Change Nest() to decide fill vs pack based on total area coverage instead of qty != 1. Items covering < 10% of the plate are packed, so large parts get prime position and small low-qty parts fill gaps. Qty=2 items are placed as interlocking best-fit pairs in remnant spaces after the main pack phase, rather than as separate rectangles. - Add ShouldFill() capacity-based heuristic - Split pack phase: regular items pack first, then pairs - Add PlaceBestFitPairs() for Phase 3 remnant pair placement Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
404 lines
14 KiB
C#
404 lines
14 KiB
C#
using OpenNest.Engine;
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using OpenNest.Engine.BestFit;
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using OpenNest.Engine.Fill;
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using OpenNest.Engine.Strategies;
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using OpenNest.Geometry;
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using OpenNest.Math;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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namespace OpenNest
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{
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public abstract class NestEngineBase
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{
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protected NestEngineBase(Plate plate)
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{
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Plate = plate;
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}
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public Plate Plate { get; set; }
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public int PlateNumber { get; set; }
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public NestDirection NestDirection { get; set; }
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public NestPhase WinnerPhase { get; protected set; }
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public List<PhaseResult> PhaseResults { get; } = new();
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public List<AngleResult> AngleResults { get; } = new();
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public abstract string Name { get; }
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public abstract string Description { get; }
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// --- Engine policy ---
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private IFillComparer _comparer;
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protected IFillComparer Comparer => _comparer ??= CreateComparer();
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protected virtual IFillComparer CreateComparer() => new DefaultFillComparer();
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public virtual NestDirection? PreferredDirection => null;
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public virtual ShrinkAxis TrimAxis => ShrinkAxis.Width;
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public virtual List<double> BuildAngles(NestItem item, ClassificationResult classification, Box workArea)
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{
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return new List<double> { classification.PrimaryAngle, classification.PrimaryAngle + OpenNest.Math.Angle.HalfPI };
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}
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protected virtual void RecordProductiveAngles(List<AngleResult> angleResults) { }
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protected FillPolicy BuildPolicy() => new FillPolicy(Comparer, PreferredDirection);
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// --- Virtual methods (side-effect-free, return parts) ---
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public virtual List<Part> Fill(NestItem item, Box workArea,
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IProgress<NestProgress> progress, CancellationToken token)
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{
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return new List<Part>();
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}
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public virtual List<Part> Fill(List<Part> groupParts, Box workArea,
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IProgress<NestProgress> progress, CancellationToken token)
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{
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return new List<Part>();
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}
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public virtual List<Part> PackArea(Box box, List<NestItem> items,
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IProgress<NestProgress> progress, CancellationToken token)
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{
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return new List<Part>();
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}
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// --- Nest: multi-item strategy (virtual, side-effect-free) ---
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public virtual List<Part> Nest(List<NestItem> items,
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IProgress<NestProgress> progress, CancellationToken token)
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{
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if (items == null || items.Count == 0)
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return new List<Part>();
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var workArea = Plate.WorkArea();
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var allParts = new List<Part>();
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var plateArea = workArea.Width * workArea.Length;
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var fillItems = items
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.Where(i => ShouldFill(i, plateArea))
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.OrderBy(i => i.Priority)
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.ThenByDescending(i => i.Drawing.Area)
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.ToList();
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var packItems = items
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.Where(i => !ShouldFill(i, plateArea))
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.ToList();
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// Phase 1: Fill multi-quantity drawings using RemnantFiller.
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if (fillItems.Count > 0)
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{
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var remnantFiller = new RemnantFiller(workArea, Plate.PartSpacing);
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Func<NestItem, Box, List<Part>> fillFunc = (ni, b) =>
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FillExact(ni, b, progress, token);
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var fillParts = remnantFiller.FillItems(fillItems, fillFunc, token, progress);
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if (fillParts.Count > 0)
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{
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allParts.AddRange(fillParts);
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// Deduct placed quantities
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foreach (var item in fillItems)
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{
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var placed = fillParts.Count(p =>
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p.BaseDrawing.Name == item.Drawing.Name);
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item.Quantity = System.Math.Max(0, item.Quantity - placed);
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}
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// Update workArea for pack phase
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var placedObstacles = fillParts.Select(p => p.BoundingBox.Offset(Plate.PartSpacing)).ToList();
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var finder = new RemnantFinder(workArea, placedObstacles);
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var remnants = finder.FindRemnants();
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if (remnants.Count > 0)
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workArea = remnants[0];
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else
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workArea = new Box(0, 0, 0, 0);
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}
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}
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// Phase 2: Pack low-quantity items into remaining space.
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// Separate qty=2 items — they'll be placed as best-fit pairs after packing.
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packItems = packItems.Where(i => i.Quantity > 0).ToList();
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var pairItems = packItems.Where(i => i.Quantity == 2).ToList();
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var regularPackItems = packItems.Where(i => i.Quantity != 2).ToList();
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if (regularPackItems.Count > 0 && workArea.Width > 0 && workArea.Length > 0
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&& !token.IsCancellationRequested)
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{
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var packParts = PackArea(workArea, regularPackItems, progress, token);
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if (packParts.Count > 0)
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{
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allParts.AddRange(packParts);
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foreach (var item in regularPackItems)
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{
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var placed = packParts.Count(p =>
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p.BaseDrawing.Name == item.Drawing.Name);
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item.Quantity = System.Math.Max(0, item.Quantity - placed);
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}
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}
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}
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// Phase 3: Place best-fit pairs for qty=2 items in remaining space.
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if (pairItems.Count > 0 && !token.IsCancellationRequested)
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{
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var placed = PlaceBestFitPairs(pairItems, allParts, Plate.WorkArea());
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allParts.AddRange(placed);
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}
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// Compact placed parts toward the origin to close gaps.
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Compactor.Settle(allParts, Plate.WorkArea(), Plate.PartSpacing);
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return allParts;
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}
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// --- FillExact (non-virtual, delegates to virtual Fill) ---
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public List<Part> FillExact(NestItem item, Box workArea,
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IProgress<NestProgress> progress, CancellationToken token)
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{
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return Fill(item, workArea, progress, token);
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}
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// --- Convenience overloads (mutate plate, return bool) ---
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public bool Fill(NestItem item)
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{
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return Fill(item, Plate.WorkArea());
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}
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public bool Fill(NestItem item, Box workArea)
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{
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var parts = Fill(item, workArea, null, CancellationToken.None);
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if (parts == null || parts.Count == 0)
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return false;
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Plate.Parts.AddRange(parts);
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return true;
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}
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public bool Fill(List<Part> groupParts)
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{
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return Fill(groupParts, Plate.WorkArea());
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}
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public bool Fill(List<Part> groupParts, Box workArea)
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{
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var parts = Fill(groupParts, workArea, null, CancellationToken.None);
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if (parts == null || parts.Count == 0)
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return false;
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Plate.Parts.AddRange(parts);
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return true;
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}
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public bool Pack(List<NestItem> items)
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{
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var workArea = Plate.WorkArea();
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var parts = PackArea(workArea, items, null, CancellationToken.None);
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if (parts == null || parts.Count == 0)
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return false;
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Plate.Parts.AddRange(parts);
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return true;
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}
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// --- Protected utilities ---
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internal static void ReportProgress(
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IProgress<NestProgress> progress, ProgressReport report)
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{
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if (progress == null || report.Parts == null || report.Parts.Count == 0)
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return;
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var clonedParts = new List<Part>(report.Parts.Count);
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foreach (var part in report.Parts)
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clonedParts.Add((Part)part.Clone());
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Debug.WriteLine($"[Progress] Phase={report.Phase}, Plate={report.PlateNumber}, " +
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$"Parts={clonedParts.Count} | {report.Description}");
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progress.Report(new NestProgress
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{
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Phase = report.Phase,
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PlateNumber = report.PlateNumber,
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BestParts = clonedParts,
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Description = report.Description,
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ActiveWorkArea = report.WorkArea,
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IsOverallBest = report.IsOverallBest,
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});
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}
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protected string BuildProgressSummary()
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{
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if (PhaseResults.Count == 0)
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return null;
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var parts = new List<string>(PhaseResults.Count);
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foreach (var r in PhaseResults)
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parts.Add($"{r.Phase.ShortName()}: {r.PartCount}");
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return string.Join(" | ", parts);
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}
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protected bool IsBetterFill(List<Part> candidate, List<Part> current, Box workArea)
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=> Comparer.IsBetter(candidate, current, workArea);
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protected bool IsBetterValidFill(List<Part> candidate, List<Part> current, Box workArea)
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{
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if (candidate != null && candidate.Count > 0 && HasOverlaps(candidate, Plate.PartSpacing))
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{
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Debug.WriteLine($"[IsBetterValidFill] REJECTED {candidate.Count} parts due to overlaps (current best: {current?.Count ?? 0})");
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return false;
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}
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return IsBetterFill(candidate, current, workArea);
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}
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protected static bool HasOverlaps(List<Part> parts, double spacing)
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{
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if (parts == null || parts.Count <= 1)
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return false;
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for (var i = 0; i < parts.Count; i++)
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{
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var box1 = parts[i].BoundingBox;
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for (var j = i + 1; j < parts.Count; j++)
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{
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var box2 = parts[j].BoundingBox;
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var overlapX = System.Math.Min(box1.Right, box2.Right)
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- System.Math.Max(box1.Left, box2.Left);
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var overlapY = System.Math.Min(box1.Top, box2.Top)
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- System.Math.Max(box1.Bottom, box2.Bottom);
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if (overlapX <= Tolerance.Epsilon || overlapY <= Tolerance.Epsilon)
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continue;
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List<Vector> pts;
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if (parts[i].Intersects(parts[j], out pts))
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{
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var b1 = parts[i].BoundingBox;
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var b2 = parts[j].BoundingBox;
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Debug.WriteLine($"[HasOverlaps] Overlap: part[{i}] ({parts[i].BaseDrawing?.Name}) @ ({b1.Left:F2},{b1.Bottom:F2})-({b1.Right:F2},{b1.Top:F2}) rot={parts[i].Rotation:F2}" +
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$" vs part[{j}] ({parts[j].BaseDrawing?.Name}) @ ({b2.Left:F2},{b2.Bottom:F2})-({b2.Right:F2},{b2.Top:F2}) rot={parts[j].Rotation:F2}" +
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$" intersections={pts?.Count ?? 0}");
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return true;
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}
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}
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}
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return false;
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}
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/// <summary>
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/// Places best-fit pairs for qty=2 items into remnant spaces around
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/// already-placed parts. Returns all placed pair parts.
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/// </summary>
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private List<Part> PlaceBestFitPairs(List<NestItem> pairItems,
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List<Part> existingParts, Box fullWorkArea)
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{
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var result = new List<Part>();
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var obstacles = existingParts
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.Select(p => p.BoundingBox.Offset(Plate.PartSpacing))
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.ToList();
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var finder = new RemnantFinder(fullWorkArea, obstacles);
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foreach (var item in pairItems)
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{
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if (item.Quantity < 2) continue;
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var bestFits = BestFitCache.GetOrCompute(
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item.Drawing, Plate.Size.Length, Plate.Size.Width, Plate.PartSpacing);
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var bestFit = bestFits.FirstOrDefault(r => r.Keep);
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if (bestFit == null) continue;
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var parts = bestFit.BuildParts(item.Drawing);
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var pairBbox = ((IEnumerable<IBoundable>)parts).GetBoundingBox();
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var pairW = pairBbox.Width;
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var pairL = pairBbox.Length;
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var minDim = System.Math.Min(pairW, pairL);
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var remnants = finder.FindRemnants(minDim);
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Box target = null;
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foreach (var r in remnants)
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{
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if (pairW <= r.Width + Tolerance.Epsilon &&
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pairL <= r.Length + Tolerance.Epsilon)
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{
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target = r;
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break;
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}
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}
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if (target == null) continue;
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var offset = target.Location - pairBbox.Location;
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foreach (var p in parts)
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{
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p.Offset(offset);
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p.UpdateBounds();
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}
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result.AddRange(parts);
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item.Quantity = 0;
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var envelope = ((IEnumerable<IBoundable>)parts).GetBoundingBox();
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finder.AddObstacle(envelope.Offset(Plate.PartSpacing));
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Debug.WriteLine($"[Nest] Placed best-fit pair for {item.Drawing.Name} " +
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$"at ({target.X:F1},{target.Y:F1}), size {pairW:F1}x{pairL:F1}");
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}
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return result;
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}
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/// <summary>
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/// Determines whether a drawing should use grid-fill (true) or bin-pack (false).
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/// Low-quantity items whose total area is a small fraction of the plate are
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/// better off being packed alongside other parts rather than filling first.
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/// </summary>
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private bool ShouldFill(NestItem item, double plateArea)
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{
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if (item.Quantity <= 1)
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return false;
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var bbox = item.Drawing.Program.BoundingBox();
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var partArea = (bbox.Width + Plate.PartSpacing) * (bbox.Length + Plate.PartSpacing);
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if (partArea <= 0)
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return false;
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var totalArea = partArea * item.Quantity;
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// If the total area of all copies is less than 10% of the plate,
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// packing produces better results than grid-filling.
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return totalArea >= plateArea * 0.1;
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}
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}
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}
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