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