Files
OpenNest/OpenNest.Engine/FillLinear.cs
AJ Isaacs 031264e98f refactor: pre-compute offset boundaries in FillLinear via PartBoundary
Extract offset polygon computation into PartBoundary, which builds
and caches inflated boundary polygons per unique part geometry.
FillLinear now uses symmetric half-spacing and reuses boundaries
across tiling passes, avoiding redundant offset calculations.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-08 13:28:01 -04:00

376 lines
14 KiB
C#

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;
}
/// <summary>
/// Computes the slide distance for the push algorithm, returning the
/// geometry-aware copy distance along the given axis.
/// </summary>
private double ComputeCopyDistance(double bboxDim, double slideDistance)
{
if (slideDistance >= double.MaxValue || slideDistance < 0)
return bboxDim + PartSpacing;
return bboxDim - slideDistance;
}
/// <summary>
/// Finds the geometry-aware copy distance between two identical parts along an axis.
/// Both parts are inflated by half-spacing for symmetric spacing.
/// </summary>
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 = (Part)partA.Clone();
partB.Offset(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);
}
/// <summary>
/// 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.
/// </summary>
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<Line>[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;
}
/// <summary>
/// Fast path for single-part patterns — no cross-part conflicts possible.
/// </summary>
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);
}
/// <summary>
/// Gets offset boundary lines for all parts in a pattern using a shared boundary.
/// </summary>
private static List<Line> GetPatternLines(Pattern pattern, PartBoundary boundary, PushDirection direction)
{
var lines = new List<Line>();
foreach (var part in pattern.Parts)
lines.AddRange(boundary.GetLines(part.Location, direction));
return lines;
}
/// <summary>
/// Creates boundaries for all parts in a pattern. Parts that share the same
/// program geometry (same drawing and rotation) reuse the same boundary instance.
/// </summary>
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;
}
/// <summary>
/// Tiles a pattern along the given axis, returning the cloned parts
/// (does not include the original pattern's parts).
/// </summary>
private List<Part> TilePattern(Pattern basePattern, NestDirection direction, PartBoundary[] boundaries)
{
var result = new List<Part>();
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++;
}
return result;
}
/// <summary>
/// Fills a single row of identical parts along one axis using geometry-aware spacing.
/// </summary>
public Pattern FillRow(Drawing drawing, double rotationAngle, NestDirection direction)
{
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;
var boundary = new PartBoundary(template, HalfSpacing);
pattern.Parts.Add(template);
var copyDistance = FindCopyDistance(template, direction, boundary);
if (copyDistance <= 0)
{
pattern.UpdateBounds();
return pattern;
}
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 = (Part)template.Clone();
clone.Offset(MakeOffset(direction, copyDistance * count));
pattern.Parts.Add(clone);
count++;
}
pattern.UpdateBounds();
return pattern;
}
/// <summary>
/// Fills the work area by tiling a pre-built pattern along both axes.
/// </summary>
public List<Part> Fill(Pattern pattern, NestDirection primaryAxis)
{
var result = new List<Part>();
if (pattern.Parts.Count == 0)
return result;
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 result;
var boundaries = CreateBoundaries(basePattern);
result.AddRange(basePattern.Parts);
// Tile along the primary axis.
var primaryTiles = TilePattern(basePattern, primaryAxis, boundaries);
result.AddRange(primaryTiles);
// Build a full-row pattern for perpendicular tiling.
if (primaryTiles.Count > 0)
{
var rowPattern = new Pattern();
rowPattern.Parts.AddRange(result);
rowPattern.UpdateBounds();
basePattern = rowPattern;
boundaries = CreateBoundaries(basePattern);
}
// Tile along the perpendicular axis.
result.AddRange(TilePattern(basePattern, PerpendicularAxis(primaryAxis), boundaries));
return result;
}
/// <summary>
/// Fills the work area by creating a row along the primary axis,
/// then tiling that row pattern along the perpendicular axis.
/// </summary>
public List<Part> Fill(Drawing drawing, double rotationAngle, NestDirection primaryAxis)
{
var rowPattern = FillRow(drawing, rotationAngle, primaryAxis);
if (rowPattern.Parts.Count == 0)
return new List<Part>();
var boundaries = CreateBoundaries(rowPattern);
var result = new List<Part>(rowPattern.Parts);
result.AddRange(TilePattern(rowPattern, PerpendicularAxis(primaryAxis), boundaries));
return result;
}
}
}