Files
OpenNest/OpenNest.Engine/NestEngine.cs
AJ Isaacs 40b40ca4ba feat: unify ActionAddPart into ActionClone and add group fill support
Merge ActionAddPart into ActionClone by adding a Drawing constructor,
eliminating the redundant class. ActionClone now handles both adding
new parts from a drawing and cloning selected part groups. Added
Ctrl+F fill support for groups using FillLinear pattern tiling, and
adopted quadrant-aware push directions from ActionAddPart. Refactored
FillLinear to extract shared helpers and add a Fill(Pattern) overload
for tiling arbitrary part groups across the work area.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 09:56:48 -05:00

297 lines
8.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using OpenNest.Converters;
using OpenNest.Geometry;
using OpenNest.Math;
using OpenNest.RectanglePacking;
namespace OpenNest
{
public class NestEngine
{
public NestEngine(Plate plate)
{
Plate = plate;
}
public Plate Plate { get; set; }
public NestDirection NestDirection { get; set; }
public bool Fill(NestItem item)
{
var workArea = Plate.WorkArea();
var bestRotation = FindBestRotation(item);
var engine = new FillLinear(workArea, Plate.PartSpacing);
// Try 4 configurations: 2 rotations x 2 axes.
var configs = new[]
{
engine.Fill(item.Drawing, bestRotation, NestDirection.Horizontal),
engine.Fill(item.Drawing, bestRotation, NestDirection.Vertical),
engine.Fill(item.Drawing, bestRotation + Angle.HalfPI, NestDirection.Horizontal),
engine.Fill(item.Drawing, bestRotation + Angle.HalfPI, NestDirection.Vertical)
};
// Pick the configuration with the most parts.
List<Part> best = null;
foreach (var config in configs)
{
if (best == null || config.Count > best.Count)
best = config;
}
if (best == null || best.Count == 0)
return false;
// Limit to requested quantity if specified.
if (item.Quantity > 0 && best.Count > item.Quantity)
best = best.Take(item.Quantity).ToList();
Plate.Parts.AddRange(best);
return true;
}
public bool Fill(List<Part> groupParts)
{
if (groupParts == null || groupParts.Count == 0)
return false;
var workArea = Plate.WorkArea();
var engine = new FillLinear(workArea, Plate.PartSpacing);
// Build a pattern from the group of parts.
var pattern = new Pattern();
foreach (var part in groupParts)
{
var clone = (Part)part.Clone();
clone.UpdateBounds();
pattern.Parts.Add(clone);
}
pattern.UpdateBounds();
// Try 4 configurations: 2 axes x 2 orientations (horizontal/vertical).
var configs = new[]
{
engine.Fill(pattern, NestDirection.Horizontal),
engine.Fill(pattern, NestDirection.Vertical)
};
List<Part> best = null;
foreach (var config in configs)
{
if (best == null || config.Count > best.Count)
best = config;
}
if (best == null || best.Count == 0)
return false;
Plate.Parts.AddRange(best);
return true;
}
public bool Fill(NestItem item, int maxCount)
{
if (maxCount <= 0)
return false;
var savedQty = item.Quantity;
item.Quantity = maxCount;
var result = Fill(item);
item.Quantity = savedQty;
return result;
}
public bool FillArea(Box box, NestItem item)
{
var binItem = ConvertToRectangleItem(item);
var bin = new Bin
{
Location = box.Location,
Size = box.Size
};
bin.Width += Plate.PartSpacing;
bin.Height += Plate.PartSpacing;
var engine = new FillBestFit(bin);
engine.Fill(binItem);
var nestItems = new List<NestItem>();
nestItems.Add(item);
var parts = ConvertToParts(bin, nestItems);
Plate.Parts.AddRange(parts);
return parts.Count > 0;
}
public bool FillArea(Box box, NestItem item, int maxCount)
{
var binItem = ConvertToRectangleItem(item);
var bin = new Bin
{
Location = box.Location,
Size = box.Size
};
bin.Width += Plate.PartSpacing;
bin.Height += Plate.PartSpacing;
var engine = new FillBestFit(bin);
engine.Fill(binItem, maxCount);
var nestItems = new List<NestItem>();
nestItems.Add(item);
var parts = ConvertToParts(bin, nestItems);
Plate.Parts.AddRange(parts);
return parts.Count > 0;
}
public bool Pack(List<NestItem> items)
{
var workArea = Plate.WorkArea();
return PackArea(workArea, items);
}
public bool PackArea(Box box, List<NestItem> items)
{
var binItems = ConvertToRectangleItems(items);
var bin = new Bin
{
Location = box.Location,
Size = box.Size
};
bin.Width += Plate.PartSpacing;
bin.Height += Plate.PartSpacing;
var engine = new PackBottomLeft(bin);
engine.Pack(binItems);
var parts = ConvertToParts(bin, items);
Plate.Parts.AddRange(parts);
return parts.Count > 0;
}
private double FindBestRotation(NestItem item)
{
var entities = ConvertProgram.ToGeometry(item.Drawing.Program)
.Where(e => e.Layer != SpecialLayers.Rapid);
var shapes = Helper.GetShapes(entities);
if (shapes.Count == 0)
return 0;
// Find the largest shape (outer profile).
Shape largest = shapes[0];
double largestArea = largest.Area();
for (int i = 1; i < shapes.Count; i++)
{
var area = shapes[i].Area();
if (area > largestArea)
{
largest = shapes[i];
largestArea = area;
}
}
// Convert to polygon so arcs are properly represented as line segments.
// Shape.FindBestRotation() uses Entity cardinal points which are incorrect
// for arcs that don't sweep through all 4 cardinal directions.
var polygon = largest.ToPolygonWithTolerance(0.1);
BoundingRectangleResult result;
if (item.RotationStart.IsEqualTo(0) && item.RotationEnd.IsEqualTo(0))
result = polygon.FindBestRotation();
else
result = polygon.FindBestRotation(item.RotationStart, item.RotationEnd);
// Negate the angle to align the minimum bounding rectangle with the axes.
return -result.Angle;
}
private List<Part> ConvertToParts(Bin bin, List<NestItem> items)
{
var parts = new List<Part>();
foreach (var item in bin.Items)
{
var nestItem = items[item.Id];
var part = ConvertToPart(item, nestItem.Drawing);
parts.Add(part);
}
return parts;
}
private Part ConvertToPart(Item item, Drawing dwg)
{
var part = new Part(dwg);
if (item.IsRotated)
part.Rotate(Angle.HalfPI);
var boundingBox = part.Program.BoundingBox();
var offset = item.Location - boundingBox.Location;
part.Offset(offset);
return part;
}
private List<Item> ConvertToRectangleItems(List<NestItem> items)
{
var binItems = new List<Item>();
for (int i = 0; i < items.Count; i++)
{
var item = items[i];
var binItem = ConvertToRectangleItem(item, i);
int maxQty = (int)System.Math.Floor(Plate.Area() / binItem.Area());
int qty = item.Quantity < maxQty
? item.Quantity
: maxQty;
for (int j = 0; j < qty; j++)
binItems.Add(binItem.Clone() as Item);
}
return binItems;
}
private Item ConvertToRectangleItem(NestItem item, int id = 0)
{
var box = item.Drawing.Program.BoundingBox();
box.Width += Plate.PartSpacing;
box.Height += Plate.PartSpacing;
return new Item
{
Id = id,
Location = box.Location,
Size = box.Size
};
}
}
}