Files
OpenNest/OpenNest.Engine/StripNestEngine.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

165 lines
5.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using OpenNest.Engine.Fill;
using OpenNest.Geometry;
namespace OpenNest.Engine
{
public class StripNestEngine : NestEngineBase
{
public StripNestEngine(Plate plate)
: base(plate) { }
public override string Name => "Strip";
public override string Description =>
"Iterative shrink-fill nesting for mixed-drawing layouts";
/// <summary>
/// Single-item fill delegates to DefaultNestEngine.
/// </summary>
public override List<Part> Fill(
NestItem item,
Box workArea,
IProgress<NestProgress> progress,
CancellationToken token
)
{
var inner = new DefaultNestEngine(Plate);
return inner.Fill(item, workArea, progress, token);
}
/// <summary>
/// Group-parts fill delegates to DefaultNestEngine.
/// </summary>
public override List<Part> Fill(
List<Part> groupParts,
Box workArea,
IProgress<NestProgress> progress,
CancellationToken token
)
{
var inner = new DefaultNestEngine(Plate);
return inner.Fill(groupParts, workArea, progress, token);
}
/// <summary>
/// Pack delegates to DefaultNestEngine.
/// </summary>
public override List<Part> PackArea(
Box box,
List<NestItem> items,
IProgress<NestProgress> progress,
CancellationToken token
)
{
var inner = new DefaultNestEngine(Plate);
return inner.PackArea(box, items, progress, token);
}
/// <summary>
/// Multi-drawing iterative shrink-fill strategy.
/// Each multi-quantity drawing gets shrink-filled into the tightest
/// sub-region using dual-direction selection. Singles and leftovers
/// are packed at the end.
/// </summary>
public override List<Part> Nest(
List<NestItem> items,
IProgress<NestProgress> progress,
CancellationToken token
)
{
if (items == null || items.Count == 0)
return new List<Part>();
var workArea = Plate.WorkArea();
// Separate multi-quantity from singles.
var fillItems = items
.Where(i => i.Quantity != 1)
.OrderBy(i => i.Priority)
.ThenByDescending(i => i.Drawing.Area)
.ToList();
var packItems = items.Where(i => i.Quantity == 1).ToList();
var allParts = new List<Part>();
// Phase 1: Iterative shrink-fill for multi-quantity items.
if (fillItems.Count > 0)
{
// Use direction-specific engines: height shrink benefits from
// minimizing Y-extent, width shrink from minimizing X-extent.
Func<NestItem, Box, List<Part>> heightFillFunc = (ni, b) =>
{
var inner = new HorizontalRemnantEngine(Plate);
return inner.Fill(ni, b, progress, token);
};
Func<NestItem, Box, List<Part>> widthFillFunc = (ni, b) =>
{
var inner = new VerticalRemnantEngine(Plate);
return inner.Fill(ni, b, progress, token);
};
var shrinkResult = IterativeShrinkFiller.Fill(
fillItems,
workArea,
heightFillFunc,
Plate.PartSpacing,
token,
progress,
PlateNumber,
widthFillFunc
);
allParts.AddRange(shrinkResult.Parts);
// Compact placed parts toward the origin to close gaps.
Compactor.Settle(allParts, workArea, Plate.PartSpacing);
// Add unfilled items to pack list.
packItems.AddRange(shrinkResult.Leftovers);
}
// Phase 2: Pack singles + leftovers into remaining space.
packItems = packItems.Where(i => i.Quantity > 0).ToList();
if (packItems.Count > 0 && !token.IsCancellationRequested)
{
// Reconstruct remaining area from placed parts.
var packArea = workArea;
if (allParts.Count > 0)
{
var obstacles = allParts
.Select(p => p.BoundingBox.Offset(Plate.PartSpacing))
.ToList();
var finder = new RemnantFinder(workArea, obstacles);
var remnants = finder.FindRemnants();
packArea = remnants.Count > 0 ? remnants[0] : new Box(0, 0, 0, 0);
}
if (packArea.Width > 0 && packArea.Length > 0)
{
var packParts = PackArea(packArea, packItems, progress, token);
allParts.AddRange(packParts);
}
}
// Deduct placed quantities from original items by drawing reference.
foreach (var item in items)
{
if (item.Quantity <= 0)
continue;
var placed = allParts.Count(p => ReferenceEquals(p.BaseDrawing, item.Drawing));
item.Quantity = System.Math.Max(0, item.Quantity - placed);
}
return allParts;
}
}
}