The benchmark is about to be used as the objective for LLM-designed engines, and several gaps would have rewarded the wrong behavior: - Ranking was utilization-first, so dropping awkward parts raised the score. Rank valid > fully placed > cost > plates, where cost is salvage-credited sheet area plus a largest-sheet penalty per unplaced part; placing a part is never scored worse than omitting it. - Salvage rate was ignored in scoring; cost now uses EstimateNetArea, recomputed from job geometry rather than trusted from the engine. - Rotation constraints were never validated. Add RotationPolicy.Allows (shared with NestJobPlacementValidator) and check every placement. - Returned sheets were trusted, so an engine could loosen spacing or invent a size. Sheets must now match offered stock. - Part-in-part placements were flagged as overlaps; spacing now accounts for cutouts, with an X-sorted sweep to prune distant pairs. - Summary averaged per-job percentages; it now sums areas and cost. - --spacing and sheet sizes parsed with the current culture. - Warn when .nest jobs offer only their original sheet sizes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
401 lines
16 KiB
C#
401 lines
16 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using OpenNest.Converters;
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using OpenNest.Engine.Jobs;
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using OpenNest.Geometry;
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using OpenNest.Math;
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namespace OpenNest.Benchmark
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{
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public class ValidationResult
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{
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public bool Valid => Violations.Count == 0;
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public List<string> Violations { get; } = new();
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}
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/// <summary>
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/// Validates a (possibly multi-plate) placed layout against the benchmark
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/// rules: on every plate, every part must lie within that plate's work
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/// area and every pair of parts must be at least PartSpacing apart; across
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/// all plates combined, no drawing may have more parts placed than
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/// requested (the quantity limit is a property of the whole order, not of
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/// any one plate). Geometry checks work on arbitrary (concave, holed)
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/// polygons by reusing the same world-space extraction Part.Intersects
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/// uses internally, so no engine gets an advantage or penalty from shape
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/// complexity.
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/// </summary>
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public static class NestValidator
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{
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/// <summary>
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/// requirements maps each materialized part's BaseDrawing (by reference - materialized
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/// Drawing instances are freshly reconstructed per NestResultMaterializer.Materialize, so
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/// identity must never be inferred from Name, which is only incidentally seeded from the
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/// originating NestJobPart id) to its original quantity limit and display name.
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/// </summary>
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public static ValidationResult Validate(
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List<(Plate Plate, List<Part> Parts)> plateRuns,
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IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements
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)
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{
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var result = new ValidationResult();
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var allParts = plateRuns.SelectMany(pr => pr.Parts).ToList();
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if (allParts.Count == 0)
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return result;
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ValidateQuantities(allParts, requirements, result);
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foreach (var (plate, parts) in plateRuns)
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{
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if (parts.Count == 0)
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continue;
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ValidateBounds(parts, plate, requirements, result);
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ValidateAreaBudget(parts, plate, result);
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ValidateSpacing(parts, plate.PartSpacing, requirements, result);
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}
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return result;
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}
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/// <summary>
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/// Checks what the materialized layout cannot show: every sheet must be
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/// one of the job's own stock entries (an engine may not invent a sheet
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/// size or loosen its spacing/edge settings, which the layout checks
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/// would otherwise trust), finite stock may not be overdrawn, and every
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/// placement's rotation must satisfy its part's RotationPolicy.
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/// </summary>
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public static void ValidateAgainstJob(
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NestJob job,
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NestJobResult jobResult,
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IReadOnlyDictionary<string, string> displayNames,
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ValidationResult result
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)
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{
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var stockById = job.Plates.ToDictionary(s => s.Id);
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var partsById = job.Parts.ToDictionary(p => p.Id);
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var sheetsUsed = new Dictionary<string, int>();
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foreach (var sheet in jobResult.Plates)
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{
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if (
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!stockById.TryGetValue(sheet.Stock.Id, out var stock)
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|| !SameSettings(stock, sheet.Stock)
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)
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{
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result.Violations.Add(
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$"Plate {sheet.PlateIndex} uses stock '{sheet.Stock.Id}' ({sheet.Stock.Size}) that does not match any stock offered by the job"
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);
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continue;
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}
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sheetsUsed[stock.Id] = sheetsUsed.GetValueOrDefault(stock.Id) + 1;
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}
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foreach (var (stockId, used) in sheetsUsed)
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{
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var available = stockById[stockId].Quantity;
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if (available.HasValue && used > available.Value)
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{
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result.Violations.Add(
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$"Used {used} sheet(s) of stock '{stockId}' but only {available.Value} are available"
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);
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}
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}
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foreach (var sheet in jobResult.Plates)
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{
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foreach (var placement in sheet.Placements)
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{
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if (!partsById.TryGetValue(placement.PartId, out var part))
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continue; // reported by ValidateQuantities
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if (!part.Rotation.Allows(placement.Rotation))
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{
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var name = displayNames.TryGetValue(part.Id, out var n) ? n : part.Id;
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result.Violations.Add(
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$"'{name}' placed at {Angle.ToDegrees(placement.Rotation):F3}° on plate {sheet.PlateIndex}, "
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+ $"outside its rotation constraint ({Describe(part.Rotation)})"
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);
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}
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}
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}
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}
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private static bool SameSettings(NestPlateStock expected, NestPlateStock actual) =>
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ReferenceEquals(expected, actual)
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|| (
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expected.Size.Equals(actual.Size)
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&& expected.PartSpacing.IsEqualTo(actual.PartSpacing)
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&& expected.EdgeSpacing.Left.IsEqualTo(actual.EdgeSpacing.Left)
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&& expected.EdgeSpacing.Right.IsEqualTo(actual.EdgeSpacing.Right)
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&& expected.EdgeSpacing.Top.IsEqualTo(actual.EdgeSpacing.Top)
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&& expected.EdgeSpacing.Bottom.IsEqualTo(actual.EdgeSpacing.Bottom)
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&& expected.Quadrant == actual.Quadrant
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);
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private static string Describe(RotationPolicy policy) =>
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policy.Kind switch
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{
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RotationPolicyKind.Fixed => $"fixed at {Angle.ToDegrees(policy.Start):F3}°",
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RotationPolicyKind.BoundedSweep =>
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$"{Angle.ToDegrees(policy.Start):F3}° to {Angle.ToDegrees(policy.End):F3}° in {Angle.ToDegrees(policy.Step):F3}° steps",
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_ => "any",
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};
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private static void ValidateQuantities(
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List<Part> parts,
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IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements,
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ValidationResult result
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)
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{
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var placedCounts = parts
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.GroupBy<Part, Drawing>(p => p.BaseDrawing, ReferenceEqualityComparer.Instance)
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.ToDictionary(g => g.Key, g => g.Count());
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foreach (var (drawing, placed) in placedCounts)
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{
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if (!requirements.TryGetValue(drawing, out var requirement))
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{
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result.Violations.Add(
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$"Placed drawing '{drawing.Name}' which was not requested for this job"
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);
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continue;
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}
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if (placed > requirement.Quantity)
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{
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result.Violations.Add(
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$"'{requirement.Name}': placed {placed} across all plates but only {requirement.Quantity} were requested"
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);
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}
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}
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}
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private static void ValidateBounds(
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List<Part> parts,
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Plate plate,
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IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements,
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ValidationResult result
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)
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{
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var workArea = plate.WorkArea();
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foreach (var part in parts)
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{
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var bb = part.BoundingBox;
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var outLeft = bb.Left < workArea.X - Tolerance.Epsilon;
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var outBottom = bb.Bottom < workArea.Y - Tolerance.Epsilon;
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var outRight = bb.Right > workArea.Right + Tolerance.Epsilon;
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var outTop = bb.Top > workArea.Top + Tolerance.Epsilon;
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if (outLeft || outBottom || outRight || outTop)
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{
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result.Violations.Add(
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$"'{DisplayName(part, requirements)}' at ({part.Location.X:F2},{part.Location.Y:F2}) falls outside the work area "
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+ $"of a {plate.Size} plate"
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);
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}
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}
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}
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/// <summary>
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/// Hard mathematical backstop: non-overlapping parts confined to the
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/// work area can never have a combined area greater than the work
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/// area itself. This catches overlap that the polygon-based
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/// ValidateSpacing check can miss - Collision.HasOverlap (and
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/// Part.Intersects, which uses the same algorithm) has been observed
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/// to return false negatives on real, complex production geometry, so
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/// this check does not depend on it.
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/// </summary>
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private static void ValidateAreaBudget(
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List<Part> parts,
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Plate plate,
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ValidationResult result
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)
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{
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var workArea = plate.WorkArea();
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var budget = workArea.Width * workArea.Length;
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var placedArea = parts.Sum(p => p.BaseDrawing.Area);
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if (placedArea > budget + Tolerance.Epsilon)
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{
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result.Violations.Add(
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$"Combined placed area ({placedArea:F2}) on a {plate.Size} plate exceeds its work area ({budget:F2}) - "
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+ "parts must overlap even though the polygon overlap check did not flag a pair"
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);
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}
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}
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/// <summary>
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/// Every pair of parts must be at least <paramref name="spacing"/> apart.
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/// Each part's material is inflated by the spacing (perimeter offset
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/// outward, holes shrunk inward) and tested against the other part's raw
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/// material, with holes subtracted on both sides - so a small part
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/// nested inside another part's cutout (part-in-part) is legal as long as
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/// it clears the cutout's edge by the spacing. Pairs are pruned with an
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/// X-sorted sweep over bounding boxes so only neighbours reach the
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/// polygon clipper.
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/// </summary>
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private static void ValidateSpacing(
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List<Part> parts,
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double spacing,
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IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements,
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ValidationResult result
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)
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{
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var raw = new PartOutline[parts.Count];
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var inflated = new PartOutline[parts.Count];
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for (var i = 0; i < parts.Count; i++)
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{
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raw[i] = Outline(parts[i], 0);
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inflated[i] = spacing > Tolerance.Epsilon ? Outline(parts[i], spacing) : raw[i];
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}
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var order = Enumerable
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.Range(0, parts.Count)
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.Where(i => raw[i] != null && inflated[i] != null)
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.OrderBy(i => raw[i].Perimeter.BoundingBox.Left)
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.ToList();
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for (var a = 0; a < order.Count; a++)
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{
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var i = order[a];
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var reach = inflated[i].Perimeter.BoundingBox;
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for (var b = a + 1; b < order.Count; b++)
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{
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var j = order[b];
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var other = raw[j].Perimeter.BoundingBox;
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// Sorted by Left, so nothing further along can reach part i either.
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if (other.Left > reach.Right + Tolerance.Epsilon)
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break;
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if (!BoxesTouch(reach, other))
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continue;
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// Inflating one side by the full spacing covers both cases: part j
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// inside part i's (shrunk) cutout, or part i's inflated outline
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// inside part j's raw cutout.
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if (
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Collision.HasOverlap(
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inflated[i].Perimeter,
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raw[j].Perimeter,
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inflated[i].Holes,
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raw[j].Holes
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)
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)
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{
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result.Violations.Add(
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$"'{DisplayName(parts[i], requirements)}' and '{DisplayName(parts[j], requirements)}' are closer than the required spacing ({spacing:F3})"
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);
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}
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}
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}
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}
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private static bool BoxesTouch(Box a, Box b) =>
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a.Left <= b.Right + Tolerance.Epsilon
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&& b.Left <= a.Right + Tolerance.Epsilon
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&& a.Bottom <= b.Top + Tolerance.Epsilon
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&& b.Bottom <= a.Top + Tolerance.Epsilon;
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/// <summary>Friendly name for a violation message, falling back to the materialized
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/// Drawing's own Name (the raw partId string) if this part wasn't in requirements at all -
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/// that mismatch is already reported by ValidateQuantities, so this is display-only.</summary>
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private static string DisplayName(
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Part part,
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IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements
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) =>
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requirements.TryGetValue(part.BaseDrawing, out var requirement)
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? requirement.Name
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: part.BaseDrawing.Name;
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private sealed class PartOutline
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{
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public Polygon Perimeter { get; init; }
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public List<Polygon> Holes { get; init; }
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}
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/// <summary>
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/// Extracts a part's material as world-space polygons - the perimeter and
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/// its cutouts - grown by <paramref name="inflateBy"/> (perimeter offset
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/// outward, cutouts offset inward). A cutout that closes up under the
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/// offset is dropped, which treats it as solid: conservative, since it
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/// has no room for another part at the required spacing anyway.
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/// part.Program is already rotated; only a Location offset is needed.
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/// </summary>
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private static PartOutline Outline(Part part, double inflateBy)
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{
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var entities = ConvertProgram
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.ToGeometry(part.Program)
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.Where(e => e.Layer != SpecialLayers.Rapid)
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.ToList();
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if (entities.Count == 0)
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return null;
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var profile = new ShapeProfile(entities);
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if (profile.Perimeter == null)
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return null;
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var perimeter = profile.Perimeter;
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if (inflateBy > Tolerance.Epsilon)
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perimeter = perimeter.OffsetOutward(inflateBy) ?? perimeter;
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var polygon = ToWorldPolygon(perimeter, part.Location);
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if (polygon == null)
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return null;
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var holes = new List<Polygon>();
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foreach (var cutout in profile.Cutouts)
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{
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var hole = cutout;
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if (inflateBy > Tolerance.Epsilon)
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{
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hole = cutout.OffsetInward(inflateBy);
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// An offset that collapsed or flipped inside-out leaves no usable room.
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if (
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hole == null
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|| hole.Area() <= Tolerance.Epsilon
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|| hole.Area() >= cutout.Area()
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)
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continue;
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}
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var holePolygon = ToWorldPolygon(hole, part.Location);
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if (holePolygon != null)
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holes.Add(holePolygon);
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}
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return new PartOutline { Perimeter = polygon, Holes = holes };
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}
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private static Polygon ToWorldPolygon(Shape shape, Vector location)
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{
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// Adaptive tolerance instead of Shape.ToPolygon()'s default (up to 1000
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// segments per arc) - arc-heavy real parts otherwise produce thousands
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// of vertices, which is needlessly slow for a spacing check.
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var polygon = shape.ToPolygonWithTolerance(0.01, circumscribe: true);
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if (polygon == null)
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return null;
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polygon.Offset(location);
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polygon.UpdateBounds();
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return polygon;
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}
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}
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}
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