Files
OpenNest/OpenNest.Engine/StripNestEngine.cs
AJ Isaacs a41a08c9af fix(engine): use local quantity tracking in StripNestEngine remnant loop
The iterative remnant fill was mutating shared NestItem.Quantity objects,
causing the second TryOrientation call (left) to see depleted quantities
from the first call (bottom). Use a local dictionary instead so both
orientations start with the full quantities.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 13:23:32 -04:00

360 lines
15 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using OpenNest.Geometry;
using OpenNest.Math;
namespace OpenNest
{
public class StripNestEngine : NestEngineBase
{
private const int MaxShrinkIterations = 20;
public StripNestEngine(Plate plate) : base(plate)
{
}
public override string Name => "Strip";
public override string Description => "Strip-based nesting for mixed-drawing layouts";
/// <summary>
/// Single-item fill delegates to DefaultNestEngine.
/// The strip strategy adds value for multi-drawing nesting, not single-item fills.
/// </summary>
public override List<Part> Fill(NestItem item, Box workArea,
IProgress<NestProgress> progress, CancellationToken token)
{
var inner = new DefaultNestEngine(Plate);
return inner.Fill(item, workArea, progress, token);
}
/// <summary>
/// Group-parts fill delegates to DefaultNestEngine.
/// </summary>
public override List<Part> Fill(List<Part> groupParts, Box workArea,
IProgress<NestProgress> progress, CancellationToken token)
{
var inner = new DefaultNestEngine(Plate);
return inner.Fill(groupParts, workArea, progress, token);
}
/// <summary>
/// Pack delegates to DefaultNestEngine.
/// </summary>
public override List<Part> PackArea(Box box, List<NestItem> items,
IProgress<NestProgress> progress, CancellationToken token)
{
var inner = new DefaultNestEngine(Plate);
return inner.PackArea(box, items, progress, token);
}
/// <summary>
/// Selects the item that consumes the most plate area (bounding box area x quantity).
/// Returns the index into the items list.
/// </summary>
private static int SelectStripItemIndex(List<NestItem> items, Box workArea)
{
var bestIndex = 0;
var bestArea = 0.0;
for (var i = 0; i < items.Count; i++)
{
var bbox = items[i].Drawing.Program.BoundingBox();
var qty = items[i].Quantity > 0
? items[i].Quantity
: (int)(workArea.Area() / bbox.Area());
var totalArea = bbox.Area() * qty;
if (totalArea > bestArea)
{
bestArea = totalArea;
bestIndex = i;
}
}
return bestIndex;
}
/// <summary>
/// Estimates the strip dimension (height for bottom, width for left) needed
/// to fit the target quantity. Tries 0 deg and 90 deg rotations and picks the shorter.
/// This is only an estimate for the shrink loop starting point — the actual fill
/// uses DefaultNestEngine.Fill which tries many rotation angles internally.
/// </summary>
private static double EstimateStripDimension(NestItem item, double stripLength, double maxDimension)
{
var bbox = item.Drawing.Program.BoundingBox();
var qty = item.Quantity > 0
? item.Quantity
: System.Math.Max(1, (int)(stripLength * maxDimension / bbox.Area()));
// At 0 deg: parts per row along strip length, strip dimension is bbox.Length
var perRow0 = (int)(stripLength / bbox.Width);
var rows0 = perRow0 > 0 ? (int)System.Math.Ceiling((double)qty / perRow0) : int.MaxValue;
var dim0 = rows0 * bbox.Length;
// At 90 deg: rotated bounding box (Width and Length swap)
var perRow90 = (int)(stripLength / bbox.Length);
var rows90 = perRow90 > 0 ? (int)System.Math.Ceiling((double)qty / perRow90) : int.MaxValue;
var dim90 = rows90 * bbox.Width;
var estimate = System.Math.Min(dim0, dim90);
// Clamp to available dimension
return System.Math.Min(estimate, maxDimension);
}
/// <summary>
/// Multi-drawing strip nesting strategy.
/// Picks the largest-area drawing for strip treatment, finds the tightest strip
/// in both bottom and left orientations, fills remnants with remaining drawings,
/// and returns the denser result.
/// </summary>
public override List<Part> Nest(List<NestItem> items,
IProgress<NestProgress> progress, CancellationToken token)
{
if (items == null || items.Count == 0)
return new List<Part>();
var workArea = Plate.WorkArea();
// Select which item gets the strip treatment.
var stripIndex = SelectStripItemIndex(items, workArea);
var stripItem = items[stripIndex];
var remainderItems = items.Where((_, i) => i != stripIndex).ToList();
// Try both orientations.
var bottomResult = TryOrientation(StripDirection.Bottom, stripItem, remainderItems, workArea, progress, token);
var leftResult = TryOrientation(StripDirection.Left, stripItem, remainderItems, workArea, progress, token);
// Pick the better result.
var winner = bottomResult.Score >= leftResult.Score
? bottomResult.Parts
: leftResult.Parts;
// Deduct placed quantities from the original items.
foreach (var item in items)
{
if (item.Quantity <= 0)
continue;
var placed = winner.Count(p => p.BaseDrawing.Name == item.Drawing.Name);
item.Quantity = System.Math.Max(0, item.Quantity - placed);
}
return winner;
}
private StripNestResult TryOrientation(StripDirection direction, NestItem stripItem,
List<NestItem> remainderItems, Box workArea, IProgress<NestProgress> progress, CancellationToken token)
{
var result = new StripNestResult { Direction = direction };
if (token.IsCancellationRequested)
return result;
// Estimate initial strip dimension.
var stripLength = direction == StripDirection.Bottom ? workArea.Width : workArea.Length;
var maxDimension = direction == StripDirection.Bottom ? workArea.Length : workArea.Width;
var estimatedDim = EstimateStripDimension(stripItem, stripLength, maxDimension);
// Create the initial strip box.
var stripBox = direction == StripDirection.Bottom
? new Box(workArea.X, workArea.Y, workArea.Width, estimatedDim)
: new Box(workArea.X, workArea.Y, estimatedDim, workArea.Length);
// Initial fill using DefaultNestEngine (composition, not inheritance).
var inner = new DefaultNestEngine(Plate);
var stripParts = inner.Fill(
new NestItem { Drawing = stripItem.Drawing, Quantity = stripItem.Quantity },
stripBox, progress, token);
if (stripParts == null || stripParts.Count == 0)
return result;
// Measure actual strip dimension from placed parts.
var placedBox = stripParts.Cast<IBoundable>().GetBoundingBox();
var actualDim = direction == StripDirection.Bottom
? placedBox.Top - workArea.Y
: placedBox.Right - workArea.X;
var bestParts = stripParts;
var bestDim = actualDim;
var targetCount = stripParts.Count;
// Shrink loop: reduce strip dimension by PartSpacing until count drops.
for (var i = 0; i < MaxShrinkIterations; i++)
{
if (token.IsCancellationRequested)
break;
var trialDim = bestDim - Plate.PartSpacing;
if (trialDim <= 0)
break;
var trialBox = direction == StripDirection.Bottom
? new Box(workArea.X, workArea.Y, workArea.Width, trialDim)
: new Box(workArea.X, workArea.Y, trialDim, workArea.Length);
var trialInner = new DefaultNestEngine(Plate);
var trialParts = trialInner.Fill(
new NestItem { Drawing = stripItem.Drawing, Quantity = stripItem.Quantity },
trialBox, progress, token);
if (trialParts == null || trialParts.Count < targetCount)
break;
// Same count in a tighter strip — keep going.
bestParts = trialParts;
var trialPlacedBox = trialParts.Cast<IBoundable>().GetBoundingBox();
bestDim = direction == StripDirection.Bottom
? trialPlacedBox.Top - workArea.Y
: trialPlacedBox.Right - workArea.X;
}
// Build remnant box with spacing gap.
var spacing = Plate.PartSpacing;
var remnantBox = direction == StripDirection.Bottom
? new Box(workArea.X, workArea.Y + bestDim + spacing,
workArea.Width, workArea.Length - bestDim - spacing)
: new Box(workArea.X + bestDim + spacing, workArea.Y,
workArea.Width - bestDim - spacing, workArea.Length);
// Collect all parts.
var allParts = new List<Part>(bestParts);
// If strip item was only partially placed, add leftovers to remainder.
var placed = bestParts.Count;
var leftover = stripItem.Quantity > 0 ? stripItem.Quantity - placed : 0;
var effectiveRemainder = new List<NestItem>(remainderItems);
if (leftover > 0)
{
effectiveRemainder.Add(new NestItem
{
Drawing = stripItem.Drawing,
Quantity = leftover
});
}
// Sort remainder by descending bounding box area x quantity.
effectiveRemainder = effectiveRemainder
.OrderByDescending(i =>
{
var bb = i.Drawing.Program.BoundingBox();
return bb.Area() * (i.Quantity > 0 ? i.Quantity : 1);
})
.ToList();
// Fill remnant areas iteratively using RemnantFinder.
// After each fill, re-discover all free rectangles and try again
// until no more items can be placed.
if (remnantBox.Width > 0 && remnantBox.Length > 0)
{
var remnantProgress = progress != null
? new AccumulatingProgress(progress, allParts)
: null;
var obstacles = allParts.Select(p => p.BoundingBox.Offset(spacing)).ToList();
var finder = new RemnantFinder(workArea, obstacles);
var madeProgress = true;
// Track quantities locally so we don't mutate the shared NestItem objects.
// TryOrientation is called twice (bottom, left) with the same items.
var localQty = new Dictionary<string, int>();
foreach (var item in effectiveRemainder)
localQty[item.Drawing.Name] = item.Quantity;
while (madeProgress && !token.IsCancellationRequested)
{
madeProgress = false;
var freeBoxes = finder.FindRemnants(spacing);
if (freeBoxes.Count == 0)
break;
foreach (var item in effectiveRemainder)
{
if (token.IsCancellationRequested)
break;
var qty = localQty[item.Drawing.Name];
if (qty == 0)
continue;
var itemBbox = item.Drawing.Program.BoundingBox();
var minItemDim = System.Math.Min(itemBbox.Width, itemBbox.Length);
foreach (var box in freeBoxes)
{
if (System.Math.Min(box.Width, box.Length) < minItemDim)
continue;
var remnantInner = new DefaultNestEngine(Plate);
var remnantParts = remnantInner.Fill(
new NestItem { Drawing = item.Drawing, Quantity = qty },
box, remnantProgress, token);
if (remnantParts != null && remnantParts.Count > 0)
{
allParts.AddRange(remnantParts);
localQty[item.Drawing.Name] = System.Math.Max(0, qty - remnantParts.Count);
// Update obstacles and re-discover remnants
foreach (var p in remnantParts)
finder.AddObstacle(p.BoundingBox.Offset(spacing));
madeProgress = true;
break; // Re-discover free boxes with updated obstacles
}
}
if (madeProgress)
break; // Restart the outer loop to re-discover remnants
}
}
}
result.Parts = allParts;
result.StripBox = direction == StripDirection.Bottom
? new Box(workArea.X, workArea.Y, workArea.Width, bestDim)
: new Box(workArea.X, workArea.Y, bestDim, workArea.Length);
result.Score = FillScore.Compute(allParts, workArea);
return result;
}
/// <summary>
/// Wraps an IProgress to prepend previously placed parts to each report,
/// so the UI shows the full picture (strip + remnant) during remnant fills.
/// </summary>
private class AccumulatingProgress : IProgress<NestProgress>
{
private readonly IProgress<NestProgress> inner;
private readonly List<Part> previousParts;
public AccumulatingProgress(IProgress<NestProgress> inner, List<Part> previousParts)
{
this.inner = inner;
this.previousParts = previousParts;
}
public void Report(NestProgress value)
{
if (value.BestParts != null && previousParts.Count > 0)
{
var combined = new List<Part>(previousParts.Count + value.BestParts.Count);
combined.AddRange(previousParts);
combined.AddRange(value.BestParts);
value.BestParts = combined;
value.BestPartCount = combined.Count;
}
inner.Report(value);
}
}
}
}