Files
OpenNest/OpenNest.Engine/Compactor.cs
AJ Isaacs 13b01240b1 refactor: extract SpatialQuery from Helper
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 17:46:14 -04:00

157 lines
5.9 KiB
C#

using System.Collections.Generic;
using System.Linq;
using OpenNest.Geometry;
namespace OpenNest
{
/// <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;
/// <summary>
/// Compacts movingParts toward the bottom-left of the plate work area.
/// Everything already on the plate (excluding movingParts) is treated
/// as stationary obstacles.
/// </summary>
private const double RepeatThreshold = 0.01;
private const int MaxIterations = 20;
public static void Compact(List<Part> movingParts, Plate plate)
{
if (movingParts == null || movingParts.Count == 0)
return;
var savedPositions = SavePositions(movingParts);
// Try left-first.
var leftFirst = CompactLoop(movingParts, plate, PushDirection.Left, PushDirection.Down);
// Restore and try down-first.
RestorePositions(movingParts, savedPositions);
var downFirst = CompactLoop(movingParts, plate, PushDirection.Down, PushDirection.Left);
// Keep left-first if it traveled further.
if (leftFirst > downFirst)
{
RestorePositions(movingParts, savedPositions);
CompactLoop(movingParts, plate, PushDirection.Left, PushDirection.Down);
}
}
private static double CompactLoop(List<Part> parts, Plate plate,
PushDirection first, PushDirection second)
{
var total = 0.0;
for (var i = 0; i < MaxIterations; i++)
{
var a = Push(parts, plate, first);
var b = Push(parts, plate, second);
total += a + b;
if (a <= RepeatThreshold && b <= RepeatThreshold)
break;
}
return total;
}
private static Vector[] SavePositions(List<Part> parts)
{
var positions = new Vector[parts.Count];
for (var i = 0; i < parts.Count; i++)
positions[i] = parts[i].Location;
return positions;
}
private static void RestorePositions(List<Part> parts, Vector[] positions)
{
for (var i = 0; i < parts.Count; i++)
parts[i].Location = positions[i];
}
public static double Push(List<Part> movingParts, Plate plate, PushDirection direction)
{
var obstacleParts = plate.Parts
.Where(p => !movingParts.Contains(p))
.ToList();
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 = plate.PartSpacing / 2;
var isHorizontal = SpatialQuery.IsHorizontalDirection(direction);
var workArea = plate.WorkArea();
var distance = double.MaxValue;
// BB gap at which offset geometries are expected to be touching.
var contactGap = (halfSpacing + ChordTolerance) * 2;
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;
}
}
}