d2f9597b0c
Replaces PartBoundary polygon edges with PartGeometry.GetOffsetPerimeterEntities (inflated Line/Arc entities) so arcs are handled exactly without the polygon sampling error that previously required a bboxDim + PartSpacing clamp. Adds bbox DirectionalGap / PerpendicularOverlap early-outs to skip pair checks that can't produce a valid slide, and removes the now-unused PartBoundary cache, GetPatternLines/GetOffsetPatternLines helpers, and ComputeCopyDistance clamp. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
471 lines
18 KiB
C#
471 lines
18 KiB
C#
using OpenNest.Geometry;
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using OpenNest.Math;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Threading.Tasks;
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namespace OpenNest.Engine.Fill
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{
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public class FillLinear
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{
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public FillLinear(Box workArea, double partSpacing)
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{
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PartSpacing = partSpacing;
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WorkArea = new Box(workArea.X, workArea.Y, workArea.Length, workArea.Width);
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}
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public Box WorkArea { get; }
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public double PartSpacing { get; }
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public double HalfSpacing => PartSpacing / 2;
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/// <summary>
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/// Diagnostic label set by callers to identify the engine/context in overlap logs.
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/// </summary>
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public string Label { get; set; }
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private static Vector MakeOffset(NestDirection direction, double distance)
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{
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return direction == NestDirection.Horizontal
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? new Vector(distance, 0)
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: new Vector(0, distance);
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}
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private static PushDirection GetPushDirection(NestDirection direction)
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{
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return direction == NestDirection.Horizontal
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? PushDirection.Left
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: PushDirection.Down;
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}
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private static double GetDimension(Box box, NestDirection direction)
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{
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return direction == NestDirection.Horizontal ? box.Length : box.Width;
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}
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private static double GetStart(Box box, NestDirection direction)
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{
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return direction == NestDirection.Horizontal ? box.Left : box.Bottom;
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}
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private double GetLimit(NestDirection direction)
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{
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return direction == NestDirection.Horizontal ? WorkArea.Right : WorkArea.Top;
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}
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private static NestDirection PerpendicularAxis(NestDirection direction)
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{
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return direction == NestDirection.Horizontal
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? NestDirection.Vertical
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: NestDirection.Horizontal;
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}
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/// <summary>
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/// Finds the geometry-aware copy distance between two identical parts along an axis.
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/// Uses native Line/Arc entities (inflated by half-spacing) so curves are handled
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/// exactly without polygon sampling error.
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/// </summary>
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private double FindCopyDistance(Part partA, NestDirection direction)
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{
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var bboxDim = GetDimension(partA.BoundingBox, direction);
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var pushDir = GetPushDirection(direction);
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var startOffset = bboxDim + PartSpacing + Tolerance.Epsilon;
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var offset = MakeOffset(direction, startOffset);
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var stationaryEntities = PartGeometry.GetOffsetPerimeterEntities(partA, HalfSpacing);
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var movingEntities = PartGeometry.GetOffsetPerimeterEntities(
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partA.CloneAtOffset(offset), HalfSpacing);
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var slideDistance = SpatialQuery.DirectionalDistance(
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movingEntities, stationaryEntities, pushDir);
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if (slideDistance >= double.MaxValue || slideDistance < 0)
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return bboxDim + PartSpacing;
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return startOffset - slideDistance;
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}
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/// <summary>
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/// Finds the geometry-aware copy distance between two identical patterns along an axis.
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/// Checks every pair of parts across adjacent pattern copies so multi-part patterns
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/// (e.g. interlocking pairs) maintain spacing between ALL parts. Uses native entity
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/// geometry inflated by half-spacing — same primitive the Compactor uses — so arcs
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/// are exact and no bbox clamp is needed.
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/// </summary>
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private double FindPatternCopyDistance(Pattern patternA, NestDirection direction)
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{
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if (patternA.Parts.Count == 1)
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return FindCopyDistance(patternA.Parts[0], direction);
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var bboxDim = GetDimension(patternA.BoundingBox, direction);
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var pushDir = GetPushDirection(direction);
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var opposite = SpatialQuery.OppositeDirection(pushDir);
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var dirVec = SpatialQuery.DirectionToOffset(pushDir, 1.0);
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// bboxDim already spans max(upper) - min(lower) across all parts,
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// so the start offset just needs to push beyond that plus spacing.
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var startOffset = bboxDim + PartSpacing + Tolerance.Epsilon;
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var offset = MakeOffset(direction, startOffset);
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var parts = patternA.Parts;
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var stationaryBoxes = new Box[parts.Count];
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var movingBoxes = new Box[parts.Count];
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var stationaryEntities = new List<Entity>[parts.Count];
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var movingEntities = new List<Entity>[parts.Count];
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for (var i = 0; i < parts.Count; i++)
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{
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stationaryBoxes[i] = parts[i].BoundingBox;
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movingBoxes[i] = stationaryBoxes[i].Translate(offset);
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}
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var maxCopyDistance = 0.0;
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for (var j = 0; j < parts.Count; j++)
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{
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var movingBox = movingBoxes[j];
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for (var i = 0; i < parts.Count; i++)
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{
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var stationaryBox = stationaryBoxes[i];
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// Skip if stationary is already ahead of moving in the push direction
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// (sliding forward would take them further apart).
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if (SpatialQuery.DirectionalGap(movingBox, stationaryBox, opposite) > 0)
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continue;
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// Skip if bboxes can't overlap along the axis perpendicular to the push.
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if (!SpatialQuery.PerpendicularOverlap(movingBox, stationaryBox, dirVec))
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continue;
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stationaryEntities[i] ??= PartGeometry.GetOffsetPerimeterEntities(
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parts[i], HalfSpacing);
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movingEntities[j] ??= PartGeometry.GetOffsetPerimeterEntities(
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parts[j].CloneAtOffset(offset), HalfSpacing);
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var slideDistance = SpatialQuery.DirectionalDistance(
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movingEntities[j], stationaryEntities[i], pushDir);
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if (slideDistance >= double.MaxValue || slideDistance < 0)
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continue;
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var copyDist = startOffset - slideDistance;
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if (copyDist > maxCopyDistance)
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maxCopyDistance = copyDist;
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}
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}
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return maxCopyDistance;
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}
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/// <summary>
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/// Tiles a pattern along the given axis, returning the cloned parts
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/// (does not include the original pattern's parts). For multi-part
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/// patterns, also adds individual parts from the next incomplete copy
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/// that still fit within the work area.
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/// </summary>
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private List<Part> TilePattern(Pattern basePattern, NestDirection direction)
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{
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var copyDistance = FindPatternCopyDistance(basePattern, direction);
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if (copyDistance <= 0)
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return new List<Part>();
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var dim = GetDimension(basePattern.BoundingBox, direction);
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var start = GetStart(basePattern.BoundingBox, direction);
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var limit = GetLimit(direction);
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var estimatedCopies = (int)((limit - start - dim) / copyDistance);
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var result = new List<Part>(estimatedCopies * basePattern.Parts.Count);
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var count = 1;
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while (true)
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{
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var nextPos = start + copyDistance * count;
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if (nextPos + dim > limit + Tolerance.Epsilon)
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break;
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var offset = MakeOffset(direction, copyDistance * count);
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foreach (var part in basePattern.Parts)
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result.Add(part.CloneAtOffset(offset));
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count++;
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}
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// For multi-part patterns, try to place individual parts from the
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// next copy that didn't fit as a whole. This handles cases where
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// e.g. a 2-part pair only partially fits — one part may still be
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// within the work area even though the full pattern exceeds it.
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if (basePattern.Parts.Count > 1)
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{
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var offset = MakeOffset(direction, copyDistance * count);
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foreach (var basePart in basePattern.Parts)
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{
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var part = basePart.CloneAtOffset(offset);
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if (part.BoundingBox.Right <= WorkArea.Right + Tolerance.Epsilon &&
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part.BoundingBox.Top <= WorkArea.Top + Tolerance.Epsilon &&
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part.BoundingBox.Left >= WorkArea.Left - Tolerance.Epsilon &&
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part.BoundingBox.Bottom >= WorkArea.Bottom - Tolerance.Epsilon)
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{
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result.Add(part);
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}
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}
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}
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return result;
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}
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/// <summary>
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/// Fallback tiling using bounding-box spacing when geometry-aware tiling
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/// produces overlapping parts.
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/// </summary>
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private List<Part> TilePatternBbox(Pattern basePattern, NestDirection direction)
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{
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var copyDistance = GetDimension(basePattern.BoundingBox, direction) + PartSpacing;
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if (copyDistance <= 0)
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return new List<Part>();
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var dim = GetDimension(basePattern.BoundingBox, direction);
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var start = GetStart(basePattern.BoundingBox, direction);
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var limit = GetLimit(direction);
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var result = new List<Part>();
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var count = 1;
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while (true)
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{
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var nextPos = start + copyDistance * count;
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if (nextPos + dim > limit + Tolerance.Epsilon)
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break;
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var offset = MakeOffset(direction, copyDistance * count);
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foreach (var part in basePattern.Parts)
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result.Add(part.CloneAtOffset(offset));
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count++;
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}
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return result;
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}
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private static bool HasOverlappingParts(List<Part> parts, out int overlapA, out int overlapB)
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{
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for (var i = 0; i < parts.Count; i++)
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{
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var b1 = parts[i].BoundingBox;
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for (var j = i + 1; j < parts.Count; j++)
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{
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var b2 = parts[j].BoundingBox;
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var overlapX = System.Math.Min(b1.Right, b2.Right)
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- System.Math.Max(b1.Left, b2.Left);
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var overlapY = System.Math.Min(b1.Top, b2.Top)
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- System.Math.Max(b1.Bottom, b2.Bottom);
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if (overlapX <= Tolerance.Epsilon || overlapY <= Tolerance.Epsilon)
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continue;
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if (parts[i].Intersects(parts[j], out _))
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{
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overlapA = i;
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overlapB = j;
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return true;
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}
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}
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}
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overlapA = -1;
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overlapB = -1;
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return false;
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}
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/// <summary>
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/// Creates a seed pattern containing a single part positioned at the work area origin.
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/// Returns an empty pattern if the part does not fit.
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/// </summary>
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private Pattern MakeSeedPattern(Drawing drawing, double rotationAngle)
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{
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var pattern = new Pattern();
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var template = new Part(drawing);
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if (!rotationAngle.IsEqualTo(0))
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template.Rotate(rotationAngle);
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template.Offset(WorkArea.Location - template.BoundingBox.Location);
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if (template.BoundingBox.Width > WorkArea.Width + Tolerance.Epsilon ||
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template.BoundingBox.Length > WorkArea.Length + Tolerance.Epsilon)
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return pattern;
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pattern.Parts.Add(template);
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pattern.UpdateBounds();
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return pattern;
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}
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/// <summary>
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/// Fills the work area by tiling the pattern along the primary axis to form
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/// a row, then tiling that row along the perpendicular axis to form a grid.
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/// After the grid is formed, fills the remaining strip with individual parts.
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/// </summary>
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private List<Part> FillGrid(Pattern pattern, NestDirection direction)
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{
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var perpAxis = PerpendicularAxis(direction);
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// Step 1: Tile along primary axis
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var row = new List<Part>(pattern.Parts);
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row.AddRange(TilePattern(pattern, direction));
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if (pattern.Parts.Count > 1 && HasOverlappingParts(row, out var a1, out var b1))
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{
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LogOverlap("Step1-Primary", direction, pattern, row, a1, b1);
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row = new List<Part>(pattern.Parts);
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row.AddRange(TilePatternBbox(pattern, direction));
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}
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// If primary tiling didn't produce copies, just tile along perpendicular
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if (row.Count <= pattern.Parts.Count)
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{
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row.AddRange(TilePattern(pattern, perpAxis));
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if (pattern.Parts.Count > 1 && HasOverlappingParts(row, out var a2, out var b2))
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{
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LogOverlap("Step1-PerpOnly", perpAxis, pattern, row, a2, b2);
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row = new List<Part>(pattern.Parts);
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row.AddRange(TilePatternBbox(pattern, perpAxis));
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}
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return row;
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}
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// Step 2: Build row pattern and tile along perpendicular axis
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var rowPattern = new Pattern();
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rowPattern.Parts.AddRange(row);
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rowPattern.UpdateBounds();
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var gridResult = new List<Part>(rowPattern.Parts);
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gridResult.AddRange(TilePattern(rowPattern, perpAxis));
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if (HasOverlappingParts(gridResult, out var a3, out var b3))
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{
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LogOverlap("Step2-Perp", perpAxis, rowPattern, gridResult, a3, b3);
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gridResult = new List<Part>(rowPattern.Parts);
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gridResult.AddRange(TilePatternBbox(rowPattern, perpAxis));
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}
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return gridResult;
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}
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private void LogOverlap(string step, NestDirection tilingDir,
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Pattern pattern, List<Part> parts, int idxA, int idxB)
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{
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var pa = parts[idxA];
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var pb = parts[idxB];
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var ba = pa.BoundingBox;
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var bb = pb.BoundingBox;
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Debug.WriteLine($"[FillLinear] OVERLAP FALLBACK ({Label ?? "unknown"})");
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Debug.WriteLine($" Step: {step}, TilingDir: {tilingDir}");
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Debug.WriteLine($" WorkArea: ({WorkArea.X:F4},{WorkArea.Y:F4}) {WorkArea.Width:F4}x{WorkArea.Length:F4}, Spacing: {PartSpacing}");
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Debug.WriteLine($" Pattern: {pattern.Parts.Count} parts, bbox {pattern.BoundingBox.Width:F4}x{pattern.BoundingBox.Length:F4}");
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Debug.WriteLine($" Total parts after tiling: {parts.Count}");
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Debug.WriteLine($" Overlapping pair [{idxA}] vs [{idxB}]:");
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Debug.WriteLine($" [{idxA}]: drawing={pa.BaseDrawing?.Name ?? "?"} rot={Angle.ToDegrees(pa.Rotation):F2}° " +
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$"loc=({pa.Location.X:F4},{pa.Location.Y:F4}) bbox=({ba.Left:F4},{ba.Bottom:F4})-({ba.Right:F4},{ba.Top:F4})");
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Debug.WriteLine($" [{idxB}]: drawing={pb.BaseDrawing?.Name ?? "?"} rot={Angle.ToDegrees(pb.Rotation):F2}° " +
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$"loc=({pb.Location.X:F4},{pb.Location.Y:F4}) bbox=({bb.Left:F4},{bb.Bottom:F4})-({bb.Right:F4},{bb.Top:F4})");
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// Log all pattern seed parts for reproduction
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Debug.WriteLine($" Pattern seed parts:");
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for (var i = 0; i < pattern.Parts.Count; i++)
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{
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var p = pattern.Parts[i];
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Debug.WriteLine($" [{i}]: drawing={p.BaseDrawing?.Name ?? "?"} rot={Angle.ToDegrees(p.Rotation):F2}° " +
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$"loc=({p.Location.X:F4},{p.Location.Y:F4}) bbox={p.BoundingBox.Width:F4}x{p.BoundingBox.Length:F4}");
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}
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}
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/// <summary>
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/// Fills a single row of identical parts along one axis using geometry-aware spacing.
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/// </summary>
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public Pattern FillRow(Drawing drawing, double rotationAngle, NestDirection direction)
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{
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var seed = MakeSeedPattern(drawing, rotationAngle);
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if (seed.Parts.Count == 0)
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return seed;
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var template = seed.Parts[0];
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var copyDistance = FindCopyDistance(template, direction);
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if (copyDistance <= 0)
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return seed;
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var dim = GetDimension(template.BoundingBox, direction);
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var start = GetStart(template.BoundingBox, direction);
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var limit = GetLimit(direction);
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var count = 1;
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while (true)
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{
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var nextPos = start + copyDistance * count;
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if (nextPos + dim > limit + Tolerance.Epsilon)
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break;
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var clone = template.CloneAtOffset(MakeOffset(direction, copyDistance * count));
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seed.Parts.Add(clone);
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count++;
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}
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seed.UpdateBounds();
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return seed;
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}
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/// <summary>
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/// Fills the work area by tiling a pre-built pattern along both axes.
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/// </summary>
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public List<Part> Fill(Pattern pattern, NestDirection primaryAxis)
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{
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if (pattern.Parts.Count == 0)
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return new List<Part>();
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var offset = WorkArea.Location - pattern.BoundingBox.Location;
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var basePattern = pattern.Clone(offset);
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if (basePattern.BoundingBox.Width > WorkArea.Width + Tolerance.Epsilon ||
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basePattern.BoundingBox.Length > WorkArea.Length + Tolerance.Epsilon)
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return new List<Part>();
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return FillGrid(basePattern, primaryAxis);
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}
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/// <summary>
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/// Fills the work area by creating a seed part, then recursively tiling
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/// along the primary axis and then the perpendicular axis.
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/// </summary>
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public List<Part> Fill(Drawing drawing, double rotationAngle, NestDirection primaryAxis)
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{
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var seed = MakeSeedPattern(drawing, rotationAngle);
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if (seed.Parts.Count == 0)
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return new List<Part>();
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return FillGrid(seed, primaryAxis);
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}
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}
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}
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