- Try all valid best fit pairs instead of only the first when qty=2, picking the best via IsBetterFill comparer (fixes suboptimal plate selection during auto-nesting) - Pre-compute best fits across all plate sizes once via BestFitCache.ComputeForSizes instead of per-size GPU evaluation - Early exit plate optimizer when all items fit (salvage < 100%) - Trim slide offset sweep range to 50% overlap to reduce candidates - Use actual geometry (ray-arc/ray-circle intersection) instead of tessellated polygons for slide distance computation — eliminates the massive line count from circle/arc tessellation - Add RayArcDistance and RayCircleDistance to SpatialQuery - Add PartGeometry.GetOffsetPerimeterEntities for non-tessellated perimeter extraction - Disable GPU slide computer (slower than CPU currently) - Remove dead SelectBestFitPair virtual method and overrides Reduces best fit computation from 7+ minutes to ~4 seconds for a 73x25" part with 30+ holes on a 48x96 plate. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
242 lines
9.0 KiB
C#
242 lines
9.0 KiB
C#
using OpenNest.Converters;
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using OpenNest.Geometry;
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using System.Collections.Generic;
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using System.Linq;
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namespace OpenNest
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{
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public static class PartGeometry
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{
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public static List<Line> GetPartLines(Part part, double chordTolerance = 0.001)
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{
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var entities = ConvertProgram.ToGeometry(part.Program);
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var shapes = ShapeBuilder.GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid));
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var lines = new List<Line>();
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foreach (var shape in shapes)
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{
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var polygon = shape.ToPolygonWithTolerance(chordTolerance);
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polygon.Offset(part.Location);
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lines.AddRange(polygon.ToLines());
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}
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return lines;
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}
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public static List<Line> GetPartLines(Part part, PushDirection facingDirection, double chordTolerance = 0.001)
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{
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var entities = ConvertProgram.ToGeometry(part.Program);
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var shapes = ShapeBuilder.GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid));
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var lines = new List<Line>();
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foreach (var shape in shapes)
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{
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var polygon = shape.ToPolygonWithTolerance(chordTolerance);
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polygon.Offset(part.Location);
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lines.AddRange(GetDirectionalLines(polygon, facingDirection));
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}
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return lines;
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}
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/// <summary>
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/// Returns the perimeter entities (Line, Arc, Circle) with spacing offset applied,
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/// without tessellation. Much faster than GetOffsetPartLines for parts with many arcs.
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/// </summary>
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public static List<Entity> GetOffsetPerimeterEntities(Part part, double spacing)
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{
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var geoEntities = ConvertProgram.ToGeometry(part.Program);
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var profile = new ShapeProfile(
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geoEntities.Where(e => e.Layer != SpecialLayers.Rapid).ToList());
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var offsetShape = profile.Perimeter.OffsetOutward(spacing);
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if (offsetShape == null)
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return new List<Entity>();
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// Offset the shape's entities to the part's location.
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// OffsetOutward creates a new Shape, so mutating is safe.
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foreach (var entity in offsetShape.Entities)
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entity.Offset(part.Location);
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return offsetShape.Entities;
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}
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public static List<Line> GetOffsetPartLines(Part part, double spacing, double chordTolerance = 0.001,
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bool perimeterOnly = false)
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{
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var entities = ConvertProgram.ToGeometry(part.Program);
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var profile = new ShapeProfile(
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entities.Where(e => e.Layer != SpecialLayers.Rapid).ToList());
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var lines = new List<Line>();
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var totalSpacing = spacing;
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AddOffsetLines(lines, profile.Perimeter.OffsetOutward(totalSpacing),
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chordTolerance, part.Location);
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if (!perimeterOnly)
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{
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foreach (var cutout in profile.Cutouts)
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AddOffsetLines(lines, cutout.OffsetInward(totalSpacing),
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chordTolerance, part.Location);
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}
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return lines;
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}
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public static List<Line> GetOffsetPartLines(Part part, double spacing, PushDirection facingDirection, double chordTolerance = 0.001)
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{
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var entities = ConvertProgram.ToGeometry(part.Program);
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var profile = new ShapeProfile(
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entities.Where(e => e.Layer != SpecialLayers.Rapid).ToList());
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var lines = new List<Line>();
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var totalSpacing = spacing;
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AddOffsetDirectionalLines(lines, profile.Perimeter.OffsetOutward(totalSpacing),
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chordTolerance, part.Location, facingDirection);
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foreach (var cutout in profile.Cutouts)
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AddOffsetDirectionalLines(lines, cutout.OffsetInward(totalSpacing),
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chordTolerance, part.Location, facingDirection);
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return lines;
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}
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public static List<Line> GetPartLines(Part part, Vector facingDirection, double chordTolerance = 0.001)
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{
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var entities = ConvertProgram.ToGeometry(part.Program);
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var shapes = ShapeBuilder.GetShapes(entities.Where(e => e.Layer != SpecialLayers.Rapid));
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var lines = new List<Line>();
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foreach (var shape in shapes)
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{
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var polygon = shape.ToPolygonWithTolerance(chordTolerance);
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polygon.Offset(part.Location);
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lines.AddRange(GetDirectionalLines(polygon, facingDirection));
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}
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return lines;
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}
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public static List<Line> GetOffsetPartLines(Part part, double spacing, Vector facingDirection, double chordTolerance = 0.001)
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{
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var entities = ConvertProgram.ToGeometry(part.Program);
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var profile = new ShapeProfile(
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entities.Where(e => e.Layer != SpecialLayers.Rapid).ToList());
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var lines = new List<Line>();
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var totalSpacing = spacing;
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AddOffsetDirectionalLines(lines, profile.Perimeter.OffsetOutward(totalSpacing),
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chordTolerance, part.Location, facingDirection);
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foreach (var cutout in profile.Cutouts)
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AddOffsetDirectionalLines(lines, cutout.OffsetInward(totalSpacing),
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chordTolerance, part.Location, facingDirection);
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return lines;
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}
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/// <summary>
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/// Returns only polygon edges whose outward normal faces the specified direction vector.
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/// </summary>
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private static List<Line> GetDirectionalLines(Polygon polygon, Vector direction)
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{
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if (polygon.Vertices.Count < 3)
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return polygon.ToLines();
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var sign = polygon.RotationDirection() == RotationType.CCW ? 1.0 : -1.0;
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var lines = new List<Line>();
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var last = polygon.Vertices[0];
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for (var i = 1; i < polygon.Vertices.Count; i++)
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{
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var current = polygon.Vertices[i];
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var edx = current.X - last.X;
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var edy = current.Y - last.Y;
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var keep = sign * (edy * direction.X - edx * direction.Y) > 0;
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if (keep)
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lines.Add(new Line(last, current));
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last = current;
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}
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return lines;
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}
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/// <summary>
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/// Returns only polygon edges whose outward normal faces the specified direction.
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/// </summary>
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private static List<Line> GetDirectionalLines(Polygon polygon, PushDirection facingDirection)
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{
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if (polygon.Vertices.Count < 3)
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return polygon.ToLines();
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var sign = polygon.RotationDirection() == RotationType.CCW ? 1.0 : -1.0;
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var lines = new List<Line>();
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var last = polygon.Vertices[0];
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for (int i = 1; i < polygon.Vertices.Count; i++)
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{
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var current = polygon.Vertices[i];
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var dx = current.X - last.X;
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var dy = current.Y - last.Y;
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bool keep;
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switch (facingDirection)
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{
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case PushDirection.Left: keep = -sign * dy > 0; break;
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case PushDirection.Right: keep = sign * dy > 0; break;
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case PushDirection.Up: keep = -sign * dx > 0; break;
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case PushDirection.Down: keep = sign * dx > 0; break;
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default: keep = true; break;
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}
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if (keep)
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lines.Add(new Line(last, current));
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last = current;
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}
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return lines;
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}
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private static void AddOffsetLines(List<Line> lines, Shape offsetEntity,
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double chordTolerance, Vector location)
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{
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if (offsetEntity == null)
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return;
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var polygon = offsetEntity.ToPolygonWithTolerance(chordTolerance);
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polygon.RemoveSelfIntersections();
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polygon.Offset(location);
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lines.AddRange(polygon.ToLines());
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}
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private static void AddOffsetDirectionalLines(List<Line> lines, Shape offsetEntity,
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double chordTolerance, Vector location, PushDirection facingDirection)
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{
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if (offsetEntity == null)
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return;
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var polygon = offsetEntity.ToPolygonWithTolerance(chordTolerance);
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polygon.RemoveSelfIntersections();
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polygon.Offset(location);
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lines.AddRange(GetDirectionalLines(polygon, facingDirection));
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}
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private static void AddOffsetDirectionalLines(List<Line> lines, Shape offsetEntity,
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double chordTolerance, Vector location, Vector facingDirection)
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{
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if (offsetEntity == null)
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return;
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var polygon = offsetEntity.ToPolygonWithTolerance(chordTolerance);
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polygon.RemoveSelfIntersections();
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polygon.Offset(location);
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lines.AddRange(GetDirectionalLines(polygon, facingDirection));
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}
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}
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}
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