FillLinear now accepts optional RemainderPatterns that are tried in leftover strips after the main grid fill, improving packing density when pair patterns fit the narrow residual space. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
641 lines
24 KiB
C#
641 lines
24 KiB
C#
using System.Collections.Generic;
|
|
using System.Threading.Tasks;
|
|
using OpenNest.Geometry;
|
|
using OpenNest.Math;
|
|
|
|
namespace OpenNest
|
|
{
|
|
public class FillLinear
|
|
{
|
|
public FillLinear(Box workArea, double partSpacing)
|
|
{
|
|
PartSpacing = partSpacing;
|
|
WorkArea = new Box(workArea.X, workArea.Y, workArea.Width, workArea.Length);
|
|
}
|
|
|
|
public Box WorkArea { get; }
|
|
|
|
public double PartSpacing { get; }
|
|
|
|
public double HalfSpacing => PartSpacing / 2;
|
|
|
|
/// <summary>
|
|
/// Optional multi-part patterns (e.g. interlocking pairs) to try in remainder strips.
|
|
/// </summary>
|
|
public List<Pattern> RemainderPatterns { get; set; }
|
|
|
|
private static Vector MakeOffset(NestDirection direction, double distance)
|
|
{
|
|
return direction == NestDirection.Horizontal
|
|
? new Vector(distance, 0)
|
|
: new Vector(0, distance);
|
|
}
|
|
|
|
private static PushDirection GetPushDirection(NestDirection direction)
|
|
{
|
|
return direction == NestDirection.Horizontal
|
|
? PushDirection.Left
|
|
: PushDirection.Down;
|
|
}
|
|
|
|
private static double GetDimension(Box box, NestDirection direction)
|
|
{
|
|
return direction == NestDirection.Horizontal ? box.Width : box.Length;
|
|
}
|
|
|
|
private static double GetStart(Box box, NestDirection direction)
|
|
{
|
|
return direction == NestDirection.Horizontal ? box.Left : box.Bottom;
|
|
}
|
|
|
|
private double GetLimit(NestDirection direction)
|
|
{
|
|
return direction == NestDirection.Horizontal ? WorkArea.Right : WorkArea.Top;
|
|
}
|
|
|
|
private static NestDirection PerpendicularAxis(NestDirection direction)
|
|
{
|
|
return direction == NestDirection.Horizontal
|
|
? NestDirection.Vertical
|
|
: NestDirection.Horizontal;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Computes the slide distance for the push algorithm, returning the
|
|
/// geometry-aware copy distance along the given axis.
|
|
/// </summary>
|
|
private double ComputeCopyDistance(double bboxDim, double slideDistance)
|
|
{
|
|
if (slideDistance >= double.MaxValue || slideDistance < 0)
|
|
return bboxDim + PartSpacing;
|
|
|
|
// The geometry-aware slide can produce a copy distance smaller than
|
|
// the part itself when inflated corner/arc vertices interact spuriously.
|
|
// Clamp to bboxDim + PartSpacing to prevent bounding box overlap.
|
|
return System.Math.Max(bboxDim - slideDistance, bboxDim + PartSpacing);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds the geometry-aware copy distance between two identical parts along an axis.
|
|
/// Both parts are inflated by half-spacing for symmetric spacing.
|
|
/// </summary>
|
|
private double FindCopyDistance(Part partA, NestDirection direction, PartBoundary boundary)
|
|
{
|
|
var bboxDim = GetDimension(partA.BoundingBox, direction);
|
|
var pushDir = GetPushDirection(direction);
|
|
|
|
var locationBOffset = MakeOffset(direction, bboxDim);
|
|
|
|
// Use the most efficient array-based overload to avoid all allocations.
|
|
var slideDistance = SpatialQuery.DirectionalDistance(
|
|
boundary.GetEdges(pushDir), partA.Location + locationBOffset,
|
|
boundary.GetEdges(SpatialQuery.OppositeDirection(pushDir)), partA.Location,
|
|
pushDir);
|
|
|
|
return ComputeCopyDistance(bboxDim, slideDistance);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds the geometry-aware copy distance between two identical patterns along an axis.
|
|
/// Checks every pair of parts across adjacent patterns so that multi-part
|
|
/// patterns (e.g. interlocking pairs) maintain spacing between ALL parts.
|
|
/// Both sides are inflated by half-spacing for symmetric spacing.
|
|
/// </summary>
|
|
private double FindPatternCopyDistance(Pattern patternA, NestDirection direction, PartBoundary[] boundaries)
|
|
{
|
|
if (patternA.Parts.Count <= 1)
|
|
return FindSinglePartPatternCopyDistance(patternA, direction, boundaries[0]);
|
|
|
|
var bboxDim = GetDimension(patternA.BoundingBox, direction);
|
|
var pushDir = GetPushDirection(direction);
|
|
var opposite = SpatialQuery.OppositeDirection(pushDir);
|
|
|
|
// Compute a starting offset large enough that every part-pair in
|
|
// patternB has its offset geometry beyond patternA's offset geometry.
|
|
var maxUpper = double.MinValue;
|
|
var minLower = double.MaxValue;
|
|
|
|
for (var i = 0; i < patternA.Parts.Count; i++)
|
|
{
|
|
var bb = patternA.Parts[i].BoundingBox;
|
|
var upper = direction == NestDirection.Horizontal ? bb.Right : bb.Top;
|
|
var lower = direction == NestDirection.Horizontal ? bb.Left : bb.Bottom;
|
|
|
|
if (upper > maxUpper) maxUpper = upper;
|
|
if (lower < minLower) minLower = lower;
|
|
}
|
|
|
|
var startOffset = System.Math.Max(bboxDim,
|
|
maxUpper - minLower + PartSpacing + Tolerance.Epsilon);
|
|
|
|
var offset = MakeOffset(direction, startOffset);
|
|
|
|
// Pre-cache edge arrays.
|
|
var movingEdges = new (Vector start, Vector end)[patternA.Parts.Count][];
|
|
var stationaryEdges = new (Vector start, Vector end)[patternA.Parts.Count][];
|
|
|
|
for (var i = 0; i < patternA.Parts.Count; i++)
|
|
{
|
|
movingEdges[i] = boundaries[i].GetEdges(pushDir);
|
|
stationaryEdges[i] = boundaries[i].GetEdges(opposite);
|
|
}
|
|
|
|
var maxCopyDistance = 0.0;
|
|
|
|
for (var j = 0; j < patternA.Parts.Count; j++)
|
|
{
|
|
var locationB = patternA.Parts[j].Location + offset;
|
|
|
|
for (var i = 0; i < patternA.Parts.Count; i++)
|
|
{
|
|
var slideDistance = SpatialQuery.DirectionalDistance(
|
|
movingEdges[j], locationB,
|
|
stationaryEdges[i], patternA.Parts[i].Location,
|
|
pushDir);
|
|
|
|
if (slideDistance >= double.MaxValue || slideDistance < 0)
|
|
continue;
|
|
|
|
var copyDist = startOffset - slideDistance;
|
|
|
|
if (copyDist > maxCopyDistance)
|
|
maxCopyDistance = copyDist;
|
|
}
|
|
}
|
|
|
|
if (maxCopyDistance < Tolerance.Epsilon)
|
|
return bboxDim + PartSpacing;
|
|
|
|
return maxCopyDistance;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fast path for single-part patterns — no cross-part conflicts possible.
|
|
/// </summary>
|
|
private double FindSinglePartPatternCopyDistance(Pattern patternA, NestDirection direction, PartBoundary boundary)
|
|
{
|
|
var template = patternA.Parts[0];
|
|
return FindCopyDistance(template, direction, boundary);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets offset boundary lines for all parts in a pattern using a shared boundary.
|
|
/// </summary>
|
|
private static List<Line> GetPatternLines(Pattern pattern, PartBoundary boundary, PushDirection direction)
|
|
{
|
|
var lines = new List<Line>();
|
|
|
|
foreach (var part in pattern.Parts)
|
|
lines.AddRange(boundary.GetLines(part.Location, direction));
|
|
|
|
return lines;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets boundary lines for all parts in a pattern, with an additional
|
|
/// location offset applied. Avoids cloning the pattern.
|
|
/// </summary>
|
|
private static List<Line> GetOffsetPatternLines(Pattern pattern, Vector offset, PartBoundary boundary, PushDirection direction)
|
|
{
|
|
var lines = new List<Line>();
|
|
|
|
foreach (var part in pattern.Parts)
|
|
lines.AddRange(boundary.GetLines(part.Location + offset, direction));
|
|
|
|
return lines;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates boundaries for all parts in a pattern. Parts that share the same
|
|
/// program geometry (same drawing and rotation) reuse the same boundary instance.
|
|
/// </summary>
|
|
private PartBoundary[] CreateBoundaries(Pattern pattern)
|
|
{
|
|
var boundaries = new PartBoundary[pattern.Parts.Count];
|
|
var cache = new List<(Drawing drawing, double rotation, PartBoundary boundary)>();
|
|
|
|
for (var i = 0; i < pattern.Parts.Count; i++)
|
|
{
|
|
var part = pattern.Parts[i];
|
|
PartBoundary found = null;
|
|
|
|
foreach (var entry in cache)
|
|
{
|
|
if (entry.drawing == part.BaseDrawing && entry.rotation.IsEqualTo(part.Rotation))
|
|
{
|
|
found = entry.boundary;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (found == null)
|
|
{
|
|
found = new PartBoundary(part, HalfSpacing);
|
|
cache.Add((part.BaseDrawing, part.Rotation, found));
|
|
}
|
|
|
|
boundaries[i] = found;
|
|
}
|
|
|
|
return boundaries;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tiles a pattern along the given axis, returning the cloned parts
|
|
/// (does not include the original pattern's parts). For multi-part
|
|
/// patterns, also adds individual parts from the next incomplete copy
|
|
/// that still fit within the work area.
|
|
/// </summary>
|
|
private List<Part> TilePattern(Pattern basePattern, NestDirection direction, PartBoundary[] boundaries)
|
|
{
|
|
var copyDistance = FindPatternCopyDistance(basePattern, direction, boundaries);
|
|
|
|
if (copyDistance <= 0)
|
|
return new List<Part>();
|
|
|
|
var dim = GetDimension(basePattern.BoundingBox, direction);
|
|
var start = GetStart(basePattern.BoundingBox, direction);
|
|
var limit = GetLimit(direction);
|
|
|
|
var estimatedCopies = (int)((limit - start - dim) / copyDistance);
|
|
var result = new List<Part>(estimatedCopies * basePattern.Parts.Count);
|
|
|
|
var count = 1;
|
|
|
|
while (true)
|
|
{
|
|
var nextPos = start + copyDistance * count;
|
|
|
|
if (nextPos + dim > limit + Tolerance.Epsilon)
|
|
break;
|
|
|
|
var offset = MakeOffset(direction, copyDistance * count);
|
|
|
|
foreach (var part in basePattern.Parts)
|
|
result.Add(part.CloneAtOffset(offset));
|
|
|
|
count++;
|
|
}
|
|
|
|
// For multi-part patterns, try to place individual parts from the
|
|
// next copy that didn't fit as a whole. This handles cases where
|
|
// e.g. a 2-part pair only partially fits — one part may still be
|
|
// within the work area even though the full pattern exceeds it.
|
|
if (basePattern.Parts.Count > 1)
|
|
{
|
|
var offset = MakeOffset(direction, copyDistance * count);
|
|
|
|
foreach (var basePart in basePattern.Parts)
|
|
{
|
|
var part = basePart.CloneAtOffset(offset);
|
|
|
|
if (part.BoundingBox.Right <= WorkArea.Right + Tolerance.Epsilon &&
|
|
part.BoundingBox.Top <= WorkArea.Top + Tolerance.Epsilon &&
|
|
part.BoundingBox.Left >= WorkArea.Left - Tolerance.Epsilon &&
|
|
part.BoundingBox.Bottom >= WorkArea.Bottom - Tolerance.Epsilon)
|
|
{
|
|
result.Add(part);
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a seed pattern containing a single part positioned at the work area origin.
|
|
/// Returns an empty pattern if the part does not fit.
|
|
/// </summary>
|
|
private Pattern MakeSeedPattern(Drawing drawing, double rotationAngle)
|
|
{
|
|
var pattern = new Pattern();
|
|
|
|
var template = new Part(drawing);
|
|
|
|
if (!rotationAngle.IsEqualTo(0))
|
|
template.Rotate(rotationAngle);
|
|
|
|
template.Offset(WorkArea.Location - template.BoundingBox.Location);
|
|
|
|
if (template.BoundingBox.Width > WorkArea.Width + Tolerance.Epsilon ||
|
|
template.BoundingBox.Length > WorkArea.Length + Tolerance.Epsilon)
|
|
return pattern;
|
|
|
|
pattern.Parts.Add(template);
|
|
pattern.UpdateBounds();
|
|
return pattern;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fills the work area by tiling the pattern along the primary axis to form
|
|
/// a row, then tiling that row along the perpendicular axis to form a grid.
|
|
/// After the grid is formed, fills the remaining strip with individual parts.
|
|
/// </summary>
|
|
private List<Part> FillGrid(Pattern pattern, NestDirection direction)
|
|
{
|
|
var perpAxis = PerpendicularAxis(direction);
|
|
var boundaries = CreateBoundaries(pattern);
|
|
|
|
// Step 1: Tile along primary axis
|
|
var row = new List<Part>(pattern.Parts);
|
|
row.AddRange(TilePattern(pattern, direction, boundaries));
|
|
|
|
// If primary tiling didn't produce copies, just tile along perpendicular
|
|
if (row.Count <= pattern.Parts.Count)
|
|
{
|
|
row.AddRange(TilePattern(pattern, perpAxis, boundaries));
|
|
return row;
|
|
}
|
|
|
|
// Step 2: Build row pattern and tile along perpendicular axis
|
|
var rowPattern = new Pattern();
|
|
rowPattern.Parts.AddRange(row);
|
|
rowPattern.UpdateBounds();
|
|
|
|
var rowBoundaries = CreateBoundaries(rowPattern);
|
|
var gridResult = new List<Part>(rowPattern.Parts);
|
|
gridResult.AddRange(TilePattern(rowPattern, perpAxis, rowBoundaries));
|
|
|
|
// Step 3: Fill remaining strip
|
|
var remaining = FillRemainingStrip(gridResult, pattern, perpAxis, direction);
|
|
if (remaining.Count > 0)
|
|
gridResult.AddRange(remaining);
|
|
|
|
// Step 4: Try fewer rows optimization
|
|
var fewerResult = TryFewerRows(gridResult, rowPattern, pattern, perpAxis, direction);
|
|
if (fewerResult != null && fewerResult.Count > gridResult.Count)
|
|
return fewerResult;
|
|
|
|
return gridResult;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries removing the last row/column from the grid and re-filling the
|
|
/// larger remainder strip. Returns null if this doesn't improve the total.
|
|
/// </summary>
|
|
private List<Part> TryFewerRows(
|
|
List<Part> fullResult, Pattern rowPattern, Pattern seedPattern,
|
|
NestDirection tiledAxis, NestDirection primaryAxis)
|
|
{
|
|
var rowPartCount = rowPattern.Parts.Count;
|
|
|
|
if (fullResult.Count < rowPartCount * 2)
|
|
return null;
|
|
|
|
var fewerParts = new List<Part>(fullResult.Count - rowPartCount);
|
|
|
|
for (var i = 0; i < fullResult.Count - rowPartCount; i++)
|
|
fewerParts.Add(fullResult[i]);
|
|
|
|
var remaining = FillRemainingStrip(fewerParts, seedPattern, tiledAxis, primaryAxis);
|
|
|
|
if (remaining.Count <= rowPartCount)
|
|
return null;
|
|
|
|
fewerParts.AddRange(remaining);
|
|
return fewerParts;
|
|
}
|
|
|
|
/// <summary>
|
|
/// After tiling full rows/columns, fills the remaining strip with individual
|
|
/// parts. The strip is the leftover space along the tiled axis between the
|
|
/// last full row/column and the work area boundary. Each unique drawing and
|
|
/// rotation from the seed pattern is tried in both directions.
|
|
/// </summary>
|
|
private List<Part> FillRemainingStrip(
|
|
List<Part> placedParts, Pattern seedPattern,
|
|
NestDirection tiledAxis, NestDirection primaryAxis)
|
|
{
|
|
var placedEdge = FindPlacedEdge(placedParts, tiledAxis);
|
|
var remainingStrip = BuildRemainingStrip(placedEdge, tiledAxis);
|
|
|
|
if (remainingStrip == null)
|
|
return new List<Part>();
|
|
|
|
var rotations = BuildRotationSet(seedPattern);
|
|
var best = FindBestFill(rotations, remainingStrip);
|
|
|
|
if (RemainderPatterns != null)
|
|
{
|
|
System.Diagnostics.Debug.WriteLine($"[FillRemainingStrip] Strip: {remainingStrip.Width:F1}x{remainingStrip.Length:F1}, individual best={best?.Count ?? 0}, trying {RemainderPatterns.Count} patterns");
|
|
|
|
foreach (var pattern in RemainderPatterns)
|
|
{
|
|
var filler = new FillLinear(remainingStrip, PartSpacing);
|
|
var h = filler.Fill(pattern, NestDirection.Horizontal);
|
|
var v = filler.Fill(pattern, NestDirection.Vertical);
|
|
|
|
System.Diagnostics.Debug.WriteLine($"[FillRemainingStrip] Pattern ({pattern.Parts.Count} parts, bbox={pattern.BoundingBox.Width:F1}x{pattern.BoundingBox.Length:F1}): H={h?.Count ?? 0}, V={v?.Count ?? 0}");
|
|
|
|
if (h != null && h.Count > (best?.Count ?? 0))
|
|
best = h;
|
|
if (v != null && v.Count > (best?.Count ?? 0))
|
|
best = v;
|
|
}
|
|
|
|
System.Diagnostics.Debug.WriteLine($"[FillRemainingStrip] Final best={best?.Count ?? 0}");
|
|
}
|
|
|
|
return best ?? new List<Part>();
|
|
}
|
|
|
|
private static double FindPlacedEdge(List<Part> placedParts, NestDirection tiledAxis)
|
|
{
|
|
var placedEdge = double.MinValue;
|
|
|
|
foreach (var part in placedParts)
|
|
{
|
|
var edge = tiledAxis == NestDirection.Vertical
|
|
? part.BoundingBox.Top
|
|
: part.BoundingBox.Right;
|
|
|
|
if (edge > placedEdge)
|
|
placedEdge = edge;
|
|
}
|
|
|
|
return placedEdge;
|
|
}
|
|
|
|
private Box BuildRemainingStrip(double placedEdge, NestDirection tiledAxis)
|
|
{
|
|
if (tiledAxis == NestDirection.Vertical)
|
|
{
|
|
var bottom = placedEdge + PartSpacing;
|
|
var height = WorkArea.Top - bottom;
|
|
|
|
if (height <= Tolerance.Epsilon)
|
|
return null;
|
|
|
|
return new Box(WorkArea.X, bottom, WorkArea.Width, height);
|
|
}
|
|
else
|
|
{
|
|
var left = placedEdge + PartSpacing;
|
|
var width = WorkArea.Right - left;
|
|
|
|
if (width <= Tolerance.Epsilon)
|
|
return null;
|
|
|
|
return new Box(left, WorkArea.Y, width, WorkArea.Length);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds a set of (drawing, rotation) candidates: cardinal orientations
|
|
/// (0° and 90°) for each unique drawing, plus any seed pattern rotations
|
|
/// not already covered.
|
|
/// </summary>
|
|
private static List<(Drawing drawing, double rotation)> BuildRotationSet(Pattern seedPattern)
|
|
{
|
|
var rotations = new List<(Drawing drawing, double rotation)>();
|
|
var drawings = new List<Drawing>();
|
|
|
|
foreach (var seedPart in seedPattern.Parts)
|
|
{
|
|
var found = false;
|
|
|
|
foreach (var d in drawings)
|
|
{
|
|
if (d == seedPart.BaseDrawing)
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
drawings.Add(seedPart.BaseDrawing);
|
|
}
|
|
|
|
foreach (var drawing in drawings)
|
|
{
|
|
rotations.Add((drawing, 0));
|
|
rotations.Add((drawing, Angle.HalfPI));
|
|
}
|
|
|
|
foreach (var seedPart in seedPattern.Parts)
|
|
{
|
|
var skip = false;
|
|
|
|
foreach (var (d, r) in rotations)
|
|
{
|
|
if (d == seedPart.BaseDrawing && r.IsEqualTo(seedPart.Rotation))
|
|
{
|
|
skip = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!skip)
|
|
rotations.Add((seedPart.BaseDrawing, seedPart.Rotation));
|
|
}
|
|
|
|
return rotations;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries all rotation candidates in both directions in parallel, returns the
|
|
/// fill with the most parts.
|
|
/// </summary>
|
|
private List<Part> FindBestFill(List<(Drawing drawing, double rotation)> rotations, Box strip)
|
|
{
|
|
var bag = new System.Collections.Concurrent.ConcurrentBag<List<Part>>();
|
|
|
|
Parallel.ForEach(rotations, entry =>
|
|
{
|
|
var filler = new FillLinear(strip, PartSpacing);
|
|
var h = filler.Fill(entry.drawing, entry.rotation, NestDirection.Horizontal);
|
|
var v = filler.Fill(entry.drawing, entry.rotation, NestDirection.Vertical);
|
|
|
|
if (h != null && h.Count > 0)
|
|
bag.Add(h);
|
|
|
|
if (v != null && v.Count > 0)
|
|
bag.Add(v);
|
|
});
|
|
|
|
List<Part> best = null;
|
|
|
|
foreach (var candidate in bag)
|
|
{
|
|
if (best == null || candidate.Count > best.Count)
|
|
best = candidate;
|
|
}
|
|
|
|
return best ?? new List<Part>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fills a single row of identical parts along one axis using geometry-aware spacing.
|
|
/// </summary>
|
|
public Pattern FillRow(Drawing drawing, double rotationAngle, NestDirection direction)
|
|
{
|
|
var seed = MakeSeedPattern(drawing, rotationAngle);
|
|
|
|
if (seed.Parts.Count == 0)
|
|
return seed;
|
|
|
|
var template = seed.Parts[0];
|
|
var boundary = new PartBoundary(template, HalfSpacing);
|
|
|
|
var copyDistance = FindCopyDistance(template, direction, boundary);
|
|
|
|
if (copyDistance <= 0)
|
|
return seed;
|
|
|
|
var dim = GetDimension(template.BoundingBox, direction);
|
|
var start = GetStart(template.BoundingBox, direction);
|
|
var limit = GetLimit(direction);
|
|
|
|
var count = 1;
|
|
|
|
while (true)
|
|
{
|
|
var nextPos = start + copyDistance * count;
|
|
|
|
if (nextPos + dim > limit + Tolerance.Epsilon)
|
|
break;
|
|
|
|
var clone = template.CloneAtOffset(MakeOffset(direction, copyDistance * count));
|
|
seed.Parts.Add(clone);
|
|
count++;
|
|
}
|
|
|
|
seed.UpdateBounds();
|
|
return seed;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fills the work area by tiling a pre-built pattern along both axes.
|
|
/// </summary>
|
|
public List<Part> Fill(Pattern pattern, NestDirection primaryAxis)
|
|
{
|
|
if (pattern.Parts.Count == 0)
|
|
return new List<Part>();
|
|
|
|
var offset = WorkArea.Location - pattern.BoundingBox.Location;
|
|
var basePattern = pattern.Clone(offset);
|
|
|
|
if (basePattern.BoundingBox.Width > WorkArea.Width + Tolerance.Epsilon ||
|
|
basePattern.BoundingBox.Length > WorkArea.Length + Tolerance.Epsilon)
|
|
return new List<Part>();
|
|
|
|
return FillGrid(basePattern, primaryAxis);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fills the work area by creating a seed part, then recursively tiling
|
|
/// along the primary axis and then the perpendicular axis.
|
|
/// </summary>
|
|
public List<Part> Fill(Drawing drawing, double rotationAngle, NestDirection primaryAxis)
|
|
{
|
|
var seed = MakeSeedPattern(drawing, rotationAngle);
|
|
|
|
if (seed.Parts.Count == 0)
|
|
return new List<Part>();
|
|
|
|
return FillGrid(seed, primaryAxis);
|
|
}
|
|
}
|
|
}
|