Files
OpenNest/OpenNest.Engine/Jobs/Cutouts/CutoutPackerProposal.cs
T
ajandClaude Opus 5.5 62e5410cdb fix(cutouts): maximize material seated in cutouts, not copies
Compare cutout proposals, frame angles and bundles by insert outline area,
and add bounded largest-first packer candidates so big parts get the first
move in an empty hole. On the real job the four frames go from 54-70% to
77-81% filled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 23:42:26 -05:00

283 lines
14 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using Clipper2Lib;
using OpenNest.Engine.NestingEngines.Irregular;
using OpenNest.Geometry;
namespace OpenNest.Engine.Jobs.Cutouts;
/// <summary>
/// Frame-local cutout proposal that packs one closed cutout with the Irregular engine's
/// <see cref="FrontierPacker"/>, taking the cutout as the packing boundary and every insert
/// requirement at once: parts settle against the cutout wall and each other instead of at the
/// first sampled point that clears. Each of the engine's strategy variants packs the hole, then
/// largest-first candidates give big parts the first move (see <see cref="LargestFirst"/>); the
/// candidate seating the most area wins, ties going to the tighter layout. Every pose is
/// certified with <see cref="NestLayoutCheck.Clears"/> against the frame, the occupants and the
/// other accepted poses, exactly as the lattice and NFP proposals are. Never changes a job.
/// </summary>
internal static class CutoutPackerProposal
{
private const double MaxSpacing = 100;
private const double Tie = 1e-6;
/// <summary>Requirements, largest first, that each open a largest-first candidate.</summary>
private const int MaxHeads = 12;
/// <summary>Copy counts tried for a head: as many as fit, then fewer, leaving room for
/// another part beside them.</summary>
private const int MaxHeadCopies = 4;
/// <summary>Region updates the largest-first candidates of one hole may spend.</summary>
internal const long LargestFirstWork = 60_000;
internal static IReadOnlyList<NestJobPlacement> Fill(NestJobPart frame, int cutoutIndex,
IReadOnlyList<NestJobPart> inserts, double spacing, CancellationToken token = default) =>
Fill(frame, cutoutIndex, inserts, spacing,
Array.Empty<(JobPartGeometry Geometry, NestJobPlacement Pose)>(), null, token);
/// <summary>Poses in the frame's own coordinates, in packing order, clearing the frame,
/// the <paramref name="occupied"/> inserts and each other; instance indices count per
/// requirement.</summary>
internal static IReadOnlyList<NestJobPlacement> Fill(NestJobPart frame, int cutoutIndex,
IReadOnlyList<NestJobPart> inserts, double spacing,
IReadOnlyList<(JobPartGeometry Geometry, NestJobPlacement Pose)> occupied, CutoutMemo? memo,
CancellationToken token)
{
ArgumentNullException.ThrowIfNull(frame);
ArgumentNullException.ThrowIfNull(inserts);
ArgumentNullException.ThrowIfNull(occupied);
token.ThrowIfCancellationRequested();
if (inserts.Count == 0 || !double.IsFinite(spacing) || spacing < 0 || spacing > MaxSpacing)
return Array.Empty<NestJobPlacement>();
var frameGeometry = memo?.Read(frame.Geometry) ?? JobPartGeometry.TryRead(frame.Geometry);
if (frameGeometry == null || !CutoutCoordinates.WithinRange(frameGeometry.Bounds))
return Array.Empty<NestJobPlacement>();
ArgumentOutOfRangeException.ThrowIfNegative(cutoutIndex);
ArgumentOutOfRangeException.ThrowIfGreaterThanOrEqual(cutoutIndex, frameGeometry.Cutouts.Count);
var cutout = frameGeometry.Cutouts[cutoutIndex];
if (!cutout.IsClosed() || !CutoutCoordinates.WithinRange(cutout.BoundingBox)
|| spacing * 2 >= System.Math.Min(cutout.BoundingBox.Length, cutout.BoundingBox.Width))
return Array.Empty<NestJobPlacement>();
var geometries = new Dictionary<string, JobPartGeometry>(StringComparer.Ordinal);
foreach (var insert in inserts)
{
var geometry = memo?.Read(insert.Geometry) ?? JobPartGeometry.TryRead(insert.Geometry);
if (geometry == null || !CutoutCoordinates.WithinRange(geometry.Bounds))
return Array.Empty<NestJobPlacement>();
geometries[insert.Id] = geometry;
}
// Inscribed: the flattened cutout never extends past the real one.
var hole = CutoutLatticeFill.Positive(ClipperBridge.ToPath(
ClipperBridge.Flatten(cutout, CutoutLatticeFill.FlattenTolerance, circumscribe: false), new Vector()));
if (hole.Count < 3)
return Array.Empty<NestJobPlacement>();
var box = cutout.BoundingBox;
var stock = new NestPlateStock("cutout", new Size(box.Width, box.Length), 1, spacing);
var types = PartCatalog.Build(new NestJob(inserts, new[] { stock }));
if (types.All(t => t.Orientations.Count == 0))
return Array.Empty<NestJobPlacement>();
token.ThrowIfCancellationRequested();
var nfps = new NoFitCache(spacing);
var obstacles = occupied.Select(o => Outline(o.Geometry, o.Pose)).ToList();
var boundary = new PackBoundary(hole, obstacles, nfps);
var pairs = new Dictionary<int, IReadOnlyList<PairPose>>();
var counter = new WorkCounter();
var demand = types.Select(t => t.Part.Quantity).ToArray();
var framePose = new NestJobPlacement(frame.Id, 0, 0, 0, 0);
var preparedFrame = NestLayoutCheck.Prepare(frameGeometry, framePose, spacing);
var preparedOccupied = new NestLayoutCheck.PreparedPlacement[occupied.Count];
for (var i = 0; i < occupied.Count; i++)
{
token.ThrowIfCancellationRequested();
preparedOccupied[i] = NestLayoutCheck.Prepare(occupied[i].Geometry, occupied[i].Pose, spacing);
}
List<NestJobPlacement>? best = null;
foreach (var (axis, beta) in IrregularNestingEngine.Variants)
{
token.ThrowIfCancellationRequested();
var packer = new FrontierPacker(types, nfps, pairs, stock, axis, beta, counter, boundary: boundary);
var poses = new List<NestJobPlacement>();
Seat(packer, demand, new List<Placed>(), poses);
Offer(poses);
}
LargestFirst(types, demand, System.Math.Abs(cutout.Area()), counter, Seat, Offer,
(axis, beta) => new FrontierPacker(types, nfps, pairs, stock, axis, beta, counter, boundary: boundary),
token);
token.ThrowIfCancellationRequested();
if (best == null)
return Array.Empty<NestJobPlacement>();
var counts = new Dictionary<string, int>(StringComparer.Ordinal);
return best.Select(p =>
{
var index = counts.GetValueOrDefault(p.PartId);
counts[p.PartId] = index + 1;
return p with { InstanceIndex = index };
}).ToArray();
// Packs the offered demand around what is seated; only certified poses join it.
void Seat(FrontierPacker packer, IReadOnlyList<int> offered, List<Placed> seated, List<NestJobPlacement> poses)
{
var fill = packer.Fill(offered, token, seated);
foreach (var placed in fill.Parts)
{
token.ThrowIfCancellationRequested();
var part = types[placed.Orientation.TypeIndex].Part;
var pose = new NestJobPlacement(part.Id, 0, System.Math.Round(placed.X, 8),
System.Math.Round(placed.Y, 8), placed.Orientation.Rotation);
if (!Clears(pose, geometries[part.Id], preparedFrame, preparedOccupied, poses, geometries, spacing, memo, token))
continue;
poses.Add(pose);
seated.Add(placed);
}
}
void Offer(List<NestJobPlacement> poses)
{
if (poses.Count > 0 && (best == null || CutoutSeatedArea.Better(poses, best, id => geometries[id])))
best = poses;
}
}
/// <summary>The frontier rule's first move in an empty hole is the least advance per area, so
/// narrow small parts go first and a big part may never find its room. These candidates let
/// each of the largest requirements open the hole, then offer the other requirements one at a
/// time, largest first, around what is seated. Bounded by counted region updates; the
/// order is fixed, so the outcome does not depend on the machine.</summary>
private static void LargestFirst(IReadOnlyList<OpenNest.Engine.NestingEngines.Irregular.PartType> types, IReadOnlyList<int> demand, double holeArea,
WorkCounter counter, Action<FrontierPacker, IReadOnlyList<int>, List<Placed>, List<NestJobPlacement>> seat,
Action<List<NestJobPlacement>> offer, Func<PackAxis, double, FrontierPacker> packerFor, CancellationToken token)
{
var order = types.Where(t => t.Orientations.Count > 0 && demand[t.Index] > 0)
.OrderByDescending(t => t.Area).ThenBy(t => t.Index).ToArray();
// One requirement alone has no order to try: the variants already pack it.
if (order.Length < 2)
return;
var limit = counter.Value + LargestFirstWork;
var packers = new[] { PackAxis.X, PackAxis.Y }.Select(axis => packerFor(axis, 1.0)).ToArray();
foreach (var head in order.Take(MaxHeads))
foreach (var packer in packers)
{
var copies = demand[head.Index];
for (var trial = 0; trial < MaxHeadCopies && copies > 0; trial++, copies--)
{
token.ThrowIfCancellationRequested();
if (counter.Value >= limit)
return;
var seatedHead = Cascade(packer, head, copies);
if (seatedHead == 0)
break;
copies = System.Math.Min(copies, seatedHead);
}
}
int Cascade(FrontierPacker packer, OpenNest.Engine.NestingEngines.Irregular.PartType head, int headCopies)
{
var left = demand.ToArray();
var seated = new List<Placed>();
var poses = new List<NestJobPlacement>();
var free = holeArea;
Stage(head, headCopies);
var seatedHead = poses.Count;
if (seatedHead == 0)
return 0;
foreach (var type in order)
Stage(type, left[type.Index]);
offer(poses);
return seatedHead;
void Stage(OpenNest.Engine.NestingEngines.Irregular.PartType type, int copies)
{
if (copies <= 0 || type.Area > free)
return;
var offered = new int[demand.Count];
offered[type.Index] = copies;
var before = seated.Count;
seat(packer, offered, seated, poses);
var added = seated.Count - before;
left[type.Index] -= added;
free -= added * type.Area;
}
}
}
/// <summary>True when <paramref name="candidate"/> is the more compact layout: a smaller
/// bounding box of the placed inserts, then one lower, then one further left.</summary>
internal static bool Tighter(IReadOnlyList<NestJobPlacement> candidate,
IReadOnlyList<NestJobPlacement> incumbent, Func<string, JobPartGeometry> geometry)
{
if (candidate.Count == 0)
return false;
if (incumbent.Count == 0)
return true;
var a = Envelope(candidate, geometry);
var b = Envelope(incumbent, geometry);
var areaA = a.Length * a.Width;
var areaB = b.Length * b.Width;
if (System.Math.Abs(areaA - areaB) > Tie * System.Math.Max(1, System.Math.Max(areaA, areaB)))
return areaA < areaB;
if (System.Math.Abs(a.Bottom - b.Bottom) > Tie)
return a.Bottom < b.Bottom;
return a.Left < b.Left - Tie;
}
private static Box Envelope(IReadOnlyList<NestJobPlacement> poses, Func<string, JobPartGeometry> geometry)
{
var left = double.PositiveInfinity;
var bottom = double.PositiveInfinity;
var right = double.NegativeInfinity;
var top = double.NegativeInfinity;
foreach (var pose in poses)
{
var shape = (Shape)geometry(pose.PartId).Perimeter.Clone();
shape.Rotate(pose.Rotation);
var bounds = shape.BoundingBox;
left = System.Math.Min(left, bounds.Left + pose.X);
bottom = System.Math.Min(bottom, bounds.Bottom + pose.Y);
right = System.Math.Max(right, bounds.Right + pose.X);
top = System.Math.Max(top, bounds.Top + pose.Y);
}
return new Box(left, bottom, right - left, top - bottom);
}
private static bool Clears(NestJobPlacement pose, JobPartGeometry geometry,
NestLayoutCheck.PreparedPlacement frame, NestLayoutCheck.PreparedPlacement[] occupied,
List<NestJobPlacement> accepted, IReadOnlyDictionary<string, JobPartGeometry> geometries,
double spacing, CutoutMemo? memo, CancellationToken token)
{
foreach (var other in occupied)
{
token.ThrowIfCancellationRequested();
if (!NestLayoutCheck.Clears(other, geometry, pose))
return false;
}
foreach (var other in accepted)
{
token.ThrowIfCancellationRequested();
var otherGeometry = geometries[other.PartId];
var clears = memo?.Clears(otherGeometry, other, geometry, pose, spacing)
?? NestLayoutCheck.Clears(otherGeometry, other, geometry, pose, spacing);
if (!clears)
return false;
}
token.ThrowIfCancellationRequested();
return NestLayoutCheck.Clears(frame, geometry, pose);
}
/// <summary>The occupant's perimeter at its pose, circumscribed so it never loses material.</summary>
private static (PathD Outline, double Tolerance) Outline(JobPartGeometry geometry, NestJobPlacement pose)
{
var shape = (Shape)geometry.Perimeter.Clone();
shape.Rotate(pose.Rotation);
var path = ClipperBridge.ToPath(ClipperBridge.Flatten(shape, CutoutLatticeFill.FlattenTolerance, circumscribe: true),
new Vector(pose.X, pose.Y));
return (CutoutLatticeFill.Positive(path), CutoutLatticeFill.FlattenTolerance);
}
}