Files
OpenNest/OpenNest.Engine/RectanglePacking/FillSpiral.cs
T
aj 451841401a refactor(engine): align namespaces with directory layout under OpenNest.Engine
All 132 OpenNest.Engine source files now declare namespaces matching
their nested directories: Jobs/, Jobs/Placement/, Jobs/Adapters/,
Fill/, RectanglePacking/, CirclePacking/, and engine-root types moved
from 'OpenNest' to 'OpenNest.Engine'. RootNamespace updated accordingly.
Consumers (Api, Console, Mcp, Benchmark, Training, desktop app, tests)
gained the explicit usings the move requires; CLAUDE.md updated.
2026-09-21 13:18:34 -04:00

87 lines
3.2 KiB
C#

using OpenNest.Geometry;
using OpenNest.Engine.Fill;
using OpenNest.Math;
namespace OpenNest.Engine.RectanglePacking
{
internal class FillSpiral : FillEngine
{
public Box CenterRemnant { get; private set; }
public FillSpiral(Bin bin)
: base(bin) { }
public override void Fill(Item item)
{
Fill(item, int.MaxValue);
}
public override void Fill(Item item, int maxCount)
{
if (item == null)
return;
// Width = Y axis, Length = X axis
var comboY = BestCombination.FindFrom2(item.Width, item.Length, Bin.Width);
var comboX = BestCombination.FindFrom2(item.Length, item.Width, Bin.Length);
if (!comboY.Found || !comboX.Found)
return;
var q14size = new Size(item.Width * comboY.Count1, item.Length * comboX.Count1);
var q23size = new Size(item.Length * comboY.Count2, item.Width * comboX.Count2);
if (
(q14size.Width > q23size.Width && q14size.Length > q23size.Length)
|| (q23size.Width > q14size.Width && q23size.Length > q14size.Length)
)
return; // cant do an efficient spiral fill
// Q1: normal orientation at bin origin
item.Location = Bin.Location;
var q1 = FillGrid(item, comboY.Count1, comboX.Count1, maxCount);
Bin.Items.AddRange(q1);
// Q2: rotated, above Q1
item.Rotate();
item.Location = new Vector(Bin.X, Bin.Y + q14size.Width);
var q2 = FillGrid(item, comboY.Count2, comboX.Count2, maxCount - Bin.Items.Count);
Bin.Items.AddRange(q2);
// Q3: rotated, right of Q1
item.Location = new Vector(Bin.X + q14size.Length, Bin.Y);
var q3 = FillGrid(item, comboY.Count2, comboX.Count2, maxCount - Bin.Items.Count);
Bin.Items.AddRange(q3);
// Q4: normal orientation, diagonal from Q1
item.Rotate();
item.Location = new Vector(Bin.X + q23size.Length, Bin.Y + q23size.Width);
var q4 = FillGrid(item, comboY.Count1, comboX.Count1, maxCount);
Bin.Items.AddRange(q4);
// Compute center remnant — the rectangular gap between the 4 quadrants
// Only valid when all 4 quadrants have items; otherwise the "center"
// overlaps an occupied quadrant and recursion never terminates.
var centerW = System.Math.Abs(q14size.Length - q23size.Length);
var centerH = System.Math.Abs(q14size.Width - q23size.Width);
if (
comboY.Count1 > 0
&& comboY.Count2 > 0
&& comboX.Count1 > 0
&& comboX.Count2 > 0
&& centerW > Tolerance.Epsilon
&& centerH > Tolerance.Epsilon
)
{
CenterRemnant = new Box(
Bin.X + System.Math.Min(q14size.Length, q23size.Length),
Bin.Y + System.Math.Min(q14size.Width, q23size.Width),
centerW,
centerH
);
}
}
}
}