Files
OrcaSlicer-bambulab/src/libnest2d/include/libnest2d/placers/bottomleftplacer.hpp
tamasmeszaros d4fe7b5a96 Adding rotating calipers algorithm for minimum are bounding box rotation.
Cleanup, fix build on windows and add test for rotcalipers.

Try to fix compilation on windows

With updates from libnest2d
Another build fix.


Clean up and add comments.


adding rotcalipers test  and some cleanup


Trying to fix on OSX


Fix rotcalipers array indexing


Get rid of boost convex hull.


Adding helper function 'remove_collinear_points'


Importing new libnest2d upgrades.


Disable using __int128 in NFP on OSX
2019-06-06 14:27:07 +02:00

416 lines
13 KiB
C++

#ifndef BOTTOMLEFT_HPP
#define BOTTOMLEFT_HPP
#include <limits>
#include "placer_boilerplate.hpp"
namespace libnest2d { namespace placers {
template<class T, class = T> struct DefaultEpsilon {};
template<class T>
struct DefaultEpsilon<T, enable_if_t<std::is_integral<T>::value, T> > {
static const T Value = 1;
};
template<class T>
struct DefaultEpsilon<T, enable_if_t<std::is_floating_point<T>::value, T> > {
static const T Value = 1e-3;
};
template<class RawShape>
struct BLConfig {
DECLARE_MAIN_TYPES(RawShape);
Coord min_obj_distance = 0;
Coord epsilon = DefaultEpsilon<Coord>::Value;
bool allow_rotations = false;
};
template<class RawShape>
class _BottomLeftPlacer: public PlacerBoilerplate<
_BottomLeftPlacer<RawShape>,
RawShape, _Box<TPoint<RawShape>>,
BLConfig<RawShape> >
{
using Base = PlacerBoilerplate<_BottomLeftPlacer<RawShape>, RawShape,
_Box<TPoint<RawShape>>, BLConfig<RawShape>>;
DECLARE_PLACER(Base)
public:
explicit _BottomLeftPlacer(const BinType& bin): Base(bin) {}
template<class Range = ConstItemRange<typename Base::DefaultIter>>
PackResult trypack(Item& item,
const Range& = Range())
{
auto r = _trypack(item);
if(!r && Base::config_.allow_rotations) {
item.rotate(Degrees(90));
r =_trypack(item);
}
return r;
}
enum class Dir {
LEFT,
DOWN
};
inline RawShape leftPoly(const Item& item) const {
return toWallPoly(item, Dir::LEFT);
}
inline RawShape downPoly(const Item& item) const {
return toWallPoly(item, Dir::DOWN);
}
inline Unit availableSpaceLeft(const Item& item) {
return availableSpace(item, Dir::LEFT);
}
inline Unit availableSpaceDown(const Item& item) {
return availableSpace(item, Dir::DOWN);
}
protected:
PackResult _trypack(Item& item) {
// Get initial position for item in the top right corner
setInitialPosition(item);
Unit d = availableSpaceDown(item);
auto eps = config_.epsilon;
bool can_move = d > eps;
bool can_be_packed = can_move;
bool left = true;
while(can_move) {
if(left) { // write previous down move and go down
item.translate({0, -d+eps});
d = availableSpaceLeft(item);
can_move = d > eps;
left = false;
} else { // write previous left move and go down
item.translate({-d+eps, 0});
d = availableSpaceDown(item);
can_move = d > eps;
left = true;
}
}
if(can_be_packed) {
Item trsh(item.transformedShape());
for(auto& v : trsh) can_be_packed = can_be_packed &&
getX(v) < bin_.width() &&
getY(v) < bin_.height();
}
return can_be_packed? PackResult(item) : PackResult();
}
void setInitialPosition(Item& item) {
auto bb = item.boundingBox();
Vertex v = { getX(bb.maxCorner()), getY(bb.minCorner()) };
Coord dx = getX(bin_.maxCorner()) - getX(v);
Coord dy = getY(bin_.maxCorner()) - getY(v);
item.translate({dx, dy});
}
template<class C = Coord>
static enable_if_t<std::is_floating_point<C>::value, bool>
isInTheWayOf( const Item& item,
const Item& other,
const RawShape& scanpoly)
{
auto tsh = other.transformedShape();
return ( sl::intersects(tsh, scanpoly) ||
sl::isInside(tsh, scanpoly) ) &&
( !sl::intersects(tsh, item.rawShape()) &&
!sl::isInside(tsh, item.rawShape()) );
}
template<class C = Coord>
static enable_if_t<std::is_integral<C>::value, bool>
isInTheWayOf( const Item& item,
const Item& other,
const RawShape& scanpoly)
{
auto tsh = other.transformedShape();
bool inters_scanpoly = sl::intersects(tsh, scanpoly) &&
!sl::touches(tsh, scanpoly);
bool inters_item = sl::intersects(tsh, item.rawShape()) &&
!sl::touches(tsh, item.rawShape());
return ( inters_scanpoly ||
sl::isInside(tsh, scanpoly)) &&
( !inters_item &&
!sl::isInside(tsh, item.rawShape())
);
}
ItemGroup itemsInTheWayOf(const Item& item, const Dir dir) {
// Get the left or down polygon, that has the same area as the shadow
// of input item reflected to the left or downwards
auto&& scanpoly = dir == Dir::LEFT? leftPoly(item) :
downPoly(item);
ItemGroup ret; // packed items 'in the way' of item
ret.reserve(items_.size());
// Predicate to find items that are 'in the way' for left (down) move
auto predicate = [&scanpoly, &item](const Item& it) {
return isInTheWayOf(item, it, scanpoly);
};
// Get the items that are in the way for the left (or down) movement
std::copy_if(items_.begin(), items_.end(),
std::back_inserter(ret), predicate);
return ret;
}
Unit availableSpace(const Item& _item, const Dir dir) {
Item item (_item.transformedShape());
std::function<Coord(const Vertex&)> getCoord;
std::function< std::pair<Coord, bool>(const Segment&, const Vertex&) >
availableDistanceSV;
std::function< std::pair<Coord, bool>(const Vertex&, const Segment&) >
availableDistance;
if(dir == Dir::LEFT) {
getCoord = [](const Vertex& v) { return getX(v); };
availableDistance = pointlike::horizontalDistance<Vertex>;
availableDistanceSV = [](const Segment& s, const Vertex& v) {
auto ret = pointlike::horizontalDistance<Vertex>(v, s);
if(ret.second) ret.first = -ret.first;
return ret;
};
}
else {
getCoord = [](const Vertex& v) { return getY(v); };
availableDistance = pointlike::verticalDistance<Vertex>;
availableDistanceSV = [](const Segment& s, const Vertex& v) {
auto ret = pointlike::verticalDistance<Vertex>(v, s);
if(ret.second) ret.first = -ret.first;
return ret;
};
}
auto&& items_in_the_way = itemsInTheWayOf(item, dir);
// Comparison function for finding min vertex
auto cmp = [&getCoord](const Vertex& v1, const Vertex& v2) {
return getCoord(v1) < getCoord(v2);
};
// find minimum left or down coordinate of item
auto minvertex_it = std::min_element(item.begin(),
item.end(),
cmp);
// Get the initial distance in floating point
Unit m = getCoord(*minvertex_it);
// Check available distance for every vertex of item to the objects
// in the way for the nearest intersection
if(!items_in_the_way.empty()) { // This is crazy, should be optimized...
for(Item& pleft : items_in_the_way) {
// For all segments in items_to_left
assert(pleft.vertexCount() > 0);
auto trpleft_poly = pleft.transformedShape();
auto& trpleft = sl::contour(trpleft_poly);
auto first = sl::begin(trpleft);
auto next = first + 1;
auto endit = sl::end(trpleft);
while(next != endit) {
Segment seg(*(first++), *(next++));
for(auto& v : item) { // For all vertices in item
auto d = availableDistance(v, seg);
if(d.second && d.first < m) m = d.first;
}
}
}
auto first = item.begin();
auto next = first + 1;
auto endit = item.end();
// For all edges in item:
while(next != endit) {
Segment seg(*(first++), *(next++));
// for all shapes in items_to_left
for(Item& sh : items_in_the_way) {
assert(sh.vertexCount() > 0);
Item tsh(sh.transformedShape());
for(auto& v : tsh) { // For all vertices in item
auto d = availableDistanceSV(seg, v);
if(d.second && d.first < m) m = d.first;
}
}
}
}
return m;
}
/**
* Implementation of the left (and down) polygon as described by
* [López-Camacho et al. 2013]\
* (http://www.cs.stir.ac.uk/~goc/papers/EffectiveHueristic2DAOR2013.pdf)
* see algorithm 8 for details...
*/
RawShape toWallPoly(const Item& _item, const Dir dir) const {
// The variable names reflect the case of left polygon calculation.
//
// We will iterate through the item's vertices and search for the top
// and bottom vertices (or right and left if dir==Dir::DOWN).
// Save the relevant vertices and their indices into `bottom` and
// `top` vectors. In case of left polygon construction these will
// contain the top and bottom polygons which have the same vertical
// coordinates (in case there is more of them).
//
// We get the leftmost (or downmost) vertex from the `bottom` and `top`
// vectors and construct the final polygon.
Item item (_item.transformedShape());
auto getCoord = [dir](const Vertex& v) {
return dir == Dir::LEFT? getY(v) : getX(v);
};
Coord max_y = std::numeric_limits<Coord>::min();
Coord min_y = std::numeric_limits<Coord>::max();
using El = std::pair<size_t, std::reference_wrapper<const Vertex>>;
std::function<bool(const El&, const El&)> cmp;
if(dir == Dir::LEFT)
cmp = [](const El& e1, const El& e2) {
return getX(e1.second.get()) < getX(e2.second.get());
};
else
cmp = [](const El& e1, const El& e2) {
return getY(e1.second.get()) < getY(e2.second.get());
};
std::vector< El > top;
std::vector< El > bottom;
size_t idx = 0;
for(auto& v : item) { // Find the bottom and top vertices and save them
auto vref = std::cref(v);
auto vy = getCoord(v);
if( vy > max_y ) {
max_y = vy;
top.clear();
top.emplace_back(idx, vref);
}
else if(vy == max_y) { top.emplace_back(idx, vref); }
if(vy < min_y) {
min_y = vy;
bottom.clear();
bottom.emplace_back(idx, vref);
}
else if(vy == min_y) { bottom.emplace_back(idx, vref); }
idx++;
}
// Get the top and bottom leftmost vertices, or the right and left
// downmost vertices (if dir == Dir::DOWN)
auto topleft_it = std::min_element(top.begin(), top.end(), cmp);
auto bottomleft_it =
std::min_element(bottom.begin(), bottom.end(), cmp);
auto& topleft_vertex = topleft_it->second.get();
auto& bottomleft_vertex = bottomleft_it->second.get();
// Start and finish positions for the vertices that will be part of the
// new polygon
auto start = std::min(topleft_it->first, bottomleft_it->first);
auto finish = std::max(topleft_it->first, bottomleft_it->first);
RawShape ret;
// the return shape
auto& rsh = sl::contour(ret);
// reserve for all vertices plus 2 for the left horizontal wall, 2 for
// the additional vertices for maintaning min object distance
sl::reserve(rsh, finish-start+4);
/*auto addOthers = [&rsh, finish, start, &item](){
for(size_t i = start+1; i < finish; i++)
sl::addVertex(rsh, item.vertex(i));
};*/
auto reverseAddOthers = [&rsh, finish, start, &item](){
for(auto i = finish-1; i > start; i--)
sl::addVertex(rsh, item.vertex(
static_cast<unsigned long>(i)));
};
// Final polygon construction...
static_assert(OrientationType<RawShape>::Value ==
Orientation::CLOCKWISE,
"Counter clockwise toWallPoly() Unimplemented!");
// Clockwise polygon construction
sl::addVertex(rsh, topleft_vertex);
if(dir == Dir::LEFT) reverseAddOthers();
else {
sl::addVertex(rsh, getX(topleft_vertex), 0);
sl::addVertex(rsh, getX(bottomleft_vertex), 0);
}
sl::addVertex(rsh, bottomleft_vertex);
if(dir == Dir::LEFT) {
sl::addVertex(rsh, 0, getY(bottomleft_vertex));
sl::addVertex(rsh, 0, getY(topleft_vertex));
}
else reverseAddOthers();
// Close the polygon
sl::addVertex(rsh, topleft_vertex);
return ret;
}
};
}
}
#endif //BOTTOMLEFT_HPP