Files
OpenNest/OpenNest.Engine/Fill/Compactor.cs

243 lines
9.7 KiB
C#

using OpenNest.Geometry;
using System.Collections.Generic;
using System.Linq;
namespace OpenNest.Engine.Fill
{
/// <summary>
/// Pushes a group of parts left and down to close gaps after placement.
/// Uses the same directional-distance logic as PlateView.PushSelected
/// but operates on Part objects directly.
/// </summary>
public static class Compactor
{
private const double ChordTolerance = 0.001;
public static double Push(List<Part> movingParts, Plate plate, PushDirection direction)
{
var obstacleParts = plate.Parts
.Where(p => !movingParts.Contains(p))
.ToList();
return Push(movingParts, obstacleParts, plate.WorkArea(), plate.PartSpacing, direction);
}
/// <summary>
/// Pushes movingParts along an arbitrary angle (radians, 0 = right, π/2 = up).
/// </summary>
public static double Push(List<Part> movingParts, Plate plate, double angle)
{
var obstacleParts = plate.Parts
.Where(p => !movingParts.Contains(p))
.ToList();
return Push(movingParts, obstacleParts, plate.WorkArea(), plate.PartSpacing, angle);
}
/// <summary>
/// Pushes movingParts along an arbitrary angle (radians, 0 = right, π/2 = up).
/// </summary>
public static double Push(List<Part> movingParts, List<Part> obstacleParts,
Box workArea, double partSpacing, double angle)
{
var direction = new Vector(System.Math.Cos(angle), System.Math.Sin(angle));
var opposite = -direction;
var obstacleBoxes = new Box[obstacleParts.Count];
var obstacleLines = new List<Line>[obstacleParts.Count];
for (var i = 0; i < obstacleParts.Count; i++)
obstacleBoxes[i] = obstacleParts[i].BoundingBox;
var halfSpacing = partSpacing / 2;
var distance = double.MaxValue;
foreach (var moving in movingParts)
{
var edgeDist = SpatialQuery.EdgeDistance(moving.BoundingBox, workArea, direction);
if (edgeDist <= 0)
distance = 0;
else if (edgeDist < distance)
distance = edgeDist;
var movingBox = moving.BoundingBox;
List<Line> movingLines = null;
for (var i = 0; i < obstacleBoxes.Length; i++)
{
var reverseGap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], opposite);
if (reverseGap > 0)
continue;
var gap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], direction);
if (gap >= distance)
continue;
if (!SpatialQuery.PerpendicularOverlap(movingBox, obstacleBoxes[i], direction))
continue;
movingLines ??= halfSpacing > 0
? PartGeometry.GetOffsetPartLines(moving, halfSpacing, direction, ChordTolerance)
: PartGeometry.GetPartLines(moving, direction, ChordTolerance);
obstacleLines[i] ??= halfSpacing > 0
? PartGeometry.GetOffsetPartLines(obstacleParts[i], halfSpacing, opposite, ChordTolerance)
: PartGeometry.GetPartLines(obstacleParts[i], opposite, ChordTolerance);
var d = SpatialQuery.DirectionalDistance(movingLines, obstacleLines[i], direction);
if (d < distance)
distance = d;
}
}
if (distance < double.MaxValue && distance > 0)
{
var offset = direction * distance;
foreach (var moving in movingParts)
moving.Offset(offset);
return distance;
}
return 0;
}
public static double Push(List<Part> movingParts, List<Part> obstacleParts,
Box workArea, double partSpacing, PushDirection direction)
{
var obstacleBoxes = new Box[obstacleParts.Count];
var obstacleLines = new List<Line>[obstacleParts.Count];
for (var i = 0; i < obstacleParts.Count; i++)
obstacleBoxes[i] = obstacleParts[i].BoundingBox;
var opposite = SpatialQuery.OppositeDirection(direction);
var halfSpacing = partSpacing / 2;
var isHorizontal = SpatialQuery.IsHorizontalDirection(direction);
var distance = double.MaxValue;
foreach (var moving in movingParts)
{
var edgeDist = SpatialQuery.EdgeDistance(moving.BoundingBox, workArea, direction);
if (edgeDist <= 0)
distance = 0;
else if (edgeDist < distance)
distance = edgeDist;
var movingBox = moving.BoundingBox;
List<Line> movingLines = null;
for (var i = 0; i < obstacleBoxes.Length; i++)
{
// Use the reverse-direction gap to check if the obstacle is entirely
// behind the moving part. The forward gap (gap < 0) is unreliable for
// irregular shapes whose bounding boxes overlap even when the actual
// geometry still has a valid contact in the push direction.
var reverseGap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], opposite);
if (reverseGap > 0)
continue;
var gap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], direction);
if (gap >= distance)
continue;
var perpOverlap = isHorizontal
? movingBox.IsHorizontalTo(obstacleBoxes[i], out _)
: movingBox.IsVerticalTo(obstacleBoxes[i], out _);
if (!perpOverlap)
continue;
movingLines ??= halfSpacing > 0
? PartGeometry.GetOffsetPartLines(moving, halfSpacing, direction, ChordTolerance)
: PartGeometry.GetPartLines(moving, direction, ChordTolerance);
obstacleLines[i] ??= halfSpacing > 0
? PartGeometry.GetOffsetPartLines(obstacleParts[i], halfSpacing, opposite, ChordTolerance)
: PartGeometry.GetPartLines(obstacleParts[i], opposite, ChordTolerance);
var d = SpatialQuery.DirectionalDistance(movingLines, obstacleLines[i], direction);
if (d < distance)
distance = d;
}
}
if (distance < double.MaxValue && distance > 0)
{
var offset = SpatialQuery.DirectionToOffset(direction, distance);
foreach (var moving in movingParts)
moving.Offset(offset);
return distance;
}
return 0;
}
/// <summary>
/// Pushes movingParts using bounding-box distances only (no geometry lines).
/// Much faster but less precise — use as a coarse positioning pass before
/// a full geometry Push.
/// </summary>
public static double PushBoundingBox(List<Part> movingParts, Plate plate, PushDirection direction)
{
var obstacleParts = plate.Parts
.Where(p => !movingParts.Contains(p))
.ToList();
return PushBoundingBox(movingParts, obstacleParts, plate.WorkArea(), plate.PartSpacing, direction);
}
public static double PushBoundingBox(List<Part> movingParts, List<Part> obstacleParts,
Box workArea, double partSpacing, PushDirection direction)
{
var obstacleBoxes = new Box[obstacleParts.Count];
for (var i = 0; i < obstacleParts.Count; i++)
obstacleBoxes[i] = obstacleParts[i].BoundingBox;
var opposite = SpatialQuery.OppositeDirection(direction);
var isHorizontal = SpatialQuery.IsHorizontalDirection(direction);
var distance = double.MaxValue;
foreach (var moving in movingParts)
{
var edgeDist = SpatialQuery.EdgeDistance(moving.BoundingBox, workArea, direction);
if (edgeDist <= 0)
distance = 0;
else if (edgeDist < distance)
distance = edgeDist;
var movingBox = moving.BoundingBox;
for (var i = 0; i < obstacleBoxes.Length; i++)
{
var reverseGap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], opposite);
if (reverseGap > 0)
continue;
var perpOverlap = isHorizontal
? movingBox.IsHorizontalTo(obstacleBoxes[i], out _)
: movingBox.IsVerticalTo(obstacleBoxes[i], out _);
if (!perpOverlap)
continue;
var gap = SpatialQuery.DirectionalGap(movingBox, obstacleBoxes[i], direction);
var d = gap - partSpacing;
if (d < 0) d = 0;
if (d < distance)
distance = d;
}
}
if (distance < double.MaxValue && distance > 0)
{
var offset = SpatialQuery.DirectionToOffset(direction, distance);
foreach (var moving in movingParts)
moving.Offset(offset);
return distance;
}
return 0;
}
}
}