Files
OpenNest/OpenNest.Engine/Fill/FillLinear.cs
T
aj 5e9eaf8a4c perf(fill): reuse validation for an unchanged row
Skip FillGrid's Step 2 overlap check only when Step 1 checked this exact
row clean and the perpendicular tiling appended zero parts, so gridResult
still holds the same Part objects in the same order and poses. The local
rowIsVerified flag is cleared by every Step 1 skip or bbox fallback, and
any nonzero append (including partial-copy parts) keeps the eager check.

Debug work assertions pin the reduced overlap work (horizontal stripe
8->4 exact calls, 4->2 preparations, 16->8 triangulations; vertical
stripe 36->18, 4->2, 38->19) and keep single-seed, Horizontal full-grid,
partial-only and PerpOnly work at base; the invalid overlapping-seed
control pins both fallback stages plus the retained exact-call total.
Three mutants (forced eager check, dropped flag, complete-rows-only)
are caught by their designated controls. Serial whole-job layout is
byte-identical to the frozen 62b5a8d0 oracle before and after.
2026-09-30 17:01:11 -04:00

542 lines
21 KiB
C#

using System.Collections.Generic;
using System.Diagnostics;
using OpenNest.Geometry;
using OpenNest.Math;
namespace OpenNest.Engine.Fill
{
public class FillLinear
{
// Owned by one public call: FillHelpers can use this filler concurrently.
// Cached local entities never escape; only translated clones reach spatial queries.
private sealed class OffsetPerimeterCache
{
private readonly Dictionary<CNC.Program, List<Entity>> perimeters =
new Dictionary<CNC.Program, List<Entity>>(ReferenceEqualityComparer.Instance);
private readonly double spacing;
public OffsetPerimeterCache(double spacing) => this.spacing = spacing;
public List<Entity> AtLocation(CNC.Program program, Vector location)
{
if (!perimeters.TryGetValue(program, out var local))
{
local = PartGeometry.GetOffsetPerimeterEntities(program, spacing);
perimeters.Add(program, local);
}
var result = new List<Entity>(local.Count);
foreach (var entity in local)
{
var clone = entity.Clone();
clone.Offset(location);
result.Add(clone);
}
return result;
}
}
public FillLinear(Box workArea, double partSpacing)
{
PartSpacing = partSpacing;
WorkArea = new Box(workArea.X, workArea.Y, workArea.Length, workArea.Width);
}
public Box WorkArea { get; }
public double PartSpacing { get; }
public double HalfSpacing => PartSpacing / 2;
/// <summary>
/// Diagnostic label set by callers to identify the engine/context in overlap logs.
/// </summary>
public string Label { 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.Length : box.Width;
}
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>
/// Finds the geometry-aware copy distance between two identical parts along an axis.
/// Uses native Line/Arc entities (inflated by half-spacing) so curves are handled
/// exactly without polygon sampling error.
/// </summary>
private double FindCopyDistance(Part partA, NestDirection direction, OffsetPerimeterCache cache)
{
var bboxDim = GetDimension(partA.BoundingBox, direction);
var pushDir = GetPushDirection(direction);
var startOffset = bboxDim + PartSpacing + Tolerance.Epsilon;
var offset = MakeOffset(direction, startOffset);
var stationaryEntities = cache.AtLocation(partA.Program, partA.Location);
var movingEntities = cache.AtLocation(partA.Program, partA.Location + offset);
var slideDistance = SpatialQuery.DirectionalDistance(
movingEntities,
stationaryEntities,
pushDir
);
if (slideDistance >= double.MaxValue || slideDistance < 0)
return bboxDim + PartSpacing;
return startOffset - slideDistance;
}
/// <summary>
/// Finds the geometry-aware copy distance between two identical patterns along an axis.
/// Checks every pair of parts across adjacent pattern copies so multi-part patterns
/// (e.g. interlocking pairs) maintain spacing between ALL parts. Uses native entity
/// geometry inflated by half-spacing — same primitive the Compactor uses — so arcs
/// are exact and no bbox clamp is needed.
/// </summary>
private double FindPatternCopyDistance(Pattern patternA, NestDirection direction, OffsetPerimeterCache cache)
{
if (patternA.Parts.Count == 1)
return FindCopyDistance(patternA.Parts[0], direction, cache);
var bboxDim = GetDimension(patternA.BoundingBox, direction);
var pushDir = GetPushDirection(direction);
var opposite = SpatialQuery.OppositeDirection(pushDir);
var dirVec = SpatialQuery.DirectionToOffset(pushDir, 1.0);
// bboxDim already spans max(upper) - min(lower) across all parts,
// so the start offset just needs to push beyond that plus spacing.
var startOffset = bboxDim + PartSpacing + Tolerance.Epsilon;
var offset = MakeOffset(direction, startOffset);
var parts = patternA.Parts;
var stationaryBoxes = new Box[parts.Count];
var movingBoxes = new Box[parts.Count];
var stationaryEntities = new List<Entity>[parts.Count];
var movingEntities = new List<Entity>[parts.Count];
for (var i = 0; i < parts.Count; i++)
{
stationaryBoxes[i] = parts[i].BoundingBox;
movingBoxes[i] = stationaryBoxes[i].Translate(offset);
}
var maxCopyDistance = 0.0;
for (var j = 0; j < parts.Count; j++)
{
var movingBox = movingBoxes[j];
for (var i = 0; i < parts.Count; i++)
{
var stationaryBox = stationaryBoxes[i];
// Skip if stationary is already ahead of moving in the push direction
// (sliding forward would take them further apart).
if (SpatialQuery.DirectionalGap(movingBox, stationaryBox, opposite) > 0)
continue;
// Skip if bboxes can't overlap along the axis perpendicular to the push.
if (!SpatialQuery.PerpendicularOverlap(movingBox, stationaryBox, dirVec))
continue;
stationaryEntities[i] ??= cache.AtLocation(parts[i].Program, parts[i].Location);
movingEntities[j] ??= cache.AtLocation(parts[j].Program, parts[j].Location + offset);
var slideDistance = SpatialQuery.DirectionalDistance(
movingEntities[j],
stationaryEntities[i],
pushDir
);
if (slideDistance >= double.MaxValue || slideDistance < 0)
continue;
var copyDist = startOffset - slideDistance;
if (copyDist > maxCopyDistance)
maxCopyDistance = copyDist;
}
}
return maxCopyDistance;
}
/// <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, OffsetPerimeterCache cache)
{
var copyDistance = FindPatternCopyDistance(basePattern, direction, cache);
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>
/// Fallback tiling using bounding-box spacing when geometry-aware tiling
/// produces overlapping parts.
/// </summary>
private List<Part> TilePatternBbox(Pattern basePattern, NestDirection direction)
{
var copyDistance = GetDimension(basePattern.BoundingBox, direction) + PartSpacing;
if (copyDistance <= 0)
return new List<Part>();
var dim = GetDimension(basePattern.BoundingBox, direction);
var start = GetStart(basePattern.BoundingBox, direction);
var limit = GetLimit(direction);
var result = new List<Part>();
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++;
}
return result;
}
private static bool HasOverlappingParts(
List<Part> parts,
out int overlapA,
out int overlapB
)
{
var checker = new PartOverlapChecker();
for (var i = 0; i < parts.Count; i++)
{
var b1 = parts[i].BoundingBox;
for (var j = i + 1; j < parts.Count; j++)
{
var b2 = parts[j].BoundingBox;
var overlapX =
System.Math.Min(b1.Right, b2.Right) - System.Math.Max(b1.Left, b2.Left);
var overlapY =
System.Math.Min(b1.Top, b2.Top) - System.Math.Max(b1.Bottom, b2.Bottom);
if (overlapX <= Tolerance.Epsilon || overlapY <= Tolerance.Epsilon)
continue;
if (checker.Overlaps(parts[i], parts[j]))
{
overlapA = i;
overlapB = j;
return true;
}
}
}
overlapA = -1;
overlapB = -1;
return false;
}
/// <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, OffsetPerimeterCache cache)
{
var perpAxis = PerpendicularAxis(direction);
// Set only when Step 1's check executed, passed, and no fallback replaced the row.
var rowIsVerified = false;
// Step 1: Tile along primary axis
var row = new List<Part>(pattern.Parts);
row.AddRange(TilePattern(pattern, direction, cache));
if (pattern.Parts.Count > 1 && HasOverlappingParts(row, out var a1, out var b1))
{
LogOverlap("Step1-Primary", direction, pattern, row, a1, b1);
row = new List<Part>(pattern.Parts);
row.AddRange(TilePatternBbox(pattern, direction));
}
else if (pattern.Parts.Count > 1)
{
rowIsVerified = true;
}
// If primary tiling didn't produce copies, just tile along perpendicular
if (row.Count <= pattern.Parts.Count)
{
row.AddRange(TilePattern(pattern, perpAxis, cache));
if (pattern.Parts.Count > 1 && HasOverlappingParts(row, out var a2, out var b2))
{
LogOverlap("Step1-PerpOnly", perpAxis, pattern, row, a2, b2);
row = new List<Part>(pattern.Parts);
row.AddRange(TilePatternBbox(pattern, perpAxis));
}
return row;
}
// Step 2: Build row pattern and tile along perpendicular axis
var rowPattern = new Pattern();
rowPattern.Parts.AddRange(row);
rowPattern.UpdateBounds();
var gridResult = new List<Part>(rowPattern.Parts);
gridResult.AddRange(TilePattern(rowPattern, perpAxis, cache));
// Only the unchanged row is covered by Step 1's clean verdict: skip Step 2
// only when the perpendicular tiling appended zero parts, so gridResult
// still contains the same Part objects, in the same order and poses.
if ((!rowIsVerified || gridResult.Count != row.Count)
&& HasOverlappingParts(gridResult, out var a3, out var b3))
{
LogOverlap("Step2-Perp", perpAxis, rowPattern, gridResult, a3, b3);
gridResult = new List<Part>(rowPattern.Parts);
gridResult.AddRange(TilePatternBbox(rowPattern, perpAxis));
}
return gridResult;
}
private void LogOverlap(
string step,
NestDirection tilingDir,
Pattern pattern,
List<Part> parts,
int idxA,
int idxB
)
{
var pa = parts[idxA];
var pb = parts[idxB];
var ba = pa.BoundingBox;
var bb = pb.BoundingBox;
Debug.WriteLine($"[FillLinear] OVERLAP FALLBACK ({Label ?? "unknown"})");
Debug.WriteLine($" Step: {step}, TilingDir: {tilingDir}");
Debug.WriteLine(
$" WorkArea: ({WorkArea.X:F4},{WorkArea.Y:F4}) {WorkArea.Width:F4}x{WorkArea.Length:F4}, Spacing: {PartSpacing}"
);
Debug.WriteLine(
$" Pattern: {pattern.Parts.Count} parts, bbox {pattern.BoundingBox.Width:F4}x{pattern.BoundingBox.Length:F4}"
);
Debug.WriteLine($" Total parts after tiling: {parts.Count}");
Debug.WriteLine($" Overlapping pair [{idxA}] vs [{idxB}]:");
Debug.WriteLine(
$" [{idxA}]: drawing={pa.BaseDrawing?.Name ?? "?"} rot={Angle.ToDegrees(pa.Rotation):F2}° "
+ $"loc=({pa.Location.X:F4},{pa.Location.Y:F4}) bbox=({ba.Left:F4},{ba.Bottom:F4})-({ba.Right:F4},{ba.Top:F4})"
);
Debug.WriteLine(
$" [{idxB}]: drawing={pb.BaseDrawing?.Name ?? "?"} rot={Angle.ToDegrees(pb.Rotation):F2}° "
+ $"loc=({pb.Location.X:F4},{pb.Location.Y:F4}) bbox=({bb.Left:F4},{bb.Bottom:F4})-({bb.Right:F4},{bb.Top:F4})"
);
// Log all pattern seed parts for reproduction
Debug.WriteLine($" Pattern seed parts:");
for (var i = 0; i < pattern.Parts.Count; i++)
{
var p = pattern.Parts[i];
Debug.WriteLine(
$" [{i}]: drawing={p.BaseDrawing?.Name ?? "?"} rot={Angle.ToDegrees(p.Rotation):F2}° "
+ $"loc=({p.Location.X:F4},{p.Location.Y:F4}) bbox={p.BoundingBox.Width:F4}x{p.BoundingBox.Length:F4}"
);
}
}
/// <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 cache = new OffsetPerimeterCache(HalfSpacing);
var seed = MakeSeedPattern(drawing, rotationAngle);
if (seed.Parts.Count == 0)
return seed;
var template = seed.Parts[0];
var copyDistance = FindCopyDistance(template, direction, cache);
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)
{
var cache = new OffsetPerimeterCache(HalfSpacing);
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, cache);
}
/// <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 cache = new OffsetPerimeterCache(HalfSpacing);
var seed = MakeSeedPattern(drawing, rotationAngle);
if (seed.Parts.Count == 0)
return new List<Part>();
return FillGrid(seed, primaryAxis, cache);
}
}
}