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327 lines
14 KiB
C#
327 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using OpenNest.Engine.Fill;
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using OpenNest.Engine.Jobs.Placement.Fillers;
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using OpenNest.Geometry;
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namespace OpenNest.Engine.Jobs.Placement;
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/// <summary>
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/// Public single-plate placement service over the internal fillers. Resolves one of the four
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/// built-in placement strategies by explicit name — no process-global registry state is read or
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/// modified. Operations return proposed <see cref="Part"/>s only; caller-owned plate mutation
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/// (accepting a preview, adding parts to a plate) and cancel/discard behavior remain with the
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/// caller, exactly as they were with the legacy single-plate engine surface.
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/// </summary>
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public static class PlateFillService
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{
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/// <summary>Strategy used when a caller selection names none.</summary>
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public const string DefaultStrategy = "Fill";
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/// <summary>Name of the Fill strategy in earlier releases; accepted as an alias.</summary>
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private const string LegacyFillName = "Default";
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/// <summary>The four built-in strategy names, in registry display order.</summary>
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public static IReadOnlyList<string> BuiltInStrategies { get; } =
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[
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"Fill",
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"Strip",
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"Vertical Remnant",
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"Horizontal Remnant",
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];
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public static List<Part> FillItem(
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string strategy,
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Plate plate,
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NestItem item,
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Box workArea,
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IProgress<NestProgress> progress,
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CancellationToken token
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)
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{
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var filler = RequireFiller(strategy, plate);
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if (!InteractiveClamps.HasZones(plate))
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return filler.Fill(item, workArea, progress, token);
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var result = FillClearAreas(plate, workArea, item, token,
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(area, demand) => filler.Fill(demand, area, null, token));
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ReportSafe(progress, result, workArea);
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return result;
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}
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public static List<Part> FillGroup(
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string strategy,
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Plate plate,
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List<Part> groupParts,
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Box workArea,
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IProgress<NestProgress> progress,
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CancellationToken token
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)
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{
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var filler = RequireFiller(strategy, plate);
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if (!InteractiveClamps.HasZones(plate))
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return filler.Fill(groupParts, workArea, progress, token);
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var result = ClearAreas(plate, workArea, token, (area, _) =>
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filler.Fill(groupParts, area, null, token), 0, groupSize: groupParts.Count);
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ReportSafe(progress, result, workArea);
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return result;
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}
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public static List<Part> PackArea(
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string strategy,
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Plate plate,
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Box box,
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List<NestItem> items,
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IProgress<NestProgress> progress,
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CancellationToken token
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)
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{
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var filler = RequireFiller(strategy, plate);
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if (!InteractiveClamps.HasZones(plate))
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return filler.PackArea(box, items, progress, token);
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var result = new List<Part>();
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foreach (var area in ClearRegionBoxes(plate, box))
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{
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token.ThrowIfCancellationRequested();
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var remaining = items.Select(item => CopyDemand(item,
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item.Quantity > 0 ? System.Math.Max(0, item.Quantity - result.Count(part =>
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ReferenceEquals(part.BaseDrawing, item.Drawing))) : item.Quantity)).ToList();
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var proposed = filler.PackArea(area, remaining, null, token);
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AddClear(result, proposed, plate, area, items);
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}
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ReportSafe(progress, result, box);
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return result;
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}
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public static List<Part> Nest(
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string strategy,
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Plate plate,
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List<NestItem> items,
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IProgress<NestProgress> progress,
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CancellationToken token
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) => Nest(strategy, plate, items, 0, progress, token);
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/// <summary>
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/// Whole-plate fill with the strategy's orchestration (fill-vs-pack, compaction). Returns
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/// proposed parts only; committing them to <paramref name="plate"/> stays with the caller.
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/// </summary>
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/// <param name="plateNumber">Plate index reported with progress, as the legacy engine's
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/// <c>PlateNumber</c> was by interactive multi-plate loops.</param>
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public static List<Part> Nest(
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string strategy,
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Plate plate,
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List<NestItem> items,
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int plateNumber,
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IProgress<NestProgress> progress,
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CancellationToken token
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)
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{
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ArgumentNullException.ThrowIfNull(strategy);
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ResolveStrategy(strategy, allowEmpty: false);
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var filler = CreateFiller(strategy, plate);
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filler.PlateNumber = plateNumber;
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if (!InteractiveClamps.HasZones(plate))
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return filler.Nest(items, progress, token);
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// Interactive proposals are never committed here. Unlike the unconstrained
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// strategies, partition the sheet at static keep-outs before searching, then
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// certify each accepted material footprint against the full zone and occupants.
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var result = new List<Part>();
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foreach (var item in items.OrderBy(item => item.Priority))
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{
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token.ThrowIfCancellationRequested();
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// Fill/Remnant whole-plate orchestration skips exhausted demand; the
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// single-item Fill API uses zero to mean unlimited. Strip has its own
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// historical zero-quantity behavior, preserved here.
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if (item.Quantity <= 0 && ResolveStrategy(strategy) != "Strip")
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continue;
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var proposed = FillClearAreas(plate, plate.WorkArea(), item, token,
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(area, demand) => filler.Fill(demand, area, null, token), result);
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result.AddRange(proposed);
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if (item.Quantity > 0)
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item.Quantity = System.Math.Max(0, item.Quantity - proposed.Count);
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}
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ReportSafe(progress, result, plate.WorkArea(), plateNumber);
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return result;
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}
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// Do not expose a strategy's unverified intermediate placements: the UI can
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// accept a progress preview before this service returns its certified proposal.
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private static void ReportSafe(IProgress<NestProgress> progress, List<Part> parts,
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Box area, int plateNumber = 0) => progress?.Report(new NestProgress
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{
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BestParts = parts,
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ActiveWorkArea = area,
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PlateNumber = plateNumber,
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IsOverallBest = true,
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Description = $"Clamp-clear proposal: {parts.Count} parts",
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});
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private static NestItem CopyDemand(NestItem item, int quantity) => new()
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{
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Drawing = item.Drawing,
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Quantity = quantity,
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Priority = item.Priority,
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RotationStart = item.RotationStart,
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RotationEnd = item.RotationEnd,
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StepAngle = item.StepAngle,
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};
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private static List<Part> FillClearAreas(Plate plate, Box box, NestItem item,
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CancellationToken token, Func<Box, NestItem, List<Part>> fill,
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List<Part> previouslyPlaced = null) =>
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ClearAreas(plate, box, token, fill, item.Quantity, item, previouslyPlaced);
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private static List<Part> ClearAreas(Plate plate, Box box, CancellationToken token,
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Func<Box, NestItem, List<Part>> fill, int quantity, NestItem item = null,
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List<Part> previouslyPlaced = null, int groupSize = 1)
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{
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var result = new List<Part>();
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foreach (var area in ClearRegionBoxes(plate, box))
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{
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token.ThrowIfCancellationRequested();
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if (quantity > 0 && result.Count >= quantity)
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break;
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var demand = item == null ? null : CopyDemand(item,
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quantity > 0 ? quantity - result.Count : quantity);
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AddClear(result, fill(area, demand), plate, area,
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item == null ? null : new List<NestItem> { item }, previouslyPlaced, groupSize);
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}
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return result;
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}
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private static List<Box> ClearRegionBoxes(Plate plate, Box area)
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{
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var obstacles = InteractiveClamps.ClearanceRectangles(plate).ToList();
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obstacles.AddRange(plate.Parts.Where(part => !part.BaseDrawing.IsCutOff)
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.Select(part => part.BoundingBox.Offset(plate.PartSpacing)));
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return new RemnantFinder(area, obstacles).FindRemnants();
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}
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private static void AddClear(List<Part> accepted, List<Part> proposed, Plate plate,
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Box area, List<NestItem> demand = null, List<Part> previouslyPlaced = null,
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int groupSize = 1)
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{
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if (proposed == null || groupSize < 1)
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return;
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// FillLinear may append an incomplete trailing tile. Keep complete copies
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// ahead of it, but never expose the incomplete tail as a group.
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for (var start = 0; start + groupSize <= proposed.Count; start += groupSize)
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{
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// A group is one proposal: never return just its frame or just its
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// insert when a member collides with a clamp or occupied material.
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var batch = new List<Part>();
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for (var index = start; index < start + groupSize; index++)
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{
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if (!TryAddClear(batch, proposed[index], accepted, plate, area,
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demand, previouslyPlaced))
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break;
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}
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if (batch.Count == groupSize)
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accepted.AddRange(batch);
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}
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}
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private static bool TryAddClear(List<Part> batch, Part part, List<Part> accepted,
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Plate plate, Box area, List<NestItem> demand, List<Part> previouslyPlaced)
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{
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var bounds = part.BoundingBox;
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var full = plate.WorkArea();
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// The packer permits a tiny overhang only at a real sheet edge,
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// never across a remnant boundary cut by a clamp or another part.
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double Slack(double edge, double sheet) => System.Math.Abs(edge - sheet) < 1e-9
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? NestTolerances.WorkAreaSlack : 1e-6;
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if (bounds.Left < area.Left - Slack(area.Left, full.Left)
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|| bounds.Right > area.Right + Slack(area.Right, full.Right)
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|| bounds.Bottom < area.Bottom - Slack(area.Bottom, full.Bottom)
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|| bounds.Top > area.Top + Slack(area.Top, full.Top))
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return false;
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if (demand != null && !demand.Any(item =>
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ReferenceEquals(item.Drawing, part.BaseDrawing) &&
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(item.Quantity <= 0 || accepted.Count(p =>
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ReferenceEquals(p.BaseDrawing, item.Drawing)) + batch.Count(p =>
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ReferenceEquals(p.BaseDrawing, item.Drawing)) < item.Quantity)))
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return false;
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if (InteractiveClamps.ValidationKeepOuts(plate).Any(zone =>
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Overlaps(bounds, zone) && InteractiveClamps.MaterialInKeepOut(part, zone)))
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return false;
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if (plate.Parts.Any(existing => !existing.BaseDrawing.IsCutOff &&
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Overlaps(bounds, existing.BoundingBox.Offset(plate.PartSpacing))
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&& InteractiveClamps.MaterialsTooClose(part, existing, plate.PartSpacing))
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|| accepted.Any(existing => Overlaps(bounds,
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existing.BoundingBox.Offset(plate.PartSpacing))
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&& InteractiveClamps.MaterialsTooClose(part, existing, plate.PartSpacing))
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|| batch.Any(existing => Overlaps(bounds,
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existing.BoundingBox.Offset(plate.PartSpacing))
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&& InteractiveClamps.MaterialsTooClose(part, existing, plate.PartSpacing))
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|| (previouslyPlaced?.Any(existing => Overlaps(bounds,
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existing.BoundingBox.Offset(plate.PartSpacing))
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&& InteractiveClamps.MaterialsTooClose(part, existing, plate.PartSpacing)) ?? false))
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return false;
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batch.Add(part);
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return true;
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}
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private static bool Overlaps(Box a, Box b) => a.Left < b.Right && a.Right > b.Left
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&& a.Bottom < b.Top && a.Top > b.Bottom;
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/// <summary>
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/// Resolves a caller-supplied strategy name: null or empty means "Fill"; otherwise the name
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/// must match a built-in strategy, matched case-insensitively like the legacy registry's
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/// ActiveEngineName so tolerant interactive callers keep working. "Default", the Fill
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/// strategy's name in earlier releases, still resolves to "Fill". Returns the canonical name;
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/// unknown names throw <see cref="NotSupportedException"/>.
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/// </summary>
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public static string ResolveStrategy(string strategy) => ResolveStrategy(strategy, true);
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/// <inheritdoc cref="ResolveStrategy(string)"/>
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/// <param name="allowEmpty">False rejects null/empty instead of defaulting (explicit service calls).</param>
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internal static string ResolveStrategy(string strategy, bool allowEmpty)
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{
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if (string.IsNullOrWhiteSpace(strategy))
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{
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if (allowEmpty)
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return DefaultStrategy;
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throw new NotSupportedException(
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$"Unknown placement strategy: '{strategy}'. Known strategies: {string.Join(", ", BuiltInStrategies)}."
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);
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}
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if (strategy.Equals(LegacyFillName, StringComparison.OrdinalIgnoreCase))
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return DefaultStrategy;
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foreach (var candidate in BuiltInStrategies)
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{
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if (candidate.Equals(strategy, StringComparison.OrdinalIgnoreCase))
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return candidate;
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}
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throw new NotSupportedException(
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$"Unknown placement strategy: {strategy}. Known strategies: {string.Join(", ", BuiltInStrategies)}."
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);
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}
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/// <summary>Builds the filler for an optional strategy (null/empty = Fill).</summary>
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private static PlateFillerBase CreateFiller(string strategy, Plate plate)
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{
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ArgumentNullException.ThrowIfNull(plate);
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return ResolveStrategy(strategy) switch
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{
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"Fill" => new DefaultPlateFiller(plate),
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"Strip" => new StripPlateFiller(plate),
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"Vertical Remnant" => new RemnantPlateFiller(plate, RemnantFillPolicy.Vertical),
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_ => new RemnantPlateFiller(plate, RemnantFillPolicy.Horizontal),
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};
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}
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/// <summary>Public operations require an explicit strategy name (null is an argument error).</summary>
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private static PlateFillerBase RequireFiller(string strategy, Plate plate)
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{
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ArgumentNullException.ThrowIfNull(strategy);
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// An explicit empty string is an unknown strategy; only ResolveStrategy(string),
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// used for caller selections, maps null/empty to Fill.
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ResolveStrategy(strategy, allowEmpty: false);
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return CreateFiller(strategy, plate);
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}
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}
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