Files
OpenNest/OpenNest.Core/Support/SupportAnalyzer.cs
T
ajandClaude Opus 5.5 8c7dc41ce8 feat(planning): warn about tipping parts and retire legacy lead-in assignment
Plan Cutting is now the only automatic lead-in assignment, and parts the
support grid cannot hold level are reported wherever they lack a
steadying tab.

- Remove Assign Lead-ins (plate and nest), LeadInAssigner, the lead-in
  tool's Auto-Assign button and the Auto Tab size range; old settings
  with autoTab sizes still load
- Manual Place Lead-in tabs the clicked entry when support tabs are on
  and the grid cannot hold the part (SupportTabSettings)
- New PartSupport finding: Plan Cutting replay and best-effort plans
  warn when a drawing pin, a lead-in that does not fit or no single tab
  leaves a part unsteady; the pre-post review checks each placed
  program's outside tab gap. These warnings replace the advisory
  weak-tab notes; only the inside-corner tab note stays advisory, and
  never for a pin
- Pinned perimeters keep their pin but carry the support analysis
- Draw grid points as pixel-snapped squares without anti-aliasing
- Post fixtures build lead-ins through a test-only TestLeadIns helper
- Docs: support tabs, pre-post verification and planner notes

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 23:54:40 -04:00

394 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using OpenNest.Geometry;
namespace OpenNest.Support
{
/// <summary>
/// Decides whether a cut part stays level on its support bed. Plate is of even thickness,
/// so the part's center of gravity is its area centroid; the part rests on the bed's
/// contacts under its material and stays level while that center lies inside their convex
/// hull. The margin is how far inside (positive) or outside (negative) it lies; a part with
/// fewer than three contacts that are not in line can only balance, so its margin is at
/// most zero. With a <see cref="SupportBed.RegistrationTolerance"/>, the bed is also
/// checked shifted by that much along each axis and diagonally, keeping the worst margin.
/// A perimeter tab holds the part at the tab, so a tab point counts as one more contact.
/// A tab never sits in an inside corner, where the operator cannot grind its nub flush.
/// </summary>
public static class SupportAnalyzer
{
/// <summary>Points sampled along the outline, besides its vertices, to find the best tab point.</summary>
public const int TabSamples = 256;
/// <summary>
/// The least the outline must turn inward, in radians, for an inside corner; a run of
/// inward-turning vertices (a chorded fillet) counts as one corner by its whole turn.
/// </summary>
public const double InsideCornerAngle = System.Math.PI / 6;
/// <summary>How far a tab of size <paramref name="tabSize"/> keeps from an inside corner: its uncut span and as much again.</summary>
public static double InsideCornerClearance(double tabSize) => tabSize > 0 ? 2 * tabSize : 0;
/// <param name="insideCornerClearance">
/// How far a tab point keeps from an inside corner; 0 keeps it off the corner only.
/// </param>
public static PartSupport Analyze(SupportBed bed, int quadrant, Part part, double insideCornerClearance = 0) =>
Analyze(bed, quadrant, SupportMaterial.FromPart(part), insideCornerClearance);
/// <param name="insideCornerClearance">
/// How far a tab point keeps from an inside corner; 0 keeps it off the corner only.
/// </param>
public static PartSupport Analyze(SupportBed bed, int quadrant, SupportMaterial material,
double insideCornerClearance = 0)
{
ArgumentNullException.ThrowIfNull(bed);
ArgumentNullException.ThrowIfNull(material);
if (!(insideCornerClearance >= 0) || double.IsInfinity(insideCornerClearance))
throw new ArgumentOutOfRangeException(nameof(insideCornerClearance));
if (!material.IsComplete)
return new PartSupport(material.Reason);
if (!material.TryGetCenterOfGravity(out var center, out _))
return new PartSupport("The part encloses no area.");
var hulls = Shifts(bed.RegistrationTolerance)
.Select(shift => Hull(bed.Contacts(material, quadrant, shift, extremesOnly: true)))
.ToArray();
var margin = hulls.Min(hull => Margin(center, hull));
var contacts = bed.Contacts(material, quadrant, Vector.Zero);
var corners = InsideCorners(material.Outline);
var samples = OutlineSamples(material.Outline)
.Select(point => (Point: point, Clear: Clearance(corners, point)))
.ToList();
// Clear of every inside corner where the outline allows it.
var allowed = samples.Where(s => IsClear(s.Clear, insideCornerClearance)).ToList();
if (allowed.Count > 0)
samples = allowed;
var scored = samples.Select(s => (s.Point, s.Clear, Margin: MarginWith(center, hulls, s.Point))).ToList();
// A tab cannot lift the margin past the contacts' own hull edges, so a whole stretch
// of outline often ties; of those, the one nearest the line through the center across
// the outline's long side, then the one farthest from an inside corner, or the first.
var bestMargin = scored.Count == 0 ? double.NegativeInfinity : scored.Max(s => s.Margin);
var along = scored.Count == 0 ? Vector.Zero : LongSide(material.Outline);
Vector? best = null;
var bestOffset = double.PositiveInfinity;
var bestClear = double.NegativeInfinity;
foreach (var sample in scored)
{
if (sample.Margin < bestMargin - Math.Tolerance.Epsilon)
continue;
var offset = System.Math.Abs((sample.Point - center).DotProduct(along));
if (offset < bestOffset - Math.Tolerance.Epsilon
|| (offset <= bestOffset + Math.Tolerance.Epsilon && sample.Clear > bestClear))
{
best = sample.Point;
bestOffset = offset;
bestClear = sample.Clear;
}
}
return new PartSupport(center, contacts, margin, bed.StabilityMargin, hulls, best, bestMargin,
corners, insideCornerClearance);
}
/// <summary>The unit direction of the longer side of the outline's minimum-area bounding rectangle.</summary>
private static Vector LongSide(IReadOnlyList<Vector> outline)
{
// The full angle range checks every hull edge.
var box = RotatingCalipers.MinimumBoundingRectangle(ConvexHull.Compute(outline.ToList()), 0, Math.Angle.TwoPI);
var angle = box.Width >= box.Height ? box.Angle : box.Angle + Math.Angle.HalfPI;
return new Vector(System.Math.Cos(angle), System.Math.Sin(angle));
}
// A point `clear` from the nearest inside corner keeps `clearance` from it; with no
// clearance it must still not be the corner.
internal static bool IsClear(double clear, double clearance) =>
clearance > 0 ? clear >= clearance : clear > Math.Tolerance.Epsilon;
internal static double Clearance(IReadOnlyList<Vector> corners, Vector point)
{
var clear = double.PositiveInfinity;
foreach (var corner in corners)
clear = System.Math.Min(clear, corner.DistanceTo(point));
return clear;
}
/// <summary>
/// The outline vertices that lie in an inside corner: each run of consecutive vertices
/// turning inward whose turns add up to at least <see cref="InsideCornerAngle"/>.
/// </summary>
internal static Vector[] InsideCorners(IReadOnlyList<Vector> outline)
{
var count = outline.Count;
if (count < 3)
return Array.Empty<Vector>();
var area = 0.0;
for (var i = 0; i < count; i++)
{
var a = outline[i];
var b = outline[(i + 1) % count];
area += a.X * b.Y - b.X * a.Y;
}
if (area == 0)
return Array.Empty<Vector>();
// Signed turn at each vertex: negative turns inward, whatever the outline's winding.
var turns = new double[count];
for (var i = 0; i < count; i++)
{
var into = outline[i] - outline[(i + count - 1) % count];
var outOf = outline[(i + 1) % count] - outline[i];
var cross = into.X * outOf.Y - into.Y * outOf.X;
var dot = into.X * outOf.X + into.Y * outOf.Y;
turns[i] = System.Math.Atan2(cross, dot) * System.Math.Sign(area);
}
// Start after a vertex that does not turn inward so no run is split by the wrap.
var start = Array.FindIndex(turns, turn => turn >= 0);
if (start < 0)
return Array.Empty<Vector>();
var corners = new List<Vector>();
var run = new List<Vector>();
var turned = 0.0;
for (var step = 1; step <= count; step++)
{
var i = (start + step) % count;
if (turns[i] < 0)
{
run.Add(outline[i]);
turned -= turns[i];
continue;
}
if (turned >= InsideCornerAngle - Math.Tolerance.Epsilon)
corners.AddRange(run);
run.Clear();
turned = 0;
}
return corners.ToArray();
}
/// <summary>The worst margin of <paramref name="center"/> over every shifted hull, each with <paramref name="tab"/> added.</summary>
internal static double MarginWith(Vector center, IReadOnlyList<Vector[]> hulls, Vector tab)
{
var worst = double.PositiveInfinity;
foreach (var hull in hulls)
{
var points = new Vector[hull.Length + 1];
hull.CopyTo(points, 0);
points[^1] = tab;
worst = System.Math.Min(worst, Margin(center, Hull(points)));
}
return worst;
}
/// <summary>
/// Signed distance of <paramref name="point"/> inside the convex polygon
/// <paramref name="hull"/> (counter-clockwise): positive inside, negative outside, and
/// never positive for a point or segment hull. An empty hull is negative infinity.
/// </summary>
internal static double Margin(Vector point, IReadOnlyList<Vector> hull)
{
switch (hull.Count)
{
case 0:
return double.NegativeInfinity;
case 1:
return -point.DistanceTo(hull[0]);
case 2:
return -SegmentDistance(point, hull[0], hull[1]);
}
var inside = double.PositiveInfinity;
var outside = double.PositiveInfinity;
var isInside = true;
for (var i = 0; i < hull.Count; i++)
{
var a = hull[i];
var b = hull[(i + 1) % hull.Count];
var edge = b - a;
var length = System.Math.Sqrt(edge.X * edge.X + edge.Y * edge.Y);
var side = (edge.X * (point.Y - a.Y) - edge.Y * (point.X - a.X)) / length;
if (side < 0)
isInside = false;
inside = System.Math.Min(inside, side);
outside = System.Math.Min(outside, SegmentDistance(point, a, b));
}
return isInside ? inside : -outside;
}
/// <summary>The convex hull, counter-clockwise, without repeated or collinear points (monotone chain).</summary>
internal static Vector[] Hull(IEnumerable<Vector> points)
{
var sorted = points.Distinct().OrderBy(p => p.X).ThenBy(p => p.Y).ToArray();
if (sorted.Length < 3)
return sorted;
var hull = new Vector[sorted.Length * 2];
var count = 0;
foreach (var point in sorted)
{
while (count >= 2 && Cross(hull[count - 2], hull[count - 1], point) <= 0)
count--;
hull[count++] = point;
}
var lower = count + 1;
for (var i = sorted.Length - 2; i >= 0; i--)
{
while (count >= lower && Cross(hull[count - 2], hull[count - 1], sorted[i]) <= 0)
count--;
hull[count++] = sorted[i];
}
// The last point repeats the first.
return hull.Take(count - 1).ToArray();
}
private static double Cross(Vector o, Vector a, Vector b) =>
(a.X - o.X) * (b.Y - o.Y) - (a.Y - o.Y) * (b.X - o.X);
private static double SegmentDistance(Vector point, Vector a, Vector b)
{
var edge = b - a;
var lengthSquared = edge.X * edge.X + edge.Y * edge.Y;
if (lengthSquared <= 0)
return point.DistanceTo(a);
var t = System.Math.Clamp(((point.X - a.X) * edge.X + (point.Y - a.Y) * edge.Y) / lengthSquared, 0, 1);
return point.DistanceTo(a + edge * t);
}
private static IEnumerable<Vector> Shifts(double tolerance)
{
if (tolerance <= 0)
return new[] { Vector.Zero };
var steps = new[] { -tolerance, 0, tolerance };
return steps.SelectMany(x => steps.Select(y => new Vector(x, y)));
}
// Every outline vertex, then points spaced evenly along the outline.
private static IEnumerable<Vector> OutlineSamples(IReadOnlyList<Vector> outline)
{
foreach (var vertex in outline)
yield return vertex;
var perimeter = 0.0;
for (var i = 0; i < outline.Count; i++)
perimeter += outline[i].DistanceTo(outline[(i + 1) % outline.Count]);
if (!(perimeter > 0))
yield break;
var step = perimeter / TabSamples;
var travelled = 0.0;
var next = step;
for (var i = 0; i < outline.Count; i++)
{
var a = outline[i];
var b = outline[(i + 1) % outline.Count];
var length = a.DistanceTo(b);
while (length > 0 && next < travelled + length)
{
yield return a + (b - a) * ((next - travelled) / length);
next += step;
}
travelled += length;
}
}
}
/// <summary>
/// How one placed part sits on its support bed (world coordinates): see
/// <see cref="SupportAnalyzer"/>. Immutable.
/// </summary>
public sealed class PartSupport
{
private readonly IReadOnlyList<Vector[]> hulls = Array.Empty<Vector[]>();
internal PartSupport(string reason)
{
Reason = reason ?? "The part's support could not be analyzed.";
Contacts = Array.Empty<Vector>();
}
internal PartSupport(Vector centerOfGravity, IReadOnlyList<Vector> contacts, double margin,
double requiredMargin, IReadOnlyList<Vector[]> hulls, Vector? bestTabPoint, double bestTabMargin,
IReadOnlyList<Vector> insideCorners, double insideCornerClearance)
{
CenterOfGravity = centerOfGravity;
Contacts = contacts;
Margin = margin;
RequiredMargin = requiredMargin;
this.hulls = hulls;
BestTabPoint = bestTabPoint;
BestTabMargin = bestTabMargin;
InsideCorners = insideCorners;
InsideCornerClearance = insideCornerClearance;
}
/// <summary>True when the part was analyzed; otherwise <see cref="Reason"/> says why not.</summary>
public bool IsComplete => Reason == null;
public string Reason { get; }
public Vector CenterOfGravity { get; } = Vector.Invalid;
/// <summary>Every bed contact under the part at the bed's nominal position.</summary>
public IReadOnlyList<Vector> Contacts { get; }
/// <summary>The outline vertices in an inside corner (see <see cref="SupportAnalyzer.InsideCorners"/>).</summary>
public IReadOnlyList<Vector> InsideCorners { get; } = Array.Empty<Vector>();
/// <summary>How far an accepted tab point keeps from an inside corner.</summary>
public double InsideCornerClearance { get; }
/// <summary>The worst signed distance of the center of gravity inside the contacts' hull.</summary>
public double Margin { get; } = double.NegativeInfinity;
/// <summary>The bed's <see cref="SupportBed.StabilityMargin"/>.</summary>
public double RequiredMargin { get; }
/// <summary>True when the bed alone holds the part level by at least the required margin.</summary>
public bool IsSupported => IsComplete && Meets(Margin);
/// <summary>
/// The outline point clear of inside corners where one tab steadies the part most, or
/// null when not analyzed. Of equally good points, the one farthest from an inside corner.
/// </summary>
public Vector? BestTabPoint { get; }
/// <summary>The margin with a tab at <see cref="BestTabPoint"/>.</summary>
public double BestTabMargin { get; } = double.NegativeInfinity;
/// <summary>True when a tab at <see cref="BestTabPoint"/> holds the part level by the required margin.</summary>
public bool TabCanSupport => IsComplete && Meets(BestTabMargin);
/// <summary>The worst margin with a tab holding the part at <paramref name="tab"/>.</summary>
public double MarginWith(Vector tab) =>
IsComplete ? SupportAnalyzer.MarginWith(CenterOfGravity, hulls, tab) : double.NegativeInfinity;
/// <summary>True when a tab at <paramref name="tab"/> holds the part level by the required margin.</summary>
public bool IsSteadiedByTabAt(Vector tab) => IsComplete && Meets(MarginWith(tab));
/// <summary>
/// Whether a tab at <paramref name="tab"/> is good enough: it keeps clear of inside corners,
/// and it holds the part level by the required margin or, where no single tab can, it is
/// as good as the best one found.
/// </summary>
public bool AcceptsTabAt(Vector tab)
{
if (!IsComplete || !IsClearOfInsideCorners(tab))
return false;
var margin = MarginWith(tab);
return TabCanSupport ? Meets(margin) : margin >= BestTabMargin - Math.Tolerance.Epsilon;
}
/// <summary>Whether a tab at <paramref name="tab"/> holds the part level by the required margin.</summary>
public bool HoldsLevelWithTabAt(Vector tab) => IsComplete && Meets(MarginWith(tab));
/// <summary>Whether <paramref name="point"/> keeps <see cref="InsideCornerClearance"/> from every inside corner.</summary>
public bool IsClearOfInsideCorners(Vector point) =>
SupportAnalyzer.IsClear(SupportAnalyzer.Clearance(InsideCorners, point), InsideCornerClearance);
private bool Meets(double margin) => margin > 0 && margin >= RequiredMargin;
}
}