PushSelected now calls Compactor.Push instead of duplicating the push logic. Compactor.Push moves parts as a group (single min distance) to preserve grid layouts. Compact tries both left-first and down-first orderings, iterating up to 20 times until movement drops below threshold, and keeps whichever ordering traveled further. Also includes a cancellation check in FillWithProgress to avoid accepting parts after the user stops a nest. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
144 lines
5.2 KiB
C#
144 lines
5.2 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using OpenNest.Geometry;
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namespace OpenNest
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{
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/// <summary>
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/// Pushes a group of parts left and down to close gaps after placement.
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/// Uses the same directional-distance logic as PlateView.PushSelected
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/// but operates on Part objects directly.
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/// </summary>
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public static class Compactor
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{
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private const double ChordTolerance = 0.001;
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/// <summary>
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/// Compacts movingParts toward the bottom-left of the plate work area.
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/// Everything already on the plate (excluding movingParts) is treated
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/// as stationary obstacles.
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/// </summary>
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private const double RepeatThreshold = 0.01;
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private const int MaxIterations = 20;
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public static void Compact(List<Part> movingParts, Plate plate)
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{
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if (movingParts == null || movingParts.Count == 0)
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return;
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var savedPositions = SavePositions(movingParts);
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// Try left-first.
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var leftFirst = CompactLoop(movingParts, plate, PushDirection.Left, PushDirection.Down);
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// Restore and try down-first.
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RestorePositions(movingParts, savedPositions);
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var downFirst = CompactLoop(movingParts, plate, PushDirection.Down, PushDirection.Left);
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// Keep left-first if it traveled further.
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if (leftFirst > downFirst)
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{
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RestorePositions(movingParts, savedPositions);
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CompactLoop(movingParts, plate, PushDirection.Left, PushDirection.Down);
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}
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}
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private static double CompactLoop(List<Part> parts, Plate plate,
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PushDirection first, PushDirection second)
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{
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var total = 0.0;
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for (var i = 0; i < MaxIterations; i++)
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{
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var a = Push(parts, plate, first);
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var b = Push(parts, plate, second);
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total += a + b;
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if (a <= RepeatThreshold && b <= RepeatThreshold)
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break;
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}
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return total;
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}
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private static Vector[] SavePositions(List<Part> parts)
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{
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var positions = new Vector[parts.Count];
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for (var i = 0; i < parts.Count; i++)
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positions[i] = parts[i].Location;
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return positions;
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}
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private static void RestorePositions(List<Part> parts, Vector[] positions)
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{
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for (var i = 0; i < parts.Count; i++)
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parts[i].Location = positions[i];
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}
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public static double Push(List<Part> movingParts, Plate plate, PushDirection direction)
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{
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var obstacleParts = plate.Parts
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.Where(p => !movingParts.Contains(p))
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.ToList();
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var obstacleBoxes = new Box[obstacleParts.Count];
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var obstacleLines = new List<Line>[obstacleParts.Count];
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for (var i = 0; i < obstacleParts.Count; i++)
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obstacleBoxes[i] = obstacleParts[i].BoundingBox;
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var opposite = Helper.OppositeDirection(direction);
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var halfSpacing = plate.PartSpacing / 2;
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var isHorizontal = Helper.IsHorizontalDirection(direction);
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var workArea = plate.WorkArea();
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var distance = double.MaxValue;
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foreach (var moving in movingParts)
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{
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var edgeDist = Helper.EdgeDistance(moving.BoundingBox, workArea, direction);
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if (edgeDist > 0 && edgeDist < distance)
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distance = edgeDist;
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var movingBox = moving.BoundingBox;
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List<Line> movingLines = null;
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for (var i = 0; i < obstacleBoxes.Length; i++)
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{
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var gap = Helper.DirectionalGap(movingBox, obstacleBoxes[i], direction);
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if (gap < 0 || gap >= distance)
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continue;
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var perpOverlap = isHorizontal
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? movingBox.IsHorizontalTo(obstacleBoxes[i], out _)
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: movingBox.IsVerticalTo(obstacleBoxes[i], out _);
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if (!perpOverlap)
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continue;
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movingLines ??= halfSpacing > 0
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? Helper.GetOffsetPartLines(moving, halfSpacing, direction, ChordTolerance)
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: Helper.GetPartLines(moving, direction, ChordTolerance);
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obstacleLines[i] ??= halfSpacing > 0
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? Helper.GetOffsetPartLines(obstacleParts[i], halfSpacing, opposite, ChordTolerance)
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: Helper.GetPartLines(obstacleParts[i], opposite, ChordTolerance);
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var d = Helper.DirectionalDistance(movingLines, obstacleLines[i], direction);
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if (d < distance)
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distance = d;
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}
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}
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if (distance < double.MaxValue && distance > 0)
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{
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var offset = Helper.DirectionToOffset(direction, distance);
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foreach (var moving in movingParts)
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moving.Offset(offset);
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return distance;
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}
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return 0;
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}
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}
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}
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