Files
OpenNest/OpenNest.Engine/Jobs/Placement/PlateFillService.cs
T
ajandClaude Opus 5.5 5611d9a663 refactor(engine): one PlateNester and one strategy name table
DefaultPlateNester, StripPlateNester and RemnantPlateNester differed only
in the filler they built. They are replaced by one internal PlateNester
over a Func<Plate, PlateFiller>, which keeps the old Place exactly:
restricted rotation goes to OrderedPlateNester, and each trial gets a fresh
private plate and filler.

PlacementStrategies maps Fill (and its legacy "Default" alias), Strip and
both Remnants to a filler policy and layout. PlateNesterFactory reads it
case-sensitively and PlateFillService ignores case, as before; each keeps
its own error type and message. Nothing outside the Engine and its tests
used the three public nester types, so they are removed.

No layout changes: all 29 fill-stack pins pass with the pin file untouched.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 23:44:51 -04:00

440 lines
20 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using OpenNest.Engine.Fill;
using OpenNest.Engine.Jobs.Placement.Fillers;
using OpenNest.Geometry;
namespace OpenNest.Engine.Jobs.Placement;
/// <summary>
/// Public single-plate placement service over the internal fillers. Resolves one of the four
/// built-in placement strategies by explicit name — no process-global registry state is read or
/// modified. Operations return proposed <see cref="Part"/>s only; caller-owned plate mutation
/// (accepting a preview, adding parts to a plate) and cancel/discard behavior remain with the
/// caller, exactly as they were with the legacy single-plate engine surface.
/// </summary>
public static class PlateFillService
{
/// <summary>Strategy used when a caller selection names none.</summary>
public const string DefaultStrategy = "Fill";
/// <summary>The four built-in strategy names, in registry display order.</summary>
public static IReadOnlyList<string> BuiltInStrategies { get; } =
[
"Fill",
"Strip",
"Vertical Remnant",
"Horizontal Remnant",
];
public static List<Part> FillItem(
string strategy,
Plate plate,
NestItem item,
Box workArea,
IProgress<NestProgress> progress,
CancellationToken token
)
{
var filler = RequireFiller(strategy, plate);
if (!InteractiveClamps.HasZones(plate))
return filler.Fill(item, workArea, progress, token);
// Two clamp-clear layouts compete: the area filled as if the clamps were absent less
// the parts that hit one, and the area trimmed past the clamps' edge strip.
var demand = new List<NestItem> { item };
return FillBesideClamps(filler, plate, workArea, progress, token,
(area, sink) => FillDroppingClampHits(filler, plate, item, demand, area, sink, token),
demand, 1);
}
private static List<Part> FillDroppingClampHits(PlateFiller filler, Plate plate,
NestItem item, List<NestItem> demand, Box area, IProgress<NestProgress> progress,
CancellationToken token)
{
// Ask for dropped copies again, within a bounded number of tries, when a quantity
// is requested.
var result = new List<Part>();
var request = item.Quantity;
for (var attempt = 0; attempt <= MaxClampRefills; attempt++)
{
var proposed = filler.Fill(CopyDemand(item, request), area, progress, token);
result = new List<Part>();
AddClear(result, proposed, plate, area, demand);
if (item.Quantity <= 0 || result.Count >= item.Quantity
|| proposed.Count < request || token.IsCancellationRequested)
break;
request += item.Quantity - result.Count;
}
return result;
}
/// <summary>
/// Fills <paramref name="workArea"/> ignoring the clamps and drops the parts that hit one
/// (a layout packed around the clamps is usually worse). When every clamp in the area lies
/// on one edge, also fills the area with that edge moved past them, as a larger edge
/// spacing would, and keeps the better layout by the filler's own ranking; a tie keeps the
/// first. Previews never fall below the layout already found.
/// </summary>
private static List<Part> FillBesideClamps(PlateFiller filler, Plate plate, Box workArea,
IProgress<NestProgress> progress, CancellationToken token,
Func<Box, IProgress<NestProgress>, List<Part>> fill, List<NestItem> demand, int groupSize)
{
var dropped = fill(workArea, ClearProgress(progress, plate, workArea, demand, groupSize, null, null));
var strip = ClampFreeArea(plate, workArea);
if (strip == null || token.IsCancellationRequested)
return dropped;
var beside = fill(strip, ClearProgress(progress, plate, strip, demand, groupSize,
dropped, (candidate, current) => filler.IsBetterFill(candidate, current, workArea)));
return filler.IsBetterFill(beside, dropped, workArea) ? beside : dropped;
}
/// <summary>
/// <paramref name="area"/> with one edge moved past every clamp keep-out it meets, or null
/// when it meets none or they do not all lie on one of its edges.
/// </summary>
internal static Box ClampFreeArea(Plate plate, Box area)
{
var keepOuts = InteractiveClamps.ClearanceRectangles(plate)
.Where(k => k.Left < area.Right && k.Right > area.Left
&& k.Bottom < area.Top && k.Top > area.Bottom)
.ToList();
if (keepOuts.Count == 0)
return null;
Box result = null;
if (keepOuts.All(k => k.Bottom <= area.Bottom))
{
var bottom = keepOuts.Max(k => k.Top);
result = new Box(area.Left, bottom, area.Length, area.Top - bottom);
}
else if (keepOuts.All(k => k.Top >= area.Top))
{
var top = keepOuts.Min(k => k.Bottom);
result = new Box(area.Left, area.Bottom, area.Length, top - area.Bottom);
}
else if (keepOuts.All(k => k.Left <= area.Left))
{
var left = keepOuts.Max(k => k.Right);
result = new Box(left, area.Bottom, area.Right - left, area.Width);
}
else if (keepOuts.All(k => k.Right >= area.Right))
{
var right = keepOuts.Min(k => k.Left);
result = new Box(area.Left, area.Bottom, right - area.Left, area.Width);
}
return result != null && result.Length > 0 && result.Width > 0 ? result : null;
}
public static List<Part> FillGroup(
string strategy,
Plate plate,
List<Part> groupParts,
Box workArea,
IProgress<NestProgress> progress,
CancellationToken token
)
{
var filler = RequireFiller(strategy, plate);
if (!InteractiveClamps.HasZones(plate))
return filler.Fill(groupParts, workArea, progress, token);
// As FillItem; a copy is dropped whole when any member hits a clamp.
var groupSize = groupParts.Count;
return FillBesideClamps(filler, plate, workArea, progress, token, (area, sink) =>
{
var result = new List<Part>();
AddClear(result, filler.Fill(groupParts, area, sink, token), plate, area,
groupSize: groupSize);
return result;
}, null, groupSize);
}
public static List<Part> PackArea(
string strategy,
Plate plate,
Box box,
List<NestItem> items,
IProgress<NestProgress> progress,
CancellationToken token
)
{
var filler = RequireFiller(strategy, plate);
if (!InteractiveClamps.HasZones(plate))
return filler.PackArea(box, items, progress, token);
var result = new List<Part>();
foreach (var area in ClearRegionBoxes(plate, box))
{
token.ThrowIfCancellationRequested();
var remaining = items.Select(item => CopyDemand(item,
item.Quantity > 0 ? System.Math.Max(0, item.Quantity - result.Count(part =>
ReferenceEquals(part.BaseDrawing, item.Drawing))) : item.Quantity)).ToList();
var proposed = filler.PackArea(area, remaining, null, token);
AddClear(result, proposed, plate, area, items);
}
ReportSafe(progress, result, box);
return result;
}
public static List<Part> Nest(
string strategy,
Plate plate,
List<NestItem> items,
IProgress<NestProgress> progress,
CancellationToken token
) => Nest(strategy, plate, items, 0, progress, token);
/// <summary>
/// Whole-plate fill with the strategy's orchestration (fill-vs-pack, compaction). Returns
/// proposed parts only; committing them to <paramref name="plate"/> stays with the caller.
/// </summary>
/// <param name="plateNumber">Plate index reported with progress, as the legacy engine's
/// <c>PlateNumber</c> was by interactive multi-plate loops.</param>
public static List<Part> Nest(
string strategy,
Plate plate,
List<NestItem> items,
int plateNumber,
IProgress<NestProgress> progress,
CancellationToken token
)
{
ArgumentNullException.ThrowIfNull(strategy);
ResolveStrategy(strategy, allowEmpty: false);
var filler = CreateFiller(strategy, plate);
filler.PlateNumber = plateNumber;
if (!InteractiveClamps.HasZones(plate))
return filler.Nest(items, progress, token);
// Interactive proposals are never committed here. Unlike the unconstrained
// strategies, partition the sheet at static keep-outs before searching, then
// certify each accepted material footprint against the full zone and occupants.
var result = new List<Part>();
foreach (var item in items.OrderBy(item => item.Priority))
{
token.ThrowIfCancellationRequested();
// Fill/Remnant whole-plate orchestration skips exhausted demand; the
// single-item Fill API uses zero to mean unlimited. Strip has its own
// historical zero-quantity behavior, preserved here.
if (item.Quantity <= 0 && ResolveStrategy(strategy) != "Strip")
continue;
var proposed = FillClearAreas(plate, plate.WorkArea(), item, token,
(area, demand) => filler.Fill(demand, area, null, token), result);
result.AddRange(proposed);
if (item.Quantity > 0)
item.Quantity = System.Math.Max(0, item.Quantity - proposed.Count);
}
ReportSafe(progress, result, plate.WorkArea(), plateNumber);
return result;
}
/// <summary>Extra fills a quantity request may run to replace copies dropped at clamps.</summary>
private const int MaxClampRefills = 2;
/// <summary>
/// Forwards a clamp-blind fill's progress with the parts that hit a clamp or an occupant
/// removed by the same check as the returned proposal, so an accepted preview is never
/// an unverified placement.
/// </summary>
/// <remarks>A preview is promoted only when it beats <paramref name="floor"/>, the
/// layout an earlier competing fill already returned.</remarks>
private static IProgress<NestProgress> ClearProgress(IProgress<NestProgress> progress,
Plate plate, Box area, List<NestItem> demand, int groupSize, List<Part> floor,
Func<List<Part>, List<Part>, bool> isBetter) =>
progress == null ? null
: new ClearPartsProgress(progress, plate, area, demand, groupSize, floor, isBetter);
private sealed class ClearPartsProgress(IProgress<NestProgress> inner, Plate plate, Box area,
List<NestItem> demand, int groupSize, List<Part> floor,
Func<List<Part>, List<Part>, bool> isBetter) : IProgress<NestProgress>
{
public void Report(NestProgress value)
{
var clear = new List<Part>();
AddClear(clear, value.BestParts, plate, area, demand, groupSize: groupSize);
if (clear.Count == 0)
return;
inner.Report(new NestProgress
{
Phase = value.Phase,
PlateNumber = value.PlateNumber,
BestParts = clear,
Description = value.Description,
ActiveWorkArea = value.ActiveWorkArea,
IsOverallBest = value.IsOverallBest && (floor == null || isBetter(clear, floor)),
});
}
}
// Do not expose a strategy's unverified intermediate placements: the UI can
// accept a progress preview before this service returns its certified proposal.
private static void ReportSafe(IProgress<NestProgress> progress, List<Part> parts,
Box area, int plateNumber = 0) => progress?.Report(new NestProgress
{
BestParts = parts,
ActiveWorkArea = area,
PlateNumber = plateNumber,
IsOverallBest = true,
Description = $"Clamp-clear proposal: {parts.Count} parts",
});
private static NestItem CopyDemand(NestItem item, int quantity) => new()
{
Drawing = item.Drawing,
Quantity = quantity,
Priority = item.Priority,
RotationStart = item.RotationStart,
RotationEnd = item.RotationEnd,
StepAngle = item.StepAngle,
};
private static List<Part> FillClearAreas(Plate plate, Box box, NestItem item,
CancellationToken token, Func<Box, NestItem, List<Part>> fill,
List<Part> previouslyPlaced = null) =>
ClearAreas(plate, box, token, fill, item.Quantity, item, previouslyPlaced);
private static List<Part> ClearAreas(Plate plate, Box box, CancellationToken token,
Func<Box, NestItem, List<Part>> fill, int quantity, NestItem item = null,
List<Part> previouslyPlaced = null, int groupSize = 1)
{
var result = new List<Part>();
foreach (var area in ClearRegionBoxes(plate, box))
{
token.ThrowIfCancellationRequested();
if (quantity > 0 && result.Count >= quantity)
break;
var demand = item == null ? null : CopyDemand(item,
quantity > 0 ? quantity - result.Count : quantity);
AddClear(result, fill(area, demand), plate, area,
item == null ? null : new List<NestItem> { item }, previouslyPlaced, groupSize);
}
return result;
}
private static List<Box> ClearRegionBoxes(Plate plate, Box area)
{
var obstacles = InteractiveClamps.ClearanceRectangles(plate).ToList();
obstacles.AddRange(plate.Parts.Where(part => !part.BaseDrawing.IsCutOff)
.Select(part => part.BoundingBox.Offset(plate.PartSpacing)));
return new RemnantFinder(area, obstacles).FindRemnants();
}
private static void AddClear(List<Part> accepted, List<Part> proposed, Plate plate,
Box area, List<NestItem> demand = null, List<Part> previouslyPlaced = null,
int groupSize = 1)
{
if (proposed == null || groupSize < 1)
return;
// FillLinear may append an incomplete trailing tile. Keep complete copies
// ahead of it, but never expose the incomplete tail as a group.
for (var start = 0; start + groupSize <= proposed.Count; start += groupSize)
{
// A group is one proposal: never return just its frame or just its
// insert when a member collides with a clamp or occupied material.
var batch = new List<Part>();
for (var index = start; index < start + groupSize; index++)
{
if (!TryAddClear(batch, proposed[index], accepted, plate, area,
demand, previouslyPlaced))
break;
}
if (batch.Count == groupSize)
accepted.AddRange(batch);
}
}
private static bool TryAddClear(List<Part> batch, Part part, List<Part> accepted,
Plate plate, Box area, List<NestItem> demand, List<Part> previouslyPlaced)
{
var bounds = part.BoundingBox;
var full = plate.WorkArea();
// The packer permits a tiny overhang only at a real sheet edge,
// never across a remnant boundary cut by a clamp or another part.
double Slack(double edge, double sheet) => System.Math.Abs(edge - sheet) < 1e-9
? NestTolerances.WorkAreaSlack : 1e-6;
if (bounds.Left < area.Left - Slack(area.Left, full.Left)
|| bounds.Right > area.Right + Slack(area.Right, full.Right)
|| bounds.Bottom < area.Bottom - Slack(area.Bottom, full.Bottom)
|| bounds.Top > area.Top + Slack(area.Top, full.Top))
return false;
if (demand != null && !demand.Any(item =>
ReferenceEquals(item.Drawing, part.BaseDrawing) &&
(item.Quantity <= 0 || accepted.Count(p =>
ReferenceEquals(p.BaseDrawing, item.Drawing)) + batch.Count(p =>
ReferenceEquals(p.BaseDrawing, item.Drawing)) < item.Quantity)))
return false;
if (InteractiveClamps.ValidationKeepOuts(plate).Any(zone =>
Overlaps(bounds, zone) && InteractiveClamps.MaterialInKeepOut(part, zone)))
return false;
if (plate.Parts.Any(existing => !existing.BaseDrawing.IsCutOff &&
Overlaps(bounds, existing.BoundingBox.Offset(plate.PartSpacing))
&& InteractiveClamps.MaterialsTooClose(part, existing, plate.PartSpacing))
|| accepted.Any(existing => Overlaps(bounds,
existing.BoundingBox.Offset(plate.PartSpacing))
&& InteractiveClamps.MaterialsTooClose(part, existing, plate.PartSpacing))
|| batch.Any(existing => Overlaps(bounds,
existing.BoundingBox.Offset(plate.PartSpacing))
&& InteractiveClamps.MaterialsTooClose(part, existing, plate.PartSpacing))
|| (previouslyPlaced?.Any(existing => Overlaps(bounds,
existing.BoundingBox.Offset(plate.PartSpacing))
&& InteractiveClamps.MaterialsTooClose(part, existing, plate.PartSpacing)) ?? false))
return false;
batch.Add(part);
return true;
}
private static bool Overlaps(Box a, Box b) => a.Left < b.Right && a.Right > b.Left
&& a.Bottom < b.Top && a.Top > b.Bottom;
/// <summary>
/// Resolves a caller-supplied strategy name: null or empty means "Fill"; otherwise the name
/// must match a built-in strategy, matched case-insensitively like the legacy registry's
/// ActiveEngineName so tolerant interactive callers keep working. "Default", the Fill
/// strategy's name in earlier releases, still resolves to "Fill". Returns the canonical name;
/// unknown names throw <see cref="NotSupportedException"/>.
/// </summary>
public static string ResolveStrategy(string strategy) => ResolveStrategy(strategy, true);
/// <inheritdoc cref="ResolveStrategy(string)"/>
/// <param name="allowEmpty">False rejects null/empty instead of defaulting (explicit service calls).</param>
internal static string ResolveStrategy(string strategy, bool allowEmpty)
{
if (string.IsNullOrWhiteSpace(strategy))
{
if (allowEmpty)
return DefaultStrategy;
throw new NotSupportedException(
$"Unknown placement strategy: '{strategy}'. Known strategies: {string.Join(", ", BuiltInStrategies)}."
);
}
return Find(strategy).Name;
}
private static PlacementStrategies.Entry Find(string strategy) =>
PlacementStrategies.Find(strategy, StringComparison.OrdinalIgnoreCase)
?? throw new NotSupportedException(
$"Unknown placement strategy: {strategy}. Known strategies: {string.Join(", ", BuiltInStrategies)}."
);
/// <summary>Builds the filler for an optional strategy (null/empty = Fill).</summary>
private static PlateFiller CreateFiller(string strategy, Plate plate)
{
ArgumentNullException.ThrowIfNull(plate);
return Find(ResolveStrategy(strategy)).CreateFiller(plate);
}
/// <summary>Public operations require an explicit strategy name (null is an argument error).</summary>
private static PlateFiller RequireFiller(string strategy, Plate plate)
{
ArgumentNullException.ThrowIfNull(strategy);
// An explicit empty string is an unknown strategy; only ResolveStrategy(string),
// used for caller selections, maps null/empty to Fill.
ResolveStrategy(strategy, allowEmpty: false);
return CreateFiller(strategy, plate);
}
}