using System; using System.Collections.Generic; using Clipper2Lib; using OpenNest.Engine.Jobs.Placement; using OpenNest.Geometry; namespace OpenNest.Engine.Jobs; /// Validates a trial against immutable job geometry before the runner commits accounting. internal static class NestJobPlacementValidator { private const double Epsilon = 0.0000001; // Flattening for the placement overlap check: the same 0.001 Part.Intersects uses. Part // spacing is judged by NestLayoutCheck.KeepsSpacing instead, so this validator and the // layout check accept exactly the same pairs. private const double PlacementChordTolerance = NestTolerances.ValidationOutline; internal static void ValidateCandidate( PlateCandidate candidate, NestPlateStock stock, IReadOnlyDictionary remaining, IReadOnlyDictionary parts ) { if (candidate == null) throw new InvalidOperationException("The plate nester returned a null candidate."); var counts = new Dictionary(StringComparer.Ordinal); var placed = new List(); // Spacing outlines per placement, prepared only once a neighbor comes near. var poses = new List<(JobPartGeometry Geometry, NestJobPlacement Pose)>(); var spaced = new List(); var geometries = new Dictionary(StringComparer.Ordinal); var sources = new Dictionary(StringComparer.Ordinal); foreach (var placement in candidate.Placements) { if ( placement.PartId == null || !remaining.TryGetValue(placement.PartId, out var available) || !parts.TryGetValue(placement.PartId, out var part) ) throw new InvalidOperationException( "Candidate references an unknown requirement ID." ); if ( !double.IsFinite(placement.X) || !double.IsFinite(placement.Y) || !double.IsFinite(placement.Rotation) ) throw new InvalidOperationException("Candidate poses must be finite."); counts.TryGetValue(placement.PartId, out var count); if (count >= available) throw new InvalidOperationException("Candidate overproduces a requirement."); if (!part.Rotation.Allows(placement.Rotation)) throw new InvalidOperationException( "Candidate rotation is not allowed for the requirement." ); if (!sources.TryGetValue(placement.PartId, out var source)) { var geometry = JobPartGeometry.Read(part.Geometry); geometries[placement.PartId] = geometry; sources[placement.PartId] = source = new ShapeTopology(geometry.Perimeter, new List(geometry.Cutouts)); } var shape = Transform(source, placement); if (!FitsWorkArea(shape, stock)) throw new InvalidOperationException( "Candidate placement falls outside the usable stock area." ); poses.Add((geometries[placement.PartId], placement)); spaced.Add(null); for (var k = 0; k < placed.Count; k++) { var other = placed[k]; // Analytic contour bounds give a conservative lower bound on clearance. // Do not polygonize or compare every hole edge for distant placements. if (BoundsDistance(shape.Perimeter.BoundingBox, other.Perimeter.BoundingBox) >= stock.PartSpacing && !shape.Perimeter.BoundingBox.Intersects(other.Perimeter.BoundingBox)) continue; if (Overlaps(shape, other)) throw new InvalidOperationException("Candidate placements overlap."); // Earlier placement first, so ties inflate it as the layout check's sweep does. if (stock.PartSpacing > 0 && !NestLayoutCheck.KeepsSpacing(Spaced(k), Spaced(placed.Count))) throw new InvalidOperationException( "Candidate placements violate required part spacing." ); } placed.Add(shape); counts[placement.PartId] = count + 1; } NestLayoutCheck.PreparedPlacement Spaced(int index) => spaced[index] ??= NestLayoutCheck.Prepare(poses[index].Geometry, poses[index].Pose, stock.PartSpacing); } private static ShapeTopology Transform(ShapeTopology source, NestJobPlacement placement) { var perimeter = TransformContour(source.Perimeter, placement); var cutouts = new List(source.Cutouts.Count); foreach (var cutout in source.Cutouts) cutouts.Add(TransformContour(cutout, placement)); return new ShapeTopology(perimeter, cutouts); } private static Shape TransformContour(Shape source, NestJobPlacement placement) { var contour = (Shape)source.Clone(); contour.Rotate(placement.Rotation); contour.Offset(placement.X, placement.Y); return contour; } private static bool FitsWorkArea(ShapeTopology shape, NestPlateStock stock) { var workArea = stock.WorkArea; if (!FitsWorkArea(shape.Perimeter, workArea)) return false; foreach (var cutout in shape.Cutouts) if (!FitsWorkArea(cutout, workArea)) return false; if (stock.Outline == null) return true; // The circumscribed perimeter must lie in the outline's usable area; holes are inside it. var perimeter = ClipperBridge.ToPath( ClipperBridge.Flatten(shape.Perimeter, NestTolerances.ValidationOutline, circumscribe: true), positive: true); return stock.OutlineHolds(new PathsD { perimeter }, Epsilon); } private static bool FitsWorkArea(Shape contour, Box workArea) { var bounds = contour.BoundingBox; return bounds.Left >= workArea.Left - Epsilon && bounds.Right <= workArea.Right + Epsilon && bounds.Bottom >= workArea.Bottom - Epsilon && bounds.Top <= workArea.Top + Epsilon; } private static bool Overlaps(ShapeTopology left, ShapeTopology right) { var leftPoly = left.Contours[0].Polygon; var rightPoly = right.Contours[0].Polygon; if (!leftPoly.BoundingBox.Intersects(rightPoly.BoundingBox)) return false; // True material overlap requires shared interior area, not boundary touching. // Edge/corner contact (zero clearance) is a valid placement when part spacing is zero. // Collision checks this by clipping triangulated polygons and rejecting zero-area // slivers, so it catches containment and small corner intersections that a witness // probe can miss, while contact stays legal; cutouts are subtracted from both sides. return Collision.HasOverlap( leftPoly, rightPoly, left.CutoutPolygons, right.CutoutPolygons ); } private static double BoundsDistance(Box left, Box right) { var x = System.Math.Max(0, System.Math.Max(left.Left - right.Right, right.Left - left.Right)); var y = System.Math.Max(0, System.Math.Max(left.Bottom - right.Top, right.Bottom - left.Top)); return System.Math.Sqrt(x * x + y * y); } private sealed class ShapeTopology(Shape perimeter, List cutouts) { private Contour[] contours; private List cutoutPolygons; internal Shape Perimeter { get; } = perimeter; internal List Cutouts { get; } = cutouts; /// The perimeter first, then the cutouts, each flattened once on first use. internal Contour[] Contours { get { if (contours != null) return contours; var result = new Contour[Cutouts.Count + 1]; result[0] = new Contour(Perimeter); for (var i = 0; i < Cutouts.Count; i++) result[i + 1] = new Contour(Cutouts[i]); return contours = result; } } internal List CutoutPolygons { get { if (cutoutPolygons != null) return cutoutPolygons; var result = new List(Cutouts.Count); for (var i = 1; i < Contours.Length; i++) result.Add(Contours[i].Polygon); return cutoutPolygons = result; } } } /// /// A contour flattened once, at , for the overlap check /// against every other placement. /// private sealed class Contour { internal Contour(Shape shape) { Polygon = shape.ToPolygonWithTolerance(PlacementChordTolerance); } internal Polygon Polygon { get; } } }