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OpenNest/OpenNest.Core/CNC/CuttingPlanning/ContourEntryRanking.cs
T

126 lines
5.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using OpenNest.Diagnostics;
using OpenNest.Geometry;
namespace OpenNest.CNC.CuttingPlanning;
/// <summary>
/// Pure deterministic ordering of the automatic entry catalogue toward the next cut:
/// circles rank by outgoing distance; other contours use facing sides, tier and travel,
/// then a stable geometric key. It adds no
/// candidates, mutates nothing, runs no lead checks and applies no cap — feasibility
/// filtering and the bounded selection belong to S07/S08, the wiring to S09.
/// </summary>
internal static class ContourEntryRanking
{
/// <summary>
/// Orders <paramref name="candidates"/> for one contour in local coordinates. With a
/// <paramref name="target"/> (the next cut's look-ahead point): the number of matched
/// facing sides of the candidate bounding rectangle descending (a corner on both facing
/// sides is ideal), then rank tier ascending, then arrival-&gt;entry + entry-&gt;target
/// ascending, then the stable geometric key. With no target (the last part): tier first,
/// then distance to <paramref name="arrival"/> — never toward the plate origin. The
/// input list is returned untouched as a new list; entity order is never meaningful.
/// </summary>
internal static IReadOnlyList<ContourEntryCandidate> RankTowardNextCut(
this IReadOnlyList<ContourEntryCandidate> candidates,
Vector? target = null,
Vector? arrival = null)
{
if (target.HasValue) PostVerificationGeometry.Validate(target.Value);
if (arrival.HasValue) PostVerificationGeometry.Validate(arrival.Value);
if (candidates.Count == 0)
return new List<ContourEntryCandidate>();
// Whole circles have no corners. A diagonal compass point is equally near two
// bounding-box sides, but must not gain the two-side bonus of a real corner.
// Rank outgoing travel first so arrival cannot pull the start away from the next
// cut. Retain every compass/polar alternative for feasibility and rapid checks;
// configured angle rounding remains the emitter's responsibility.
if (target is { } next && candidates.Any(c => c.Kind == AutomaticEntryKind.CircleCompass)
&& candidates.All(c => c.Kind is AutomaticEntryKind.CircleCompass or AutomaticEntryKind.TargetFacing))
return candidates.OrderBy(c => c.Choice.Point.DistanceTo(next))
.ThenBy(c => arrival is { } from ? c.Choice.Point.DistanceTo(from) : 0.0)
.ThenBy(c => c.GeometryKey.X)
.ThenBy(c => c.GeometryKey.Y)
.ToList();
// Candidate bounding rectangle in the contour's local coordinates; every candidate
// lies on the contour, so distances to the four side lines order side proximity.
var minX = double.PositiveInfinity;
var minY = double.PositiveInfinity;
var maxX = double.NegativeInfinity;
var maxY = double.NegativeInfinity;
foreach (var candidate in candidates)
{
var p = candidate.Choice.Point;
if (p.X < minX) minX = p.X;
if (p.X > maxX) maxX = p.X;
if (p.Y < minY) minY = p.Y;
if (p.Y > maxY) maxY = p.Y;
}
// Facing sides from the target relative to the centre, matching the source plan:
// horizontal right when the target is right of centre else left; vertical likewise.
var centreX = minX + (maxX - minX) * 0.5;
var centreY = minY + (maxY - minY) * 0.5;
var facingRight = target != null && target.Value.X > centreX;
var facingTop = target != null && target.Value.Y > centreY;
return candidates
.Select(c => (Candidate: c, Score: Score(c, minX, minY, maxX, maxY, facingRight, facingTop, target, arrival)))
.OrderByDescending(x => x.Score.Facing)
.ThenBy(x => x.Score.Tier)
.ThenBy(x => x.Score.Travel)
.ThenBy(x => x.Candidate.GeometryKey.X)
.ThenBy(x => x.Candidate.GeometryKey.Y)
.Select(x => x.Candidate)
.ToList();
}
/// <summary>
/// The ranking tier — coarser than the preference kind: outside corners first, then
/// straight midpoints and tangent joints as peers, then every fallback kind.
/// </summary>
internal static int RankTier(this AutomaticEntryKind kind) => kind switch
{
AutomaticEntryKind.ConvexCorner => 0,
AutomaticEntryKind.StraightMidpoint or AutomaticEntryKind.TangentJoint => 1,
_ => 2,
};
private static (int Facing, int Tier, double Travel) Score(
ContourEntryCandidate candidate,
double minX,
double minY,
double maxX,
double maxY,
bool facingRight,
bool facingTop,
Vector? target,
Vector? arrival)
{
var p = candidate.Choice.Point;
var facing = 0;
if (target != null)
{
// Nearest side(s) of the candidate bounding rectangle (a corner belongs to two
// sides within tolerance); count how many of them are facing sides.
var left = p.X - minX;
var right = maxX - p.X;
var bottom = p.Y - minY;
var top = maxY - p.Y;
var min = System.Math.Min(System.Math.Min(left, right), System.Math.Min(bottom, top));
if (facingRight && right <= min + PostVerificationGeometry.Epsilon) facing++;
if (!facingRight && left <= min + PostVerificationGeometry.Epsilon) facing++;
if (facingTop && top <= min + PostVerificationGeometry.Epsilon) facing++;
if (!facingTop && bottom <= min + PostVerificationGeometry.Epsilon) facing++;
}
var travel = (arrival != null ? arrival.Value.DistanceTo(p) : 0.0)
+ (target != null ? p.DistanceTo(target.Value) : 0.0);
return (facing, candidate.Kind.RankTier(), travel);
}
}