Remove NFP pair fitting claim from features (not yet integrated). Qualify lead-in/lead-out as engine-only (UI coming soon). Mark --autonest CLI option as experimental. Add Roadmap section with planned work: NFP nesting, lead-in UI, sheet cut-offs, post-processors, and shape library UI. Add documentation maintenance instruction to CLAUDE.md requiring README.md and CLAUDE.md updates when project structure changes. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
364 lines
14 KiB
C#
364 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenNest.Geometry;
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namespace OpenNest
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{
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/// <summary>
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/// Pushes a group of parts left and down to close gaps after placement.
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/// Uses the same directional-distance logic as PlateView.PushSelected
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/// but operates on Part objects directly.
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/// </summary>
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public static class Compactor
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{
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private const double ChordTolerance = 0.001;
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/// <summary>
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/// Compacts movingParts toward the bottom-left of the plate work area.
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/// Everything already on the plate (excluding movingParts) is treated
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/// as stationary obstacles.
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/// </summary>
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private const double RepeatThreshold = 0.01;
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private const int MaxIterations = 20;
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public static void Compact(List<Part> movingParts, Plate plate)
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{
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if (movingParts == null || movingParts.Count == 0)
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return;
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var savedPositions = SavePositions(movingParts);
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// Try left-first.
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var leftFirst = CompactLoop(movingParts, plate, PushDirection.Left, PushDirection.Down);
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// Restore and try down-first.
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RestorePositions(movingParts, savedPositions);
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var downFirst = CompactLoop(movingParts, plate, PushDirection.Down, PushDirection.Left);
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// Keep left-first if it traveled further.
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if (leftFirst > downFirst)
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{
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RestorePositions(movingParts, savedPositions);
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CompactLoop(movingParts, plate, PushDirection.Left, PushDirection.Down);
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}
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}
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private static double CompactLoop(List<Part> parts, Plate plate,
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PushDirection first, PushDirection second)
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{
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var total = 0.0;
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for (var i = 0; i < MaxIterations; i++)
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{
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var a = Push(parts, plate, first);
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var b = Push(parts, plate, second);
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total += a + b;
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if (a <= RepeatThreshold && b <= RepeatThreshold)
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break;
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}
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return total;
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}
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private static Vector[] SavePositions(List<Part> parts)
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{
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var positions = new Vector[parts.Count];
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for (var i = 0; i < parts.Count; i++)
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positions[i] = parts[i].Location;
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return positions;
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}
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private static void RestorePositions(List<Part> parts, Vector[] positions)
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{
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for (var i = 0; i < parts.Count; i++)
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parts[i].Location = positions[i];
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}
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public static double Push(List<Part> movingParts, Plate plate, PushDirection direction)
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{
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var obstacleParts = plate.Parts
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.Where(p => !movingParts.Contains(p))
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.ToList();
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return Push(movingParts, obstacleParts, plate.WorkArea(), plate.PartSpacing, direction);
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}
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/// <summary>
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/// Pushes movingParts along an arbitrary angle (radians, 0 = right, π/2 = up).
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/// </summary>
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public static double Push(List<Part> movingParts, Plate plate, double angle)
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{
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var obstacleParts = plate.Parts
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.Where(p => !movingParts.Contains(p))
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.ToList();
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return Push(movingParts, obstacleParts, plate.WorkArea(), plate.PartSpacing, angle);
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}
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/// <summary>
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/// Pushes movingParts along an arbitrary angle (radians, 0 = right, π/2 = up).
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/// </summary>
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public static double Push(List<Part> movingParts, List<Part> obstacleParts,
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Box workArea, double partSpacing, double angle)
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{
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var direction = new Vector(System.Math.Cos(angle), System.Math.Sin(angle));
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var opposite = -direction;
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var obstacleBoxes = new Box[obstacleParts.Count];
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var obstacleLines = new List<Line>[obstacleParts.Count];
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for (var i = 0; i < obstacleParts.Count; i++)
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obstacleBoxes[i] = obstacleParts[i].BoundingBox;
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var halfSpacing = partSpacing / 2;
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var distance = double.MaxValue;
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foreach (var moving in movingParts)
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{
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var edgeDist = SpatialQuery.EdgeDistance(moving.BoundingBox, workArea, direction);
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if (edgeDist <= 0)
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distance = 0;
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else if (edgeDist < distance)
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distance = edgeDist;
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var movingBox = moving.BoundingBox;
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List<Line> movingLines = null;
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for (var i = 0; i < obstacleBoxes.Length; i++)
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{
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var reverseGap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], opposite);
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if (reverseGap > 0)
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continue;
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var gap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], direction);
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if (gap >= distance)
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continue;
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if (!SpatialQuery.PerpendicularOverlap(movingBox, obstacleBoxes[i], direction))
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continue;
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movingLines ??= halfSpacing > 0
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? PartGeometry.GetOffsetPartLines(moving, halfSpacing, direction, ChordTolerance)
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: PartGeometry.GetPartLines(moving, direction, ChordTolerance);
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obstacleLines[i] ??= halfSpacing > 0
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? PartGeometry.GetOffsetPartLines(obstacleParts[i], halfSpacing, opposite, ChordTolerance)
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: PartGeometry.GetPartLines(obstacleParts[i], opposite, ChordTolerance);
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var d = SpatialQuery.DirectionalDistance(movingLines, obstacleLines[i], direction);
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if (d < distance)
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distance = d;
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}
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}
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if (distance < double.MaxValue && distance > 0)
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{
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var offset = direction * distance;
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foreach (var moving in movingParts)
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moving.Offset(offset);
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return distance;
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}
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return 0;
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}
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public static double Push(List<Part> movingParts, List<Part> obstacleParts,
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Box workArea, double partSpacing, PushDirection direction)
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{
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var obstacleBoxes = new Box[obstacleParts.Count];
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var obstacleLines = new List<Line>[obstacleParts.Count];
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for (var i = 0; i < obstacleParts.Count; i++)
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obstacleBoxes[i] = obstacleParts[i].BoundingBox;
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var opposite = SpatialQuery.OppositeDirection(direction);
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var halfSpacing = partSpacing / 2;
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var isHorizontal = SpatialQuery.IsHorizontalDirection(direction);
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var distance = double.MaxValue;
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// BB gap at which offset geometries are expected to be touching.
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var contactGap = (halfSpacing + ChordTolerance) * 2;
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foreach (var moving in movingParts)
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{
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var edgeDist = SpatialQuery.EdgeDistance(moving.BoundingBox, workArea, direction);
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if (edgeDist <= 0)
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distance = 0;
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else if (edgeDist < distance)
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distance = edgeDist;
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var movingBox = moving.BoundingBox;
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List<Line> movingLines = null;
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for (var i = 0; i < obstacleBoxes.Length; i++)
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{
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// Use the reverse-direction gap to check if the obstacle is entirely
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// behind the moving part. The forward gap (gap < 0) is unreliable for
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// irregular shapes whose bounding boxes overlap even when the actual
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// geometry still has a valid contact in the push direction.
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var reverseGap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], opposite);
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if (reverseGap > 0)
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continue;
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var gap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], direction);
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if (gap >= distance)
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continue;
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var perpOverlap = isHorizontal
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? movingBox.IsHorizontalTo(obstacleBoxes[i], out _)
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: movingBox.IsVerticalTo(obstacleBoxes[i], out _);
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if (!perpOverlap)
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continue;
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movingLines ??= halfSpacing > 0
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? PartGeometry.GetOffsetPartLines(moving, halfSpacing, direction, ChordTolerance)
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: PartGeometry.GetPartLines(moving, direction, ChordTolerance);
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obstacleLines[i] ??= halfSpacing > 0
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? PartGeometry.GetOffsetPartLines(obstacleParts[i], halfSpacing, opposite, ChordTolerance)
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: PartGeometry.GetPartLines(obstacleParts[i], opposite, ChordTolerance);
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var d = SpatialQuery.DirectionalDistance(movingLines, obstacleLines[i], direction);
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if (d < distance)
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distance = d;
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}
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}
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if (distance < double.MaxValue && distance > 0)
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{
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var offset = SpatialQuery.DirectionToOffset(direction, distance);
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foreach (var moving in movingParts)
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moving.Offset(offset);
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return distance;
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}
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return 0;
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}
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/// <summary>
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/// Pushes movingParts using bounding-box distances only (no geometry lines).
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/// Much faster but less precise — use as a coarse positioning pass before
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/// a full geometry Push.
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/// </summary>
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public static double PushBoundingBox(List<Part> movingParts, Plate plate, PushDirection direction)
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{
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var obstacleParts = plate.Parts
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.Where(p => !movingParts.Contains(p))
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.ToList();
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return PushBoundingBox(movingParts, obstacleParts, plate.WorkArea(), plate.PartSpacing, direction);
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}
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public static double PushBoundingBox(List<Part> movingParts, List<Part> obstacleParts,
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Box workArea, double partSpacing, PushDirection direction)
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{
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var obstacleBoxes = new Box[obstacleParts.Count];
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for (var i = 0; i < obstacleParts.Count; i++)
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obstacleBoxes[i] = obstacleParts[i].BoundingBox;
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var opposite = SpatialQuery.OppositeDirection(direction);
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var isHorizontal = SpatialQuery.IsHorizontalDirection(direction);
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var distance = double.MaxValue;
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foreach (var moving in movingParts)
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{
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var edgeDist = SpatialQuery.EdgeDistance(moving.BoundingBox, workArea, direction);
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if (edgeDist <= 0)
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distance = 0;
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else if (edgeDist < distance)
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distance = edgeDist;
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var movingBox = moving.BoundingBox;
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for (var i = 0; i < obstacleBoxes.Length; i++)
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{
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var reverseGap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], opposite);
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if (reverseGap > 0)
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continue;
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var perpOverlap = isHorizontal
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? movingBox.IsHorizontalTo(obstacleBoxes[i], out _)
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: movingBox.IsVerticalTo(obstacleBoxes[i], out _);
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if (!perpOverlap)
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continue;
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var gap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], direction);
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var d = gap - partSpacing;
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if (d < 0) d = 0;
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if (d < distance)
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distance = d;
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}
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}
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if (distance < double.MaxValue && distance > 0)
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{
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var offset = SpatialQuery.DirectionToOffset(direction, distance);
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foreach (var moving in movingParts)
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moving.Offset(offset);
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return distance;
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}
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return 0;
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}
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/// <summary>
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/// Compacts parts individually toward the bottom-left of the work area.
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/// Each part is pushed against all others as obstacles, closing geometry-based gaps.
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/// Does not require parts to be on a plate.
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/// </summary>
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public static void CompactIndividual(List<Part> parts, Box workArea, double partSpacing)
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{
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if (parts == null || parts.Count < 2)
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return;
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var savedPositions = SavePositions(parts);
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var leftFirst = CompactIndividualLoop(parts, workArea, partSpacing,
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PushDirection.Left, PushDirection.Down);
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RestorePositions(parts, savedPositions);
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var downFirst = CompactIndividualLoop(parts, workArea, partSpacing,
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PushDirection.Down, PushDirection.Left);
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if (leftFirst > downFirst)
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{
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RestorePositions(parts, savedPositions);
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CompactIndividualLoop(parts, workArea, partSpacing,
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PushDirection.Left, PushDirection.Down);
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}
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}
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private static double CompactIndividualLoop(List<Part> parts, Box workArea,
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double partSpacing, PushDirection first, PushDirection second)
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{
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var total = 0.0;
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for (var pass = 0; pass < MaxIterations; pass++)
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{
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var moved = 0.0;
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foreach (var part in parts)
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{
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var single = new List<Part>(1) { part };
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var obstacles = new List<Part>(parts.Count - 1);
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foreach (var p in parts)
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if (p != part) obstacles.Add(p);
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moved += Push(single, obstacles, workArea, partSpacing, first);
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moved += Push(single, obstacles, workArea, partSpacing, second);
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}
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total += moved;
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if (moved <= RepeatThreshold)
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break;
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}
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return total;
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}
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}
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}
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