Files
OpenNest/OpenNest.Tests/Benchmark/LegacyNestValidator.cs
T
ajandClaude Opus 5.5 4d55e11318 style: use one spelling across the codebase
The repo mixed variants such as center/centre and color/colour, so a
name could be spelled either way and searches missed half the hits.
Standardize on the US spelling, matching .NET's own APIs (Color, Center).

Wire values owned by other systems keep their spelling: the material
ledger's "Cancelled" hold status and GitHub's "cancelled" job status.

No behavior change beyond the spelling of a few status messages.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 16:11:30 -04:00

387 lines
16 KiB
C#

#nullable disable
// Frozen pre-PR4 benchmark validator: exact message/order equivalence reference.
using System.Collections.Generic;
using System.Linq;
using OpenNest.Converters;
using OpenNest.Engine.Jobs;
using OpenNest.Geometry;
using OpenNest.Math;
namespace OpenNest.Tests.Benchmark
{
public class LegacyValidationResult
{
public bool Valid => Violations.Count == 0;
public List<string> Violations { get; } = new();
}
/// <summary>
/// Validates a (possibly multi-plate) placed layout against the benchmark
/// rules: on every plate, every part must lie within that plate's work
/// area and every pair of parts must be at least PartSpacing apart; across
/// all plates combined, no drawing may have more parts placed than
/// requested (the quantity limit is a property of the whole order, not of
/// any one plate). Geometry checks work on arbitrary (concave, holed)
/// polygons by reusing the same world-space extraction Part.Intersects
/// uses internally, so no engine gets an advantage or penalty from shape
/// complexity.
/// </summary>
public static class LegacyNestValidator
{
/// <summary>
/// requirements maps each materialized part's BaseDrawing (by reference - materialized
/// Drawing instances are freshly reconstructed per NestResultMaterializer.Materialize, so
/// identity must never be inferred from Name, which is only incidentally seeded from the
/// originating NestJobPart id) to its original quantity limit and display name.
/// </summary>
public static LegacyValidationResult Validate(
List<(Plate Plate, List<Part> Parts)> plateRuns,
IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements
)
{
var result = new LegacyValidationResult();
var allParts = plateRuns.SelectMany(pr => pr.Parts).ToList();
if (allParts.Count == 0)
return result;
ValidateQuantities(allParts, requirements, result);
foreach (var (plate, parts) in plateRuns)
{
if (parts.Count == 0)
continue;
ValidateBounds(parts, plate, requirements, result);
ValidateAreaBudget(parts, plate, result);
ValidateSpacing(parts, plate.PartSpacing, requirements, result);
}
return result;
}
/// <summary>
/// Checks what the materialized layout cannot show: every sheet must be
/// one of the job's own stock entries (an engine may not invent a sheet
/// size or loosen its spacing/edge settings, which the layout checks
/// would otherwise trust), finite stock may not be overdrawn, and every
/// placement's rotation must satisfy its part's RotationPolicy.
/// </summary>
public static void ValidateAgainstJob(
NestJob job,
NestJobResult jobResult,
IReadOnlyDictionary<string, string> displayNames,
LegacyValidationResult result
)
{
var stockById = job.Plates.ToDictionary(s => s.Id);
var partsById = job.Parts.ToDictionary(p => p.Id);
var sheetsUsed = new Dictionary<string, int>();
foreach (var sheet in jobResult.Plates)
{
if (
!stockById.TryGetValue(sheet.Stock.Id, out var stock)
|| !SameSettings(stock, sheet.Stock)
)
{
result.Violations.Add(
$"Plate {sheet.PlateIndex} uses stock '{sheet.Stock.Id}' ({sheet.Stock.Size}) that does not match any stock offered by the job"
);
continue;
}
sheetsUsed[stock.Id] = sheetsUsed.GetValueOrDefault(stock.Id) + 1;
}
foreach (var (stockId, used) in sheetsUsed)
{
var available = stockById[stockId].Quantity;
if (available.HasValue && used > available.Value)
{
result.Violations.Add(
$"Used {used} sheet(s) of stock '{stockId}' but only {available.Value} are available"
);
}
}
foreach (var sheet in jobResult.Plates)
{
foreach (var placement in sheet.Placements)
{
if (!partsById.TryGetValue(placement.PartId, out var part))
continue; // reported by ValidateQuantities
if (!part.Rotation.Allows(placement.Rotation))
{
var name = displayNames.TryGetValue(part.Id, out var n) ? n : part.Id;
result.Violations.Add(
$"'{name}' placed at {Angle.ToDegrees(placement.Rotation):F3}° on plate {sheet.PlateIndex}, "
+ $"outside its rotation constraint ({Describe(part.Rotation)})"
);
}
}
}
}
private static bool SameSettings(NestPlateStock expected, NestPlateStock actual) =>
ReferenceEquals(expected, actual)
|| (
expected.Size.Equals(actual.Size)
&& expected.PartSpacing.IsEqualTo(actual.PartSpacing)
&& expected.EdgeSpacing.Left.IsEqualTo(actual.EdgeSpacing.Left)
&& expected.EdgeSpacing.Right.IsEqualTo(actual.EdgeSpacing.Right)
&& expected.EdgeSpacing.Top.IsEqualTo(actual.EdgeSpacing.Top)
&& expected.EdgeSpacing.Bottom.IsEqualTo(actual.EdgeSpacing.Bottom)
&& expected.Quadrant == actual.Quadrant
);
private static string Describe(RotationPolicy policy) =>
policy.Kind switch
{
RotationPolicyKind.Fixed => $"fixed at {Angle.ToDegrees(policy.Start):F3}°",
RotationPolicyKind.BoundedSweep =>
$"{Angle.ToDegrees(policy.Start):F3}° to {Angle.ToDegrees(policy.End):F3}° in {Angle.ToDegrees(policy.Step):F3}° steps",
_ => "any",
};
private static void ValidateQuantities(
List<Part> parts,
IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements,
LegacyValidationResult result
)
{
var placedCounts = parts
.GroupBy<Part, Drawing>(p => p.BaseDrawing, ReferenceEqualityComparer.Instance)
.ToDictionary(g => g.Key, g => g.Count());
foreach (var (drawing, placed) in placedCounts)
{
if (!requirements.TryGetValue(drawing, out var requirement))
{
result.Violations.Add(
$"Placed drawing '{drawing.Name}' which was not requested for this job"
);
continue;
}
if (placed > requirement.Quantity)
{
result.Violations.Add(
$"'{requirement.Name}': placed {placed} across all plates but only {requirement.Quantity} were requested"
);
}
}
}
private static void ValidateBounds(
List<Part> parts,
Plate plate,
IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements,
LegacyValidationResult result
)
{
var workArea = plate.WorkArea();
foreach (var part in parts)
{
var bb = part.BoundingBox;
var outLeft = bb.Left < workArea.X - Tolerance.Epsilon;
var outBottom = bb.Bottom < workArea.Y - Tolerance.Epsilon;
var outRight = bb.Right > workArea.Right + Tolerance.Epsilon;
var outTop = bb.Top > workArea.Top + Tolerance.Epsilon;
if (outLeft || outBottom || outRight || outTop)
{
result.Violations.Add(
$"'{DisplayName(part, requirements)}' at ({part.Location.X:F2},{part.Location.Y:F2}) falls outside the work area "
+ $"of a {plate.Size} plate"
);
}
}
}
/// <summary>
/// Hard mathematical backstop: non-overlapping parts confined to the
/// work area can never have a combined area greater than the work
/// area itself. This catches overlap that the polygon-based
/// ValidateSpacing check can miss - Collision.HasOverlap (and
/// Part.Intersects, which uses the same algorithm) has been observed
/// to return false negatives on real, complex production geometry, so
/// this check does not depend on it.
/// </summary>
private static void ValidateAreaBudget(
List<Part> parts,
Plate plate,
LegacyValidationResult result
)
{
var workArea = plate.WorkArea();
var budget = workArea.Width * workArea.Length;
var placedArea = parts.Sum(p => p.BaseDrawing.Area);
if (placedArea > budget + Tolerance.Epsilon)
{
result.Violations.Add(
$"Combined placed area ({placedArea:F2}) on a {plate.Size} plate exceeds its work area ({budget:F2}) - "
+ "parts must overlap even though the polygon overlap check did not flag a pair"
);
}
}
/// <summary>
/// Every pair of parts must be at least <paramref name="spacing"/> apart.
/// Each part's material is inflated by the spacing (perimeter offset
/// outward, holes shrunk inward) and tested against the other part's raw
/// material, with holes subtracted on both sides - so a small part
/// nested inside another part's cutout (part-in-part) is legal as long as
/// it clears the cutout's edge by the spacing. Pairs are pruned with an
/// X-sorted sweep over bounding boxes so only neighbors reach the
/// polygon clipper.
/// </summary>
private static void ValidateSpacing(
List<Part> parts,
double spacing,
IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements,
LegacyValidationResult result
)
{
var raw = new PartOutline[parts.Count];
var inflated = new PartOutline[parts.Count];
// The one intended rule change since the freeze: the shared spacing slack.
var inflateBy = System.Math.Max(0, spacing - NestTolerances.SpacingSlack);
for (var i = 0; i < parts.Count; i++)
{
raw[i] = Outline(parts[i], 0);
inflated[i] = inflateBy > Tolerance.Epsilon ? Outline(parts[i], inflateBy) : raw[i];
}
var order = Enumerable
.Range(0, parts.Count)
.Where(i => raw[i] != null && inflated[i] != null)
.OrderBy(i => raw[i].Perimeter.BoundingBox.Left)
.ToList();
for (var a = 0; a < order.Count; a++)
{
var i = order[a];
var reach = inflated[i].Perimeter.BoundingBox;
for (var b = a + 1; b < order.Count; b++)
{
var j = order[b];
var other = raw[j].Perimeter.BoundingBox;
// Sorted by Left, so nothing further along can reach part i either.
if (other.Left > reach.Right + Tolerance.Epsilon)
break;
if (!BoxesTouch(reach, other))
continue;
// Inflating one side by the full spacing covers both cases: part j
// inside part i's (shrunk) cutout, or part i's inflated outline
// inside part j's raw cutout.
if (
Collision.HasOverlap(
inflated[i].Perimeter,
raw[j].Perimeter,
inflated[i].Holes,
raw[j].Holes
)
)
{
result.Violations.Add(
$"'{DisplayName(parts[i], requirements)}' and '{DisplayName(parts[j], requirements)}' are closer than the required spacing ({spacing:F3})"
);
}
}
}
}
private static bool BoxesTouch(Box a, Box b) =>
a.Left <= b.Right + Tolerance.Epsilon
&& b.Left <= a.Right + Tolerance.Epsilon
&& a.Bottom <= b.Top + Tolerance.Epsilon
&& b.Bottom <= a.Top + Tolerance.Epsilon;
/// <summary>Friendly name for a violation message, falling back to the materialized
/// Drawing's own Name (the raw partId string) if this part wasn't in requirements at all -
/// that mismatch is already reported by ValidateQuantities, so this is display-only.</summary>
private static string DisplayName(
Part part,
IReadOnlyDictionary<Drawing, (string Name, int Quantity)> requirements
) =>
requirements.TryGetValue(part.BaseDrawing, out var requirement)
? requirement.Name
: part.BaseDrawing.Name;
private const double OutlineTolerance = 0.001;
private sealed class PartOutline
{
public Polygon Perimeter { get; init; }
public List<Polygon> Holes { get; init; }
}
/// <summary>
/// Extracts a part's material as world-space polygons - the perimeter and
/// its cutouts - grown by <paramref name="inflateBy"/> (perimeter offset
/// outward, cutouts offset inward, in one Clipper region offset). A cutout
/// that closes up under the offset is dropped, which treats it as solid:
/// conservative, since it has no room for another part at the required
/// spacing anyway. Arcs are flattened conservatively (perimeter arcs
/// circumscribed, cutout arcs inscribed) but nothing is padded, so a layout
/// exactly at the spacing passes; the only leniency is the round-join chord
/// error at convex corners (OutlineTolerance / 10).
/// part.Program is already rotated; only a Location offset is needed.
/// </summary>
private static PartOutline Outline(Part part, double inflateBy)
{
var entities = ConvertProgram
.ToGeometry(part.Program)
.Where(e => SpecialLayers.IsMaterial(e.Layer))
.ToList();
if (entities.Count == 0)
return null;
var profile = new ShapeProfile(entities);
if (profile.Perimeter == null)
return null;
// Adaptive tolerance instead of Shape.ToPolygon()'s default (up to 1000
// segments per arc) - arc-heavy real parts otherwise produce thousands
// of vertices, which is needlessly slow for a spacing check.
var region = ClipperBridge.OffsetForValidation(
profile,
inflateBy > Tolerance.Epsilon ? inflateBy : 0,
OutlineTolerance
);
var perimeter = region.LargestOuter();
if (perimeter == null)
return null;
ToWorld(perimeter, part.Location);
foreach (var hole in region.Holes)
ToWorld(hole, part.Location);
return new PartOutline { Perimeter = perimeter, Holes = region.Holes };
}
private static void ToWorld(Polygon polygon, Vector location)
{
polygon.Offset(location);
polygon.UpdateBounds();
}
}
}