Files
OpenNest/OpenNest.Core/Diagnostics/OverlapMaterial.cs
T
ajandClaude Fable 5.1 07a9739774 perf(cutting): plan plates faster with bounded fallbacks and prefiltered checks
Plan Cutting spent most of its time on work that never changed the outcome:
many-holed parts paid quadratic shape-pair and ring-containment costs before
any search, every plate was captured twice, and failing plates burned their
whole budget in exhaustive fallback passes that never found a plan on 127
production plates.

- OverlapMaterial: skip native shape pairs whose bounds are clear by more
  than the query allowance; gate polygon touch and winding tests on vertex
  bounds.
- LeadMaterialSnapshot: gate ring enclosure tests on ring extents when
  finding the perimeter and rejecting nested cutouts.
- CuttingPlanBatch: capture each plate once; the kept-order retry derives
  from the same capture through CuttingPlanSnapshot.WithPreservedOrder.
- JointCuttingPlanSearch: end the kept-order full pass and the sequence-free
  recovery and full passes after FallbackStalls (2) stalls' worth of
  expansions when programs are regenerated; plates with only fixed programs
  keep the exhaustive search so a refusal stays genuine.

On 127 archive plates (lead-ins cleared, 35" scrap cut-offs) total time fell
from 164 s to 102 s with identical outcomes; the problem-nest corpus gives
the same status and expansion count on every plate.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-29 09:35:33 -04:00

288 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using OpenNest.Geometry;
using OpenNest.Math;
namespace OpenNest.Diagnostics;
/// <summary>Request-local, validated single-outer material. Never exposed to report consumers.</summary>
internal sealed record OverlapMaterial(Polygon Outer, List<Polygon> Holes)
{
internal static OverlapMaterial Read(List<Entity> entities, CancellationToken cancellationToken)
{
// ShapeBuilder can reverse entities while chaining. Own a fresh copy for each analysis.
var shapes = ShapeBuilder.GetShapes(entities.Select(entity => entity.Clone()));
if (shapes.Count == 0)
throw new ArgumentException("Drawing has no closed material contour.");
var polygons = new List<Polygon>();
foreach (var shape in shapes)
{
cancellationToken.ThrowIfCancellationRequested();
ValidateChain(shape);
var polygon = shape.ToPolygonWithTolerance(PlateOverlapAnalyzer.ChordTolerance);
// The analytic chain was validated above. Normalize its sampled seam (e.g.
// sin(2*pi) is not exactly zero), rather than adding a spurious microscopic edge.
if (polygon.IsClosed())
polygon.Vertices[^1] = polygon.Vertices[0];
ValidatePolygon(polygon, cancellationToken);
polygons.Add(polygon);
}
// Sampling can hide a crossing or tangency between curves. Reject native
// contour contact before asking the polygon approximation about containment.
// A contact lies within both entities' bounds, so shapes whose bounds are clear by more
// than any native query's allowance cannot touch: a part with thousands of holes does
// not query every pair.
var boxes = shapes.Select(shape => shape.BoundingBox).ToList();
for (var i = 0; i < shapes.Count; i++)
{
cancellationToken.ThrowIfCancellationRequested();
for (var j = 0; j < i; j++)
{
if (ClearOfNativeQueries(boxes[i], boxes[j]))
continue;
shapes[i].Intersects(shapes[j], out var intersections);
if (intersections.Count > 0)
throw new ArgumentException("Native material contours cross or touch.");
}
}
var ordered = polygons.OrderByDescending(polygon => Area(polygon.Vertices)).ToList();
var outer = ordered[0];
var holes = ordered.Skip(1).ToList();
var outerBounds = BoundsOf(outer);
var holeBounds = holes.Select(BoundsOf).ToList();
for (var i = 0; i < holes.Count; i++)
{
cancellationToken.ThrowIfCancellationRequested();
if (BoundariesTouch(outer, outerBounds, holes[i], holeBounds[i], cancellationToken)
|| !Inside(outer, outerBounds, holes[i].Vertices[0]))
throw new ArgumentException("Contours must have one outer with strictly internal holes.");
for (var j = 0; j < i; j++)
{
// Exact polygon tests: holes whose vertex bounds are apart can neither touch
// nor contain each other's vertices.
if (!Overlap(holeBounds[i], holeBounds[j]))
continue;
if (BoundariesTouch(holes[i], holeBounds[i], holes[j], holeBounds[j], cancellationToken)
|| Inside(holes[i], holeBounds[i], holes[j].Vertices[0])
|| Inside(holes[j], holeBounds[j], holes[i].Vertices[0]))
throw new ArgumentException("Intersecting holes and nested material islands are unsupported.");
}
}
return new OverlapMaterial(outer, holes);
}
/// <summary>
/// The gap beyond which no native intersection query counts two entities as touching: ten
/// times the 0.00001 bounding-box allowance of native intersections, as the planner's
/// <c>PostVerificationGeometry.Extent.ClearMargin</c>.
/// </summary>
private const double NativeClearMargin = 1e-3;
// True only when both boxes are finite and apart by more than the native allowance on some axis.
private static bool ClearOfNativeQueries(Box a, Box b) =>
IsFinite(a) && IsFinite(b)
&& (a.Right + NativeClearMargin < b.Left || b.Right + NativeClearMargin < a.Left
|| a.Top + NativeClearMargin < b.Bottom || b.Top + NativeClearMargin < a.Bottom);
private static bool IsFinite(Box box) => double.IsFinite(box.Left) && double.IsFinite(box.Right)
&& double.IsFinite(box.Bottom) && double.IsFinite(box.Top);
/// <summary>Exact vertex bounds of a sampled polygon, for skipping segment and winding tests.</summary>
private readonly record struct Bounds(double MinX, double MinY, double MaxX, double MaxY)
{
internal bool Contains(Vector point) =>
point.X >= MinX && point.X <= MaxX && point.Y >= MinY && point.Y <= MaxY;
}
private static Bounds BoundsOf(Polygon polygon)
{
double minX = double.PositiveInfinity, minY = double.PositiveInfinity,
maxX = double.NegativeInfinity, maxY = double.NegativeInfinity;
foreach (var vertex in polygon.Vertices)
{
minX = System.Math.Min(minX, vertex.X);
minY = System.Math.Min(minY, vertex.Y);
maxX = System.Math.Max(maxX, vertex.X);
maxY = System.Math.Max(maxY, vertex.Y);
}
return new(minX, minY, maxX, maxY);
}
// Closed-interval overlap: two segments that touch share a point inside both bounds.
private static bool Overlap(Bounds a, Bounds b) =>
a.MaxX >= b.MinX && b.MaxX >= a.MinX && a.MaxY >= b.MinY && b.MaxY >= a.MinY;
internal OverlapMaterial Transform(double rotation, Vector offset) =>
new(TransformPolygon(Outer, rotation, offset),
Holes.Select(hole => TransformPolygon(hole, rotation, offset)).ToList());
private static Polygon TransformPolygon(Polygon polygon, double rotation, Vector offset)
{
var transformed = new Polygon();
transformed.Vertices.AddRange(polygon.Vertices.Select(point =>
(rotation == 0 ? point : point.Rotate(rotation)) + offset));
if (transformed.Vertices.Any(point => !IsFinite(point)))
throw new ArithmeticException("Transformed contour has nonfinite coordinates.");
transformed.UpdateBounds();
if (!double.IsFinite(transformed.BoundingBox.Length)
|| !double.IsFinite(transformed.BoundingBox.Width))
throw new ArithmeticException("Transformed contour bounds overflowed.");
var sourceArea = Area(polygon.Vertices);
var transformedArea = Area(transformed.Vertices);
if (!double.IsFinite(transformedArea) || transformedArea <= Tolerance.Epsilon
|| System.Math.Abs(sourceArea - transformedArea)
> System.Math.Max(Tolerance.Epsilon, sourceArea * 1e-8))
throw new ArithmeticException("Coordinate precision cannot preserve the contour area at this pose.");
for (var i = 0; i + 1 < transformed.Vertices.Count; i++)
{
var a = transformed.Vertices[i];
var b = transformed.Vertices[i + 1];
if (a.X == b.X && a.Y == b.Y)
throw new ArithmeticException("Coordinate precision collapsed a contour edge at this pose.");
}
return transformed;
}
internal static bool IsFinite(Vector point) => double.IsFinite(point.X) && double.IsFinite(point.Y);
/// <summary>Translation-stable unsigned shoelace area; accepts an explicit closing vertex.</summary>
internal static double Area(IReadOnlyList<Vector> vertices)
{
var twiceArea = 0.0;
for (var i = 1; i + 1 < vertices.Count; i++)
twiceArea += Cross(vertices[0], vertices[i], vertices[i + 1]);
return System.Math.Abs(twiceArea) * 0.5;
}
private static void ValidateChain(Shape shape)
{
if (!shape.IsClosed())
throw new ArgumentException("Material contour is open.");
foreach (var entity in shape.Entities)
{
if (!double.IsFinite(entity.Length) || entity.Length <= 0)
throw new ArgumentException("Material contour has a nonfinite or zero-length edge.");
}
if (shape.Entities.Count == 1 && shape.Entities[0] is Circle circle)
{
if (!IsFinite(circle.Center) || !double.IsFinite(circle.Radius) || circle.Radius <= 0)
throw new ArgumentException("Material circle is invalid.");
return;
}
for (var i = 0; i < shape.Entities.Count; i++)
{
var end = Endpoints(shape.Entities[i]).End;
var start = Endpoints(shape.Entities[(i + 1) % shape.Entities.Count]).Start;
// Do not let ShapeBuilder's larger chain tolerance silently repair a broken cut.
if (!IsFinite(start) || !IsFinite(end) || end.DistanceTo(start) > Tolerance.Epsilon)
throw new ArgumentException("Material contour has a gap or invalid endpoint.");
}
}
private static (Vector Start, Vector End) Endpoints(Entity entity) => entity switch
{
Line line => (line.StartPoint, line.EndPoint),
Arc arc => (arc.StartPoint(), arc.EndPoint()),
_ => throw new ArgumentException("Unsupported material entity."),
};
private static void ValidatePolygon(Polygon polygon, CancellationToken cancellationToken)
{
var vertices = polygon.Vertices;
var area = Area(vertices);
if (vertices.Count < 4 || vertices.Any(point => !IsFinite(point))
|| !double.IsFinite(area) || area <= Tolerance.Epsilon)
throw new ArgumentException("Material contour is degenerate or nonfinite.");
var count = vertices.Count - 1;
for (var i = 0; i < count; i++)
{
cancellationToken.ThrowIfCancellationRequested();
var previous = vertices[(i + count - 1) % count];
var current = vertices[i];
var next = vertices[i + 1];
if (current.X == next.X && current.Y == next.Y)
throw new ArgumentException("Material polygon has a zero-length edge.");
if (Cross(previous, current, next) == 0
&& (previous.X - current.X) * (next.X - current.X)
+ (previous.Y - current.Y) * (next.Y - current.Y) > 0)
throw new ArgumentException("Material polygon has a retraced edge.");
for (var j = i + 2; j < count; j++)
{
if (i == 0 && j == count - 1)
continue;
if (SegmentsTouch(vertices[i], vertices[i + 1], vertices[j], vertices[j + 1]))
throw new ArgumentException("Material contour self-intersects or touches itself.");
}
}
// Ear clipping can stop early on unusable geometry. Do not certify that as clear.
var local = TransformPolygon(polygon, 0, vertices[0] * -1);
var triangulatedArea = Collision.Triangulate(local).Sum(triangle => Area(triangle.Vertices));
if (!double.IsFinite(triangulatedArea)
|| System.Math.Abs(triangulatedArea - area) > System.Math.Max(Tolerance.Epsilon, area * 1e-9))
throw new ArgumentException("Material contour could not be completely triangulated.");
}
// Exact: a segment of a whose bounds are clear of b's bounds touches no segment of b.
private static bool BoundariesTouch(Polygon a, Bounds aBounds, Polygon b, Bounds bBounds,
CancellationToken cancellationToken)
{
if (!Overlap(aBounds, bBounds))
return false;
for (var i = 0; i + 1 < a.Vertices.Count; i++)
{
cancellationToken.ThrowIfCancellationRequested();
var start = a.Vertices[i];
var end = a.Vertices[i + 1];
var segment = new Bounds(System.Math.Min(start.X, end.X), System.Math.Min(start.Y, end.Y),
System.Math.Max(start.X, end.X), System.Math.Max(start.Y, end.Y));
if (!Overlap(segment, bBounds))
continue;
for (var j = 0; j + 1 < b.Vertices.Count; j++)
if (SegmentsTouch(start, end, b.Vertices[j], b.Vertices[j + 1]))
return true;
}
return false;
}
private static bool SegmentsTouch(Vector a, Vector b, Vector c, Vector d)
{
var ac = Cross(a, b, c);
var ad = Cross(a, b, d);
var ca = Cross(c, d, a);
var cb = Cross(c, d, b);
return ac == 0 && OnSegment(a, b, c) || ad == 0 && OnSegment(a, b, d)
|| ca == 0 && OnSegment(c, d, a) || cb == 0 && OnSegment(c, d, b)
|| (ac < 0 && ad > 0 || ac > 0 && ad < 0)
&& (ca < 0 && cb > 0 || ca > 0 && cb < 0);
}
private static bool OnSegment(Vector a, Vector b, Vector point) =>
point.X >= System.Math.Min(a.X, b.X) && point.X <= System.Math.Max(a.X, b.X)
&& point.Y >= System.Math.Min(a.Y, b.Y) && point.Y <= System.Math.Max(a.Y, b.Y);
// Boundary contact is rejected before this winding-number test is used for topology.
// A point outside the polygon's vertex bounds has winding zero.
private static bool Inside(Polygon polygon, Bounds bounds, Vector point) =>
bounds.Contains(point) && Inside(polygon, point);
private static bool Inside(Polygon polygon, Vector point)
{
var winding = 0;
for (var i = 0; i + 1 < polygon.Vertices.Count; i++)
{
var a = polygon.Vertices[i];
var b = polygon.Vertices[i + 1];
if (a.Y <= point.Y && b.Y > point.Y && Cross(a, b, point) > 0)
winding++;
else if (a.Y > point.Y && b.Y <= point.Y && Cross(a, b, point) < 0)
winding--;
}
return winding != 0;
}
private static double Cross(Vector a, Vector b, Vector point) =>
(b.X - a.X) * (point.Y - a.Y) - (b.Y - a.Y) * (point.X - a.X);
}