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Plate > Sequence Parts > Sequence by Path: each left-drag adds a line, cut in drawing order; the jump between lines is a rapid and claims no parts. Each part belongs to the line passing closest to its center and is ordered by where that nearest point falls along the line. Cut-first parts stay ahead and cutoff dependency rules still apply. A small window offers Undo Line, Clear (restores the starting order) and Done. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
107 lines
4.5 KiB
C#
107 lines
4.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenNest.Geometry;
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using OpenNest.Math;
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namespace OpenNest.Engine.Sequencing
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{
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/// <summary>
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/// Sequences a plate along lines the user draws over it, in the order they were drawn.
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/// Each part belongs to the line passing closest to its center, and is cut in the order
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/// that nearest point falls along the line; where a line passes a part more than once,
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/// the closest pass decides. The jump from one line to the next is a rapid and claims
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/// nothing. Cut-first parts stay ahead of the rest and the cutoff rules still apply.
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/// </summary>
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public static class DrawnPathSequencing
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{
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/// <summary>Reorders the plate's parts; false when no line has length or nothing moves.</summary>
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public static bool Apply(Plate plate, IReadOnlyList<IReadOnlyList<Vector>> lines)
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{
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ArgumentNullException.ThrowIfNull(plate);
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ArgumentNullException.ThrowIfNull(lines);
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if (plate.Parts.Count < 2 || !lines.Any(HasLength))
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return false;
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var first = plate.Parts.Where(p => p.BaseDrawing.CutFirst);
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var rest = plate.Parts.Where(p => !p.BaseDrawing.CutFirst);
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var ordered = Order(first, lines).Concat(Order(rest, lines)).ToList();
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var cutOrder = PlateSequencing.OrderCutOffsFirst(ordered, plate);
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if (cutOrder.SequenceEqual(plate.Parts, ReferenceEqualityComparer.Instance))
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return false;
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plate.Parts.Reorder(cutOrder);
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return true;
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}
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/// <summary>The parts in line order; ties keep their current order.</summary>
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public static List<Part> Order(IEnumerable<Part> parts, IReadOnlyList<IReadOnlyList<Vector>> lines)
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{
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return parts
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.Select(part => (Part: part, Station: Nearest(part.BoundingBox.Center, lines)))
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.OrderBy(item => item.Station.Line)
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.ThenBy(item => item.Station.Along)
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.ThenBy(item => item.Station.Distance)
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.Select(item => item.Part)
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.ToList();
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}
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/// <summary>
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/// The distance along the path to the point nearest <paramref name="point"/>, and how
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/// far away that point is. The earliest of equally near points wins.
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/// </summary>
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public static (double Along, double Distance) Project(Vector point, IReadOnlyList<Vector> path)
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{
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if (path.Count == 0)
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return (0, double.PositiveInfinity);
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var best = (Along: 0.0, Distance: point.DistanceTo(path[0]));
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var travelled = 0.0;
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for (var i = 1; i < path.Count; i++)
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{
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var start = path[i - 1];
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var end = path[i];
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var dx = end.X - start.X;
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var dy = end.Y - start.Y;
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var lengthSquared = dx * dx + dy * dy;
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var length = System.Math.Sqrt(lengthSquared);
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if (length <= Tolerance.Epsilon)
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continue;
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var t = ((point.X - start.X) * dx + (point.Y - start.Y) * dy) / lengthSquared;
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t = System.Math.Clamp(t, 0.0, 1.0);
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var nearest = new Vector(start.X + dx * t, start.Y + dy * t);
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var distance = point.DistanceTo(nearest);
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if (distance < best.Distance - Tolerance.Epsilon)
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best = (travelled + length * t, distance);
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travelled += length;
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}
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return best;
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}
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/// <summary>Whether the line is long enough to sequence along.</summary>
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public static bool HasLength(IReadOnlyList<Vector> path)
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{
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var length = 0.0;
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for (var i = 1; i < path.Count; i++)
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length += path[i - 1].DistanceTo(path[i]);
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return length > Tolerance.Epsilon;
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}
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// The earliest of equally near lines wins.
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private static (int Line, double Along, double Distance) Nearest(Vector point, IReadOnlyList<IReadOnlyList<Vector>> lines)
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{
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var best = (Line: int.MaxValue, Along: 0.0, Distance: double.PositiveInfinity);
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for (var i = 0; i < lines.Count; i++)
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{
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if (!HasLength(lines[i]))
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continue;
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var (along, distance) = Project(point, lines[i]);
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if (distance < best.Distance - Tolerance.Epsilon)
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best = (i, along, distance);
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}
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return best;
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}
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}
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}
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