Files
OpenNest/OpenNest.Engine/Jobs/NestJobPlacementValidator.cs
T
7f63c725e6 refactor(engine): expose the layout validation contract to engines
Engines had to reverse-engineer the benchmark validator: Opus55 assumed a
0.01 arc tolerance (the validator uses 0.001), Gpt6Astra added hand-tuned
paddings and copied the validator's check order, Qwen picked its chord
tolerance to stay under a constant it could not reference.

NestTolerances publishes the validator's arc tolerance, the Clipper grid
and SafeClearanceMargin (with its derivation). NestLayoutCheck moves the
benchmark NestValidator's checks into OpenNest.Engine as a public API
(Clears for a part pair, Violations for a whole result); NestValidator is
now a thin wrapper. Verdicts are unchanged: tests compare ordered
violation lists against a frozen copy of the old validator, and a
tangent-disc stress test covers 432 pairs at the safe margin.

Co-Authored-By: Codex <noreply@openai.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 08:54:54 -04:00

247 lines
9.8 KiB
C#

using System;
using System.Collections.Generic;
using OpenNest.Engine.Jobs.Placement;
using OpenNest.Geometry;
namespace OpenNest.Engine.Jobs;
/// <summary>Validates a trial against immutable job geometry before the runner commits accounting.</summary>
internal static class NestJobPlacementValidator
{
private const double Epsilon = 0.0000001;
// Flattening for placement overlap/spacing checks: the same 0.001 the benchmark's
// NestValidator and Part.Intersects use. Arcs are inscribed, so a layout placed exactly at
// the spacing passes; outward arcs may come up to this much closer than the spacing.
private const double PlacementChordTolerance = NestTolerances.ValidationOutline;
internal static void ValidateCandidate(
PlateCandidate candidate,
NestPlateStock stock,
IReadOnlyDictionary<string, int> remaining,
IReadOnlyDictionary<string, NestJobPart> parts
)
{
if (candidate == null)
throw new InvalidOperationException("The plate nester returned a null candidate.");
var counts = new Dictionary<string, int>(StringComparer.Ordinal);
var placed = new List<ShapeTopology>();
var sources = new Dictionary<string, ShapeTopology>(StringComparer.Ordinal);
foreach (var placement in candidate.Placements)
{
if (
placement.PartId == null
|| !remaining.TryGetValue(placement.PartId, out var available)
|| !parts.TryGetValue(placement.PartId, out var part)
)
throw new InvalidOperationException(
"Candidate references an unknown requirement ID."
);
if (
!double.IsFinite(placement.X)
|| !double.IsFinite(placement.Y)
|| !double.IsFinite(placement.Rotation)
)
throw new InvalidOperationException("Candidate poses must be finite.");
counts.TryGetValue(placement.PartId, out var count);
if (count >= available)
throw new InvalidOperationException("Candidate overproduces a requirement.");
if (!part.Rotation.Allows(placement.Rotation))
throw new InvalidOperationException(
"Candidate rotation is not allowed for the requirement."
);
if (!sources.TryGetValue(placement.PartId, out var source))
sources[placement.PartId] = source = CreateShape(part.Geometry);
var shape = Transform(source, placement);
if (!FitsWorkArea(shape, stock))
throw new InvalidOperationException(
"Candidate placement falls outside the usable stock area."
);
foreach (var other in placed)
{
// Analytic contour bounds give a conservative lower bound on clearance.
// Do not polygonize or compare every hole edge for distant placements.
if (BoundsDistance(shape.Perimeter.BoundingBox, other.Perimeter.BoundingBox)
>= stock.PartSpacing && !shape.Perimeter.BoundingBox.Intersects(other.Perimeter.BoundingBox))
continue;
if (Overlaps(shape, other))
throw new InvalidOperationException("Candidate placements overlap.");
if (stock.PartSpacing > 0 && Distance(shape, other) < stock.PartSpacing - Epsilon)
throw new InvalidOperationException(
"Candidate placements violate required part spacing."
);
}
placed.Add(shape);
counts[placement.PartId] = count + 1;
}
}
private static ShapeTopology CreateShape(PartGeometrySnapshot geometry)
{
var shape = JobPartGeometry.Read(geometry);
return new ShapeTopology(shape.Perimeter, shape.Profile.Cutouts);
}
private static ShapeTopology Transform(ShapeTopology source, NestJobPlacement placement)
{
var perimeter = TransformContour(source.Perimeter, placement);
var cutouts = new List<Shape>(source.Cutouts.Count);
foreach (var cutout in source.Cutouts)
cutouts.Add(TransformContour(cutout, placement));
return new ShapeTopology(perimeter, cutouts);
}
private static Shape TransformContour(Shape source, NestJobPlacement placement)
{
var contour = (Shape)source.Clone();
contour.Rotate(placement.Rotation);
contour.Offset(placement.X, placement.Y);
return contour;
}
private static bool FitsWorkArea(ShapeTopology shape, NestPlateStock stock)
{
var workArea = stock.WorkArea;
if (!FitsWorkArea(shape.Perimeter, workArea))
return false;
foreach (var cutout in shape.Cutouts)
if (!FitsWorkArea(cutout, workArea))
return false;
return true;
}
private static bool FitsWorkArea(Shape contour, Box workArea)
{
var bounds = contour.BoundingBox;
return bounds.Left >= workArea.Left - Epsilon
&& bounds.Right <= workArea.Right + Epsilon
&& bounds.Bottom >= workArea.Bottom - Epsilon
&& bounds.Top <= workArea.Top + Epsilon;
}
private static bool Overlaps(ShapeTopology left, ShapeTopology right)
{
var leftPoly = left.Contours[0].Polygon;
var rightPoly = right.Contours[0].Polygon;
if (!leftPoly.BoundingBox.Intersects(rightPoly.BoundingBox))
return false;
// True material overlap requires shared interior area, not boundary touching.
// Edge/corner contact (zero clearance) is a valid placement when part spacing is zero.
// Collision checks this by clipping triangulated polygons and rejecting zero-area
// slivers, so it catches containment and small corner intersections that a witness
// probe can miss, while contact stays legal; cutouts are subtracted from both sides.
return Collision.HasOverlap(
leftPoly,
rightPoly,
left.CutoutPolygons,
right.CutoutPolygons
);
}
private static double BoundsDistance(Box left, Box right)
{
var x = System.Math.Max(0, System.Math.Max(left.Left - right.Right, right.Left - left.Right));
var y = System.Math.Max(0, System.Math.Max(left.Bottom - right.Top, right.Bottom - left.Top));
return System.Math.Sqrt(x * x + y * y);
}
private static double Distance(ShapeTopology left, ShapeTopology right)
{
var result = double.PositiveInfinity;
foreach (var leftContour in left.Contours)
foreach (var rightContour in right.Contours)
if (BoundsDistance(leftContour.Bounds, rightContour.Bounds) < result)
result = System.Math.Min(
result,
BoundaryDistance(leftContour.Lines, rightContour.Lines)
);
return result;
}
private static double BoundaryDistance(List<Line> left, List<Line> right)
{
var result = double.PositiveInfinity;
foreach (var leftLine in left)
{
foreach (var rightLine in right)
{
if (leftLine.Intersects(rightLine))
return 0;
result = System.Math.Min(
result,
leftLine.ClosestPointTo(rightLine.StartPoint).DistanceTo(rightLine.StartPoint)
);
result = System.Math.Min(
result,
leftLine.ClosestPointTo(rightLine.EndPoint).DistanceTo(rightLine.EndPoint)
);
result = System.Math.Min(
result,
rightLine.ClosestPointTo(leftLine.StartPoint).DistanceTo(leftLine.StartPoint)
);
result = System.Math.Min(
result,
rightLine.ClosestPointTo(leftLine.EndPoint).DistanceTo(leftLine.EndPoint)
);
}
}
return result;
}
private sealed class ShapeTopology(Shape perimeter, List<Shape> cutouts)
{
private Contour[] contours;
private List<Polygon> cutoutPolygons;
internal Shape Perimeter { get; } = perimeter;
internal List<Shape> Cutouts { get; } = cutouts;
/// <summary>The perimeter first, then the cutouts, each flattened once on first use.</summary>
internal Contour[] Contours
{
get
{
if (contours != null)
return contours;
var result = new Contour[Cutouts.Count + 1];
result[0] = new Contour(Perimeter);
for (var i = 0; i < Cutouts.Count; i++)
result[i + 1] = new Contour(Cutouts[i]);
return contours = result;
}
}
internal List<Polygon> CutoutPolygons
{
get
{
if (cutoutPolygons != null)
return cutoutPolygons;
var result = new List<Polygon>(Cutouts.Count);
for (var i = 1; i < Contours.Length; i++)
result.Add(Contours[i].Polygon);
return cutoutPolygons = result;
}
}
}
/// <summary>
/// A contour flattened once, at <see cref="PlacementChordTolerance"/>, for the overlap and
/// spacing checks against every other placement.
/// </summary>
private sealed class Contour
{
internal Contour(Shape shape)
{
Polygon = shape.ToPolygonWithTolerance(PlacementChordTolerance);
Bounds = Polygon.BoundingBox;
Lines = Polygon.ToLines();
}
internal Box Bounds { get; }
internal Polygon Polygon { get; }
internal List<Line> Lines { get; }
}
}