Files
OpenNest/OpenNest.Engine/Fill/RotationAnalysis.cs
AJ Isaacs 0e1e619f0a refactor(engine): move fill and strategy code to dedicated namespaces
Move fill algorithms to OpenNest.Engine.Fill namespace:
FillLinear, FillExtents, PairFiller, ShrinkFiller, Compactor,
RemnantFiller, RemnantFinder, FillScore, Pattern, PatternTiler,
PartBoundary, RotationAnalysis, AngleCandidateBuilder, and
AccumulatingProgress.

Move strategy layer to OpenNest.Engine.Strategies namespace:
IFillStrategy, FillContext, FillStrategyRegistry, FillHelpers,
and all built-in strategy implementations.

Add using directives to all consuming files across Engine, UI,
MCP, and Tests projects.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-18 16:46:11 -04:00

125 lines
4.2 KiB
C#

using OpenNest.Converters;
using OpenNest.Geometry;
using OpenNest.Math;
using System.Collections.Generic;
using System.Linq;
namespace OpenNest.Engine.Fill
{
internal static class RotationAnalysis
{
/// <summary>
/// Finds the rotation angle that minimizes the bounding rectangle of a drawing's
/// largest shape, constrained by the NestItem's rotation range.
/// </summary>
public static double FindBestRotation(NestItem item)
{
var entities = ConvertProgram.ToGeometry(item.Drawing.Program)
.Where(e => e.Layer != SpecialLayers.Rapid);
var shapes = ShapeBuilder.GetShapes(entities);
if (shapes.Count == 0)
return 0;
// Find the largest shape (outer profile).
var largest = shapes[0];
var largestArea = largest.Area();
for (var i = 1; i < shapes.Count; i++)
{
var area = shapes[i].Area();
if (area > largestArea)
{
largest = shapes[i];
largestArea = area;
}
}
// Convert to polygon so arcs are properly represented as line segments.
// Shape.FindBestRotation() uses Entity cardinal points which are incorrect
// for arcs that don't sweep through all 4 cardinal directions.
var polygon = largest.ToPolygonWithTolerance(0.1);
BoundingRectangleResult result;
if (item.RotationStart.IsEqualTo(0) && item.RotationEnd.IsEqualTo(0))
result = polygon.FindBestRotation();
else
result = polygon.FindBestRotation(item.RotationStart, item.RotationEnd);
// Negate the angle to align the minimum bounding rectangle with the axes.
return -result.Angle;
}
/// <summary>
/// Computes the convex hull of the parts' geometry and returns the unique
/// edge angles, suitable for use as candidate rotation angles.
/// </summary>
public static List<double> FindHullEdgeAngles(List<Part> parts)
{
var points = new List<Vector>();
foreach (var part in parts)
{
var entities = ConvertProgram.ToGeometry(part.Program)
.Where(e => e.Layer != SpecialLayers.Rapid);
var shapes = ShapeBuilder.GetShapes(entities);
foreach (var shape in shapes)
{
var polygon = shape.ToPolygonWithTolerance(0.1);
foreach (var vertex in polygon.Vertices)
points.Add(vertex + part.Location);
}
}
if (points.Count < 3)
return new List<double> { 0 };
var hull = ConvexHull.Compute(points);
return GetHullEdgeAngles(hull);
}
public static List<double> GetHullEdgeAngles(Polygon hull)
{
var vertices = hull.Vertices;
var n = hull.IsClosed() ? vertices.Count - 1 : vertices.Count;
// Collect edges with their squared length so we can sort by longest first.
var edges = new List<(double angle, double lengthSq)>();
for (var i = 0; i < n; i++)
{
var next = (i + 1) % n;
var dx = vertices[next].X - vertices[i].X;
var dy = vertices[next].Y - vertices[i].Y;
var lengthSq = dx * dx + dy * dy;
if (lengthSq < Tolerance.Epsilon)
continue;
var angle = -System.Math.Atan2(dy, dx);
if (!edges.Any(e => e.angle.IsEqualTo(angle)))
edges.Add((angle, lengthSq));
}
// Longest edges first — they produce the flattest tiling rows.
edges.Sort((a, b) => b.lengthSq.CompareTo(a.lengthSq));
var angles = new List<double>(edges.Count + 1) { 0 };
foreach (var (angle, _) in edges)
{
if (!angles.Any(a => a.IsEqualTo(angle)))
angles.Add(angle);
}
return angles;
}
}
}