Files
OpenNest/OpenNest.Engine/Strategies/FillHelpers.cs
AJ Isaacs 953429dae9 fix: add overlap safety check and diagnostics to FillGrid Step 2
FillGrid had no overlap check after perpendicular tiling of the row
pattern (Step 2), unlike Step 1 which had one. When geometry-aware
FindPatternCopyDistance underestimated row spacing, overlapping parts
were returned unchecked.

Changes:
- Make FillLinear.HasOverlappingParts shape-aware (bbox pre-filter +
  Part.Intersects) instead of bbox-only, preventing false positives on
  interlocking pairs while catching real overlaps
- Add missing overlap safety check after Step 2 perpendicular tiling
  with bbox fallback
- Add diagnostic Debug.WriteLine logging when overlap fallback triggers,
  including engine label, step, direction, work area, spacing, pattern
  details, and overlapping part locations/rotations for reproduction
- Add FillLinear.Label property set at all callsites for log traceability
- Refactor LinearFillStrategy and ExtentsFillStrategy to use shared
  FillHelpers.BestOverAngles helper for angle-sweep logic

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 22:08:38 -04:00

187 lines
6.3 KiB
C#

using OpenNest.Engine.Fill;
using OpenNest.Geometry;
using OpenNest.Math;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading.Tasks;
namespace OpenNest.Engine.Strategies
{
public static class FillHelpers
{
public static Pattern BuildRotatedPattern(List<Part> groupParts, double angle)
{
var pattern = new Pattern();
var center = ((IEnumerable<IBoundable>)groupParts).GetBoundingBox().Center;
foreach (var part in groupParts)
{
var clone = (Part)part.Clone();
clone.UpdateBounds();
if (!angle.IsEqualTo(0))
clone.Rotate(angle, center);
pattern.Parts.Add(clone);
}
pattern.UpdateBounds();
return pattern;
}
public static List<Part> FillPattern(FillLinear engine, List<Part> groupParts, List<double> angles, Box workArea, IFillComparer comparer = null)
{
var results = new ConcurrentBag<(List<Part> Parts, FillScore Score)>();
Parallel.ForEach(angles, angle =>
{
var pattern = BuildRotatedPattern(groupParts, angle);
if (pattern.Parts.Count == 0)
return;
var h = engine.Fill(pattern, NestDirection.Horizontal);
if (h != null && h.Count > 0)
results.Add((h, FillScore.Compute(h, workArea)));
var v = engine.Fill(pattern, NestDirection.Vertical);
if (v != null && v.Count > 0)
results.Add((v, FillScore.Compute(v, workArea)));
});
List<Part> best = null;
var bestScore = default(FillScore);
foreach (var res in results)
{
if (comparer != null)
{
if (best == null || comparer.IsBetter(res.Parts, best, workArea))
best = res.Parts;
}
else
{
if (best == null || res.Score > bestScore)
{
best = res.Parts;
bestScore = res.Score;
}
}
}
return best;
}
/// <summary>
/// Runs a fill function with direction preference logic.
/// If preferred is null, tries both directions and returns the better result.
/// If preferred is set, tries preferred first; only tries other if preferred yields zero.
/// </summary>
public static List<Part> FillWithDirectionPreference(
Func<NestDirection, List<Part>> fillFunc,
NestDirection? preferred,
IFillComparer comparer,
Box workArea)
{
if (preferred == null)
{
var h = fillFunc(NestDirection.Horizontal);
var v = fillFunc(NestDirection.Vertical);
if ((h == null || h.Count == 0) && (v == null || v.Count == 0))
return new List<Part>();
if (h == null || h.Count == 0) return v;
if (v == null || v.Count == 0) return h;
return comparer.IsBetter(h, v, workArea) ? h : v;
}
var other = preferred == NestDirection.Horizontal
? NestDirection.Vertical
: NestDirection.Horizontal;
var pref = fillFunc(preferred.Value);
if (pref != null && pref.Count > 0)
return pref;
var fallback = fillFunc(other);
return fallback ?? new List<Part>();
}
/// <summary>
/// Sweeps a list of angles, calling fillAtAngle for each, and returns
/// the best result according to the context's comparer. Handles
/// cancellation and progress reporting.
/// </summary>
public static List<Part> BestOverAngles(
FillContext context,
IReadOnlyList<double> angles,
Func<double, List<Part>> fillAtAngle,
NestPhase phase,
string phaseLabel)
{
var workArea = context.WorkArea;
var comparer = context.Policy?.Comparer ?? new DefaultFillComparer();
List<Part> best = null;
for (var i = 0; i < angles.Count; i++)
{
context.Token.ThrowIfCancellationRequested();
var angle = angles[i];
var result = fillAtAngle(angle);
var angleDeg = Angle.ToDegrees(angle);
if (result != null && result.Count > 0)
{
if (best == null || comparer.IsBetter(result, best, workArea))
best = result;
}
NestEngineBase.ReportProgress(context.Progress, new ProgressReport
{
Phase = phase,
PlateNumber = context.PlateNumber,
Parts = best,
WorkArea = workArea,
Description = $"{phaseLabel}: {i + 1}/{angles.Count} angles, {angleDeg:F0}° best = {best?.Count ?? 0} parts",
});
}
return best ?? new List<Part>();
}
/// <summary>
/// Checks if any pair of parts geometrically overlap. Uses bounding box
/// pre-filtering for performance, then falls back to shape intersection.
/// </summary>
internal static bool HasOverlappingParts(List<Part> parts)
{
for (var i = 0; i < parts.Count; i++)
{
var b1 = parts[i].BoundingBox;
for (var j = i + 1; j < parts.Count; j++)
{
var b2 = parts[j].BoundingBox;
var overlapX = System.Math.Min(b1.Right, b2.Right)
- System.Math.Max(b1.Left, b2.Left);
var overlapY = System.Math.Min(b1.Top, b2.Top)
- System.Math.Max(b1.Bottom, b2.Bottom);
if (overlapX <= Tolerance.Epsilon || overlapY <= Tolerance.Epsilon)
continue;
if (parts[i].Intersects(parts[j], out _))
return true;
}
}
return false;
}
}
}