Files
OpenNest/OpenNest.Engine/FillLinear.cs
AJ Isaacs c94beb51a4 feat(engine): try interlocking pair patterns in remainder strips
FillLinear now accepts optional RemainderPatterns that are tried in
leftover strips after the main grid fill, improving packing density
when pair patterns fit the narrow residual space.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 22:49:27 -04:00

641 lines
24 KiB
C#

using System.Collections.Generic;
using System.Threading.Tasks;
using OpenNest.Geometry;
using OpenNest.Math;
namespace OpenNest
{
public class FillLinear
{
public FillLinear(Box workArea, double partSpacing)
{
PartSpacing = partSpacing;
WorkArea = new Box(workArea.X, workArea.Y, workArea.Width, workArea.Length);
}
public Box WorkArea { get; }
public double PartSpacing { get; }
public double HalfSpacing => PartSpacing / 2;
/// <summary>
/// Optional multi-part patterns (e.g. interlocking pairs) to try in remainder strips.
/// </summary>
public List<Pattern> RemainderPatterns { get; set; }
private static Vector MakeOffset(NestDirection direction, double distance)
{
return direction == NestDirection.Horizontal
? new Vector(distance, 0)
: new Vector(0, distance);
}
private static PushDirection GetPushDirection(NestDirection direction)
{
return direction == NestDirection.Horizontal
? PushDirection.Left
: PushDirection.Down;
}
private static double GetDimension(Box box, NestDirection direction)
{
return direction == NestDirection.Horizontal ? box.Width : box.Length;
}
private static double GetStart(Box box, NestDirection direction)
{
return direction == NestDirection.Horizontal ? box.Left : box.Bottom;
}
private double GetLimit(NestDirection direction)
{
return direction == NestDirection.Horizontal ? WorkArea.Right : WorkArea.Top;
}
private static NestDirection PerpendicularAxis(NestDirection direction)
{
return direction == NestDirection.Horizontal
? NestDirection.Vertical
: NestDirection.Horizontal;
}
/// <summary>
/// Computes the slide distance for the push algorithm, returning the
/// geometry-aware copy distance along the given axis.
/// </summary>
private double ComputeCopyDistance(double bboxDim, double slideDistance)
{
if (slideDistance >= double.MaxValue || slideDistance < 0)
return bboxDim + PartSpacing;
// The geometry-aware slide can produce a copy distance smaller than
// the part itself when inflated corner/arc vertices interact spuriously.
// Clamp to bboxDim + PartSpacing to prevent bounding box overlap.
return System.Math.Max(bboxDim - slideDistance, bboxDim + PartSpacing);
}
/// <summary>
/// Finds the geometry-aware copy distance between two identical parts along an axis.
/// Both parts are inflated by half-spacing for symmetric spacing.
/// </summary>
private double FindCopyDistance(Part partA, NestDirection direction, PartBoundary boundary)
{
var bboxDim = GetDimension(partA.BoundingBox, direction);
var pushDir = GetPushDirection(direction);
var locationBOffset = MakeOffset(direction, bboxDim);
// Use the most efficient array-based overload to avoid all allocations.
var slideDistance = SpatialQuery.DirectionalDistance(
boundary.GetEdges(pushDir), partA.Location + locationBOffset,
boundary.GetEdges(SpatialQuery.OppositeDirection(pushDir)), partA.Location,
pushDir);
return ComputeCopyDistance(bboxDim, slideDistance);
}
/// <summary>
/// Finds the geometry-aware copy distance between two identical patterns along an axis.
/// Checks every pair of parts across adjacent patterns so that multi-part
/// patterns (e.g. interlocking pairs) maintain spacing between ALL parts.
/// Both sides are inflated by half-spacing for symmetric spacing.
/// </summary>
private double FindPatternCopyDistance(Pattern patternA, NestDirection direction, PartBoundary[] boundaries)
{
if (patternA.Parts.Count <= 1)
return FindSinglePartPatternCopyDistance(patternA, direction, boundaries[0]);
var bboxDim = GetDimension(patternA.BoundingBox, direction);
var pushDir = GetPushDirection(direction);
var opposite = SpatialQuery.OppositeDirection(pushDir);
// Compute a starting offset large enough that every part-pair in
// patternB has its offset geometry beyond patternA's offset geometry.
var maxUpper = double.MinValue;
var minLower = double.MaxValue;
for (var i = 0; i < patternA.Parts.Count; i++)
{
var bb = patternA.Parts[i].BoundingBox;
var upper = direction == NestDirection.Horizontal ? bb.Right : bb.Top;
var lower = direction == NestDirection.Horizontal ? bb.Left : bb.Bottom;
if (upper > maxUpper) maxUpper = upper;
if (lower < minLower) minLower = lower;
}
var startOffset = System.Math.Max(bboxDim,
maxUpper - minLower + PartSpacing + Tolerance.Epsilon);
var offset = MakeOffset(direction, startOffset);
// Pre-cache edge arrays.
var movingEdges = new (Vector start, Vector end)[patternA.Parts.Count][];
var stationaryEdges = new (Vector start, Vector end)[patternA.Parts.Count][];
for (var i = 0; i < patternA.Parts.Count; i++)
{
movingEdges[i] = boundaries[i].GetEdges(pushDir);
stationaryEdges[i] = boundaries[i].GetEdges(opposite);
}
var maxCopyDistance = 0.0;
for (var j = 0; j < patternA.Parts.Count; j++)
{
var locationB = patternA.Parts[j].Location + offset;
for (var i = 0; i < patternA.Parts.Count; i++)
{
var slideDistance = SpatialQuery.DirectionalDistance(
movingEdges[j], locationB,
stationaryEdges[i], patternA.Parts[i].Location,
pushDir);
if (slideDistance >= double.MaxValue || slideDistance < 0)
continue;
var copyDist = startOffset - slideDistance;
if (copyDist > maxCopyDistance)
maxCopyDistance = copyDist;
}
}
if (maxCopyDistance < Tolerance.Epsilon)
return bboxDim + PartSpacing;
return maxCopyDistance;
}
/// <summary>
/// Fast path for single-part patterns — no cross-part conflicts possible.
/// </summary>
private double FindSinglePartPatternCopyDistance(Pattern patternA, NestDirection direction, PartBoundary boundary)
{
var template = patternA.Parts[0];
return FindCopyDistance(template, direction, boundary);
}
/// <summary>
/// Gets offset boundary lines for all parts in a pattern using a shared boundary.
/// </summary>
private static List<Line> GetPatternLines(Pattern pattern, PartBoundary boundary, PushDirection direction)
{
var lines = new List<Line>();
foreach (var part in pattern.Parts)
lines.AddRange(boundary.GetLines(part.Location, direction));
return lines;
}
/// <summary>
/// Gets boundary lines for all parts in a pattern, with an additional
/// location offset applied. Avoids cloning the pattern.
/// </summary>
private static List<Line> GetOffsetPatternLines(Pattern pattern, Vector offset, PartBoundary boundary, PushDirection direction)
{
var lines = new List<Line>();
foreach (var part in pattern.Parts)
lines.AddRange(boundary.GetLines(part.Location + offset, direction));
return lines;
}
/// <summary>
/// Creates boundaries for all parts in a pattern. Parts that share the same
/// program geometry (same drawing and rotation) reuse the same boundary instance.
/// </summary>
private PartBoundary[] CreateBoundaries(Pattern pattern)
{
var boundaries = new PartBoundary[pattern.Parts.Count];
var cache = new List<(Drawing drawing, double rotation, PartBoundary boundary)>();
for (var i = 0; i < pattern.Parts.Count; i++)
{
var part = pattern.Parts[i];
PartBoundary found = null;
foreach (var entry in cache)
{
if (entry.drawing == part.BaseDrawing && entry.rotation.IsEqualTo(part.Rotation))
{
found = entry.boundary;
break;
}
}
if (found == null)
{
found = new PartBoundary(part, HalfSpacing);
cache.Add((part.BaseDrawing, part.Rotation, found));
}
boundaries[i] = found;
}
return boundaries;
}
/// <summary>
/// Tiles a pattern along the given axis, returning the cloned parts
/// (does not include the original pattern's parts). For multi-part
/// patterns, also adds individual parts from the next incomplete copy
/// that still fit within the work area.
/// </summary>
private List<Part> TilePattern(Pattern basePattern, NestDirection direction, PartBoundary[] boundaries)
{
var copyDistance = FindPatternCopyDistance(basePattern, direction, boundaries);
if (copyDistance <= 0)
return new List<Part>();
var dim = GetDimension(basePattern.BoundingBox, direction);
var start = GetStart(basePattern.BoundingBox, direction);
var limit = GetLimit(direction);
var estimatedCopies = (int)((limit - start - dim) / copyDistance);
var result = new List<Part>(estimatedCopies * basePattern.Parts.Count);
var count = 1;
while (true)
{
var nextPos = start + copyDistance * count;
if (nextPos + dim > limit + Tolerance.Epsilon)
break;
var offset = MakeOffset(direction, copyDistance * count);
foreach (var part in basePattern.Parts)
result.Add(part.CloneAtOffset(offset));
count++;
}
// For multi-part patterns, try to place individual parts from the
// next copy that didn't fit as a whole. This handles cases where
// e.g. a 2-part pair only partially fits — one part may still be
// within the work area even though the full pattern exceeds it.
if (basePattern.Parts.Count > 1)
{
var offset = MakeOffset(direction, copyDistance * count);
foreach (var basePart in basePattern.Parts)
{
var part = basePart.CloneAtOffset(offset);
if (part.BoundingBox.Right <= WorkArea.Right + Tolerance.Epsilon &&
part.BoundingBox.Top <= WorkArea.Top + Tolerance.Epsilon &&
part.BoundingBox.Left >= WorkArea.Left - Tolerance.Epsilon &&
part.BoundingBox.Bottom >= WorkArea.Bottom - Tolerance.Epsilon)
{
result.Add(part);
}
}
}
return result;
}
/// <summary>
/// Creates a seed pattern containing a single part positioned at the work area origin.
/// Returns an empty pattern if the part does not fit.
/// </summary>
private Pattern MakeSeedPattern(Drawing drawing, double rotationAngle)
{
var pattern = new Pattern();
var template = new Part(drawing);
if (!rotationAngle.IsEqualTo(0))
template.Rotate(rotationAngle);
template.Offset(WorkArea.Location - template.BoundingBox.Location);
if (template.BoundingBox.Width > WorkArea.Width + Tolerance.Epsilon ||
template.BoundingBox.Length > WorkArea.Length + Tolerance.Epsilon)
return pattern;
pattern.Parts.Add(template);
pattern.UpdateBounds();
return pattern;
}
/// <summary>
/// Fills the work area by tiling the pattern along the primary axis to form
/// a row, then tiling that row along the perpendicular axis to form a grid.
/// After the grid is formed, fills the remaining strip with individual parts.
/// </summary>
private List<Part> FillGrid(Pattern pattern, NestDirection direction)
{
var perpAxis = PerpendicularAxis(direction);
var boundaries = CreateBoundaries(pattern);
// Step 1: Tile along primary axis
var row = new List<Part>(pattern.Parts);
row.AddRange(TilePattern(pattern, direction, boundaries));
// If primary tiling didn't produce copies, just tile along perpendicular
if (row.Count <= pattern.Parts.Count)
{
row.AddRange(TilePattern(pattern, perpAxis, boundaries));
return row;
}
// Step 2: Build row pattern and tile along perpendicular axis
var rowPattern = new Pattern();
rowPattern.Parts.AddRange(row);
rowPattern.UpdateBounds();
var rowBoundaries = CreateBoundaries(rowPattern);
var gridResult = new List<Part>(rowPattern.Parts);
gridResult.AddRange(TilePattern(rowPattern, perpAxis, rowBoundaries));
// Step 3: Fill remaining strip
var remaining = FillRemainingStrip(gridResult, pattern, perpAxis, direction);
if (remaining.Count > 0)
gridResult.AddRange(remaining);
// Step 4: Try fewer rows optimization
var fewerResult = TryFewerRows(gridResult, rowPattern, pattern, perpAxis, direction);
if (fewerResult != null && fewerResult.Count > gridResult.Count)
return fewerResult;
return gridResult;
}
/// <summary>
/// Tries removing the last row/column from the grid and re-filling the
/// larger remainder strip. Returns null if this doesn't improve the total.
/// </summary>
private List<Part> TryFewerRows(
List<Part> fullResult, Pattern rowPattern, Pattern seedPattern,
NestDirection tiledAxis, NestDirection primaryAxis)
{
var rowPartCount = rowPattern.Parts.Count;
if (fullResult.Count < rowPartCount * 2)
return null;
var fewerParts = new List<Part>(fullResult.Count - rowPartCount);
for (var i = 0; i < fullResult.Count - rowPartCount; i++)
fewerParts.Add(fullResult[i]);
var remaining = FillRemainingStrip(fewerParts, seedPattern, tiledAxis, primaryAxis);
if (remaining.Count <= rowPartCount)
return null;
fewerParts.AddRange(remaining);
return fewerParts;
}
/// <summary>
/// After tiling full rows/columns, fills the remaining strip with individual
/// parts. The strip is the leftover space along the tiled axis between the
/// last full row/column and the work area boundary. Each unique drawing and
/// rotation from the seed pattern is tried in both directions.
/// </summary>
private List<Part> FillRemainingStrip(
List<Part> placedParts, Pattern seedPattern,
NestDirection tiledAxis, NestDirection primaryAxis)
{
var placedEdge = FindPlacedEdge(placedParts, tiledAxis);
var remainingStrip = BuildRemainingStrip(placedEdge, tiledAxis);
if (remainingStrip == null)
return new List<Part>();
var rotations = BuildRotationSet(seedPattern);
var best = FindBestFill(rotations, remainingStrip);
if (RemainderPatterns != null)
{
System.Diagnostics.Debug.WriteLine($"[FillRemainingStrip] Strip: {remainingStrip.Width:F1}x{remainingStrip.Length:F1}, individual best={best?.Count ?? 0}, trying {RemainderPatterns.Count} patterns");
foreach (var pattern in RemainderPatterns)
{
var filler = new FillLinear(remainingStrip, PartSpacing);
var h = filler.Fill(pattern, NestDirection.Horizontal);
var v = filler.Fill(pattern, NestDirection.Vertical);
System.Diagnostics.Debug.WriteLine($"[FillRemainingStrip] Pattern ({pattern.Parts.Count} parts, bbox={pattern.BoundingBox.Width:F1}x{pattern.BoundingBox.Length:F1}): H={h?.Count ?? 0}, V={v?.Count ?? 0}");
if (h != null && h.Count > (best?.Count ?? 0))
best = h;
if (v != null && v.Count > (best?.Count ?? 0))
best = v;
}
System.Diagnostics.Debug.WriteLine($"[FillRemainingStrip] Final best={best?.Count ?? 0}");
}
return best ?? new List<Part>();
}
private static double FindPlacedEdge(List<Part> placedParts, NestDirection tiledAxis)
{
var placedEdge = double.MinValue;
foreach (var part in placedParts)
{
var edge = tiledAxis == NestDirection.Vertical
? part.BoundingBox.Top
: part.BoundingBox.Right;
if (edge > placedEdge)
placedEdge = edge;
}
return placedEdge;
}
private Box BuildRemainingStrip(double placedEdge, NestDirection tiledAxis)
{
if (tiledAxis == NestDirection.Vertical)
{
var bottom = placedEdge + PartSpacing;
var height = WorkArea.Top - bottom;
if (height <= Tolerance.Epsilon)
return null;
return new Box(WorkArea.X, bottom, WorkArea.Width, height);
}
else
{
var left = placedEdge + PartSpacing;
var width = WorkArea.Right - left;
if (width <= Tolerance.Epsilon)
return null;
return new Box(left, WorkArea.Y, width, WorkArea.Length);
}
}
/// <summary>
/// Builds a set of (drawing, rotation) candidates: cardinal orientations
/// (0° and 90°) for each unique drawing, plus any seed pattern rotations
/// not already covered.
/// </summary>
private static List<(Drawing drawing, double rotation)> BuildRotationSet(Pattern seedPattern)
{
var rotations = new List<(Drawing drawing, double rotation)>();
var drawings = new List<Drawing>();
foreach (var seedPart in seedPattern.Parts)
{
var found = false;
foreach (var d in drawings)
{
if (d == seedPart.BaseDrawing)
{
found = true;
break;
}
}
if (!found)
drawings.Add(seedPart.BaseDrawing);
}
foreach (var drawing in drawings)
{
rotations.Add((drawing, 0));
rotations.Add((drawing, Angle.HalfPI));
}
foreach (var seedPart in seedPattern.Parts)
{
var skip = false;
foreach (var (d, r) in rotations)
{
if (d == seedPart.BaseDrawing && r.IsEqualTo(seedPart.Rotation))
{
skip = true;
break;
}
}
if (!skip)
rotations.Add((seedPart.BaseDrawing, seedPart.Rotation));
}
return rotations;
}
/// <summary>
/// Tries all rotation candidates in both directions in parallel, returns the
/// fill with the most parts.
/// </summary>
private List<Part> FindBestFill(List<(Drawing drawing, double rotation)> rotations, Box strip)
{
var bag = new System.Collections.Concurrent.ConcurrentBag<List<Part>>();
Parallel.ForEach(rotations, entry =>
{
var filler = new FillLinear(strip, PartSpacing);
var h = filler.Fill(entry.drawing, entry.rotation, NestDirection.Horizontal);
var v = filler.Fill(entry.drawing, entry.rotation, NestDirection.Vertical);
if (h != null && h.Count > 0)
bag.Add(h);
if (v != null && v.Count > 0)
bag.Add(v);
});
List<Part> best = null;
foreach (var candidate in bag)
{
if (best == null || candidate.Count > best.Count)
best = candidate;
}
return best ?? new List<Part>();
}
/// <summary>
/// Fills a single row of identical parts along one axis using geometry-aware spacing.
/// </summary>
public Pattern FillRow(Drawing drawing, double rotationAngle, NestDirection direction)
{
var seed = MakeSeedPattern(drawing, rotationAngle);
if (seed.Parts.Count == 0)
return seed;
var template = seed.Parts[0];
var boundary = new PartBoundary(template, HalfSpacing);
var copyDistance = FindCopyDistance(template, direction, boundary);
if (copyDistance <= 0)
return seed;
var dim = GetDimension(template.BoundingBox, direction);
var start = GetStart(template.BoundingBox, direction);
var limit = GetLimit(direction);
var count = 1;
while (true)
{
var nextPos = start + copyDistance * count;
if (nextPos + dim > limit + Tolerance.Epsilon)
break;
var clone = template.CloneAtOffset(MakeOffset(direction, copyDistance * count));
seed.Parts.Add(clone);
count++;
}
seed.UpdateBounds();
return seed;
}
/// <summary>
/// Fills the work area by tiling a pre-built pattern along both axes.
/// </summary>
public List<Part> Fill(Pattern pattern, NestDirection primaryAxis)
{
if (pattern.Parts.Count == 0)
return new List<Part>();
var offset = WorkArea.Location - pattern.BoundingBox.Location;
var basePattern = pattern.Clone(offset);
if (basePattern.BoundingBox.Width > WorkArea.Width + Tolerance.Epsilon ||
basePattern.BoundingBox.Length > WorkArea.Length + Tolerance.Epsilon)
return new List<Part>();
return FillGrid(basePattern, primaryAxis);
}
/// <summary>
/// Fills the work area by creating a seed part, then recursively tiling
/// along the primary axis and then the perpendicular axis.
/// </summary>
public List<Part> Fill(Drawing drawing, double rotationAngle, NestDirection primaryAxis)
{
var seed = MakeSeedPattern(drawing, rotationAngle);
if (seed.Parts.Count == 0)
return new List<Part>();
return FillGrid(seed, primaryAxis);
}
}
}