, Bin.Y); var q3 = FillGrid(item, comboY.Count2, comboX.Count2, maxCount - Bin.Items.Count); Bin.Items.AddRange(q3); // Q4: normal orientation, diagonal from Q1 item.Rotate(); item.Location = new Vector(Bin.X + q23size.Length, Bin.Y + q23size.Width); var q4 = FillGrid(item, comboY.Count1, comboX.Count1, maxCount); Bin.Items.AddRange(q4); // Compute center remnant — the rectangular gap between the 4 quadrants // Only valid when all 4 quadrants have items; otherwise the "center" // overlaps an occupied quadrant and recursion never terminates. var centerW = System.Math.Abs(q14size.Length - q23size.Length); var centerH = System.Math.Abs(q14size.Width - q23size.Width); if ( comboY.Count1 > 0 && comboY.Count2 > 0 && comboX.Count1 > 0 && comboX.Count2 > 0 && centerW > Tolerance.Epsilon && centerH > Tolerance.Epsilon ) { CenterRemnant = new Box( Bin.X + System.Math.Min(q14size.Length, q23size.Length), Bin.Y + System.Math.Min(q14size.Width, q23size.Width), centerW, centerH ); } } /// /// Keeps the least-waste combinations when their blocks can share the sheet, and otherwise /// or when a true pinwheel holds more, the pinwheel holding the most. The least-waste /// combinations often cannot: on a tight axis they make one pair of blocks the larger on /// both axes, so the spiral would overlap itself while a slacker one fits. /// private (CombinationResult Y, CombinationResult X) SelectCombinations(Item item) { var tightY = BestCombination.FindFrom2(item.Width, item.Length, Bin.Width); var tightX = BestCombination.FindFrom2(item.Length, item.Width, Bin.Length); if (!tightY.Found || !tightX.Found) return (null, null); var (bestY, bestX) = (default(CombinationResult), default(CombinationResult)); var bestCount = AlternativeMustExceed; if (Fits(item, tightY, tightX)) { (bestY, bestX) = (tightY, tightX); bestCount = System.Math.Max(bestCount, CountParts(item, tightY, tightX)); } var alternativesX = BestCombination .AllFrom2(item.Length, item.Width, Bin.Length) .Where(c => c.Count1 > 0 && c.Count2 > 0) .ToList(); foreach (var comboY in BestCombination.AllFrom2(item.Width, item.Length, Bin.Width)) { if (comboY.Count1 == 0 || comboY.Count2 == 0) continue; foreach (var comboX in alternativesX) { if (!Fits(item, comboY, comboX)) continue; var count = CountParts(item, comboY, comboX); if (count > bestCount) (bestY, bestX, bestCount) = (comboY, comboX, count); } } return (bestY, bestX); } private static Size Q14Size(Item item, CombinationResult comboY, CombinationResult comboX) => new(item.Width * comboY.Count1, item.Length * comboX.Count1); private static Size Q23Size(Item item, CombinationResult comboY, CombinationResult comboX) => new(item.Length * comboY.Count2, item.Width * comboX.Count2); // Q2 meets Q3, or Q1 meets Q4, only when one pair of blocks is the larger on both axes. private static bool Fits(Item item, CombinationResult comboY, CombinationResult comboX) { var q14size = Q14Size(item, comboY, comboX); var q23size = Q23Size(item, comboY, comboX); return !( (q14size.Width > q23size.Width && q14size.Length > q23size.Length) || (q23size.Width > q14size.Width && q23size.Length > q14size.Length) ); } private static int CountParts(Item item, CombinationResult comboY, CombinationResult comboX) { var q14size = Q14Size(item, comboY, comboX); var q23size = Q23Size(item, comboY, comboX); var centerW = System.Math.Abs(q14size.Length - q23size.Length); var centerH = System.Math.Abs(q14size.Width - q23size.Width); var center = System.Math.Max( GridCount(centerW, item.Length) * GridCount(centerH, item.Width), GridCount(centerW, item.Width) * GridCount(centerH, item.Length) ); return 2 * (comboY.Count1 * comboX.Count1 + comboY.Count2 * comboX.Count2) + center; } private static int GridCount(double span, double size) => (int)System.Math.Floor((span + Tolerance.Epsilon) / size); } }