feat:处理器初步实现---有接上了新优化,回显需要再看下
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283
samples/businessCapability/businessRectOptimizeMachine.ts
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283
samples/businessCapability/businessRectOptimizeMachine.ts
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import { ConfigBase } from "../../src/models/config";
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import { confItem, HoleArrange, Knife, PlaceBlock, PlaceBlockDetail, PlaceMaterial } from "../confClass";
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import { Big_bang, ComposingType, LineType, WorkerItemType, xbang } from "../handleAbility/RectOptimizeWorker/bang";
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/** 配置列表 */
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export const confList: confItem[] = [
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{
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key: 'isCutProcess',
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label: '开料机(雕刻机)加工',
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value: true
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},
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{
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key: 'isCutAndCNCProcess',
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label: '开料机CNC组合',
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value: false
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},
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{
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key: 'isCustomized',
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label: '定制加工',
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value: false
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},
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{
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key: 'cutBoardBorder',
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label: '总修边宽度',
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value: 3
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},
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{
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key: 'blockKnifeLineSpacing',
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label: '刀路间距',
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value: 0
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},
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{
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key: 'isDoubleFaceBlockFirst',
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label: '双面开料优先排版',
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value: true
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},
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{
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key: 'isRectPlace',
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label: '新优化规则排版',
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value: false
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},
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{
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// yuLiaoBoardDo2FaceBlock
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key: 'isDoubleFaceBlockInRemain',
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label: '余料板允许排入双面加工的小板',
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value: true
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},
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]
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/**
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* 新优化
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* 调用流程
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* 1、准备工作 加载配置 + 加载刀库 + 设置 回调函数
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* 2、调用 startPlaceThreed
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* 入参:data (数据源 必须包含 小板数据列表和小板明细数据列表)
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* pm 优化的材质
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* pm.diameter = knife?.diameter
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pm.cutKnifeName = knife.knifeName
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*/
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export class BusinessRectOptimizeMachine extends ConfigBase {
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/** 多线程数据集 */
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workerList: WorkerItemType[] = []
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/** 优化回调 */
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placeCallBack: Function = () => { }
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constructor() {
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super()
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}
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/** 设置优化回调 */
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setPlaceTaskCallBackFun(func: Function) {
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this.placeCallBack = func
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}
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/**开始优化线程 输入的数据没有初始化
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* @param data 数据源 包含小板列表和小板明细列表 data内需要包含blockList(小板列表) 和 blockDetailList(小板明细列表)
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* @param pm 优化的材质 包含该材质的可用开料大板信息 需包含开料刀的信息 pm.diameter pm.cutKnifeName
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*/
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startPlaceThreed(data, pm: PlaceMaterial) {
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let { blockList, blockDetailList } = data
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let bList: any = []
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blockList.map(e => {
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if (e.goodsId == pm.goodsId) {
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bList[e.blockNo] = e
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let detail = blockDetailList.find(x => x.blockId == e.blockId)
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if (!Reflect.has(bList[e.blockNo], 'blockDetail')) {
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bList[e.blockNo].blockDetail = new PlaceBlockDetail(detail)
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}
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// bList[e.blockNo].isTurnFaceToPlace = !this.getDoFace(bList[e.blockNo], this.processMode())
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// 是否翻面后续处理
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bList[e.blockNo].isTurnFaceToPlace = true
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pm.blockList.push(e)
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}
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})
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pm.cutBorder = this.cutBoardBorder
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pm.cutKnifeGap = this.blockKnifeLineSpacing
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/** 小板 */
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let bans: xbang[] = []
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// 实际开料大板的列表
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let big_Bang: Big_bang[] = []
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let big_BangSL: number[] = []
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let border = this.cutBoardBorder
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let borderOff = (pm.diameter + pm.cutKnifeGap) / 2
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// 余料板 以及实际开料大板
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for (const cuttingBoard of pm.remainBoardList) {
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big_Bang.push({ w: cuttingBoard.width - border * 2 + borderOff * 2, l: cuttingBoard.length - border * 2 + borderOff * 2, x: border - borderOff, y: border - borderOff })
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big_BangSL.push(cuttingBoard.count || 999)
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}
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// big_Bang = []
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// big_BangSL = []
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// 母板 兜底的
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big_Bang.push({ w: pm.width - border * 2 + borderOff * 2, l: pm.length - border * 2 + borderOff * 2, x: border - borderOff, y: border - borderOff })
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// 生成小板
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for (let key in bList) {
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let b = bList[key]
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let bid = b.blockNo
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let width = b.placeFullWidth
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let length = b.placeFullLength
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let line = this.toLine(b.texture)
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bans.push({
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l: length,
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w: width,
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line,
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face: this.toface(b),
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id: bid,
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bno: b.blockNo,
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holeFaceCount: 3,
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isRect: !b.isUnRegular,
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hasHole: false,
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isdtwosided: true,
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})
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}
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let bestCount = 0
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if (bans.length == 0) // 没有板了
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{
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let best = []
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let yl: Big_bang[] = []
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let fit = 0
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let resObj = {
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data: { bList, best, yl, fit, bans, width: pm.width, length: pm.length, bestCount: bestCount++, pm },
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info: {
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times: -1,
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type: 'noBan'
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}
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}
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this.placeCallBack(resObj)
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return
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}
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let xyhcs = 50
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if (bans.length > 1000) { xyhcs = 40 }
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else if (bans.length > 1500) { xyhcs = 30 }
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else if (bans.length > 2000) { xyhcs = 25 }
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else if (bans.length > 4000) { xyhcs = 20 }
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else if (bans.length > 6000) { xyhcs = 15 }
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else if (bans.length > 10000) { xyhcs = 10 }
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else if (bans.length > 15000) { xyhcs = 5 }
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else if (bans.length > 20000) { xyhcs = 1 }
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let isDoubleFaceBlockFirst = this.isDoubleFaceBlockFirst // 双面加工排前面
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let gap = this.blockKnifeLineSpacing
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// this.bestfit = 0
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for (let j = 0; j < 1; j++) {
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let w = new Worker(new URL('../handleAbility/RectOptimizeWorker/RectOptimizeWorker.worker', import.meta.url), { type: 'module' })
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const data = {
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type: 'start',
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data: [bans, big_Bang, big_BangSL, xyhcs, isDoubleFaceBlockFirst, gap, this.isRectPlace, this.isDoubleFaceBlockInRemain],
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}
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let item: WorkerItemType = {
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w: w,
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goodsId: pm.goodsId,
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pm,
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status: 'start'
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}
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if (this.workerList.findIndex(e => e.goodsId == item.goodsId) == -1) {
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this.workerList.push(item)
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}
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let workItem = this.workerList.find(e => e.goodsId == pm.goodsId)
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if (workItem && workItem != undefined) {
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workItem.w?.postMessage(data)
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workItem.w.onmessage = async (d) => {
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let [best, yl, fit, info] = d.data as [any[], Big_bang[], number, any]
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switch (info.type) {
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case 'loop':
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let resObj = {
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data: { bList, best, yl, fit, bans, width: pm.width, length: pm.length, bestCount: bestCount++, pm },
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info
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}
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this.placeCallBack(resObj)
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break;
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case 'stop':
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console.error('stop =》dataHandleBase', info, this.workerList)
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this.terminateWorker({ goodsId: pm.goodsId })
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break;
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case 'isStop':
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// console.error('isStop', info)
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break;
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default:
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break;
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}
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}
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}
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console.log('新算法线程启动', pm.goodsId, this.workerList)
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}
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}
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/** 停止优化 */
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async stopPlaceTask() {
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for (const key in this.workerList) {
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await this.terminateWorker({ key })
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}
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}
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/**
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* 获取加工面
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* @param block
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* @param processMode
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* @returns
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*/
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getDoFace(block: PlaceBlock, processMode: number = 0): boolean {
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// 模式0: 开料机处理排钻, 造型, 采用大孔面作为正面的模式. 正面多加工, cnc多加工
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if (processMode == 0) {
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// 先考虑 设计开料面
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if (block.placeHole == HoleArrange.FRONT)
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return true
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if (block.placeHole == HoleArrange.BACK)
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return false
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// 造型单面 作为开料面
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if (block.modelCountFront() > 0 && block.modelCountBack() == 0)
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return true
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if (block.modelCountFront() == 0 && block.modelCountBack() > 0)
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return false
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// 优先考虑 大孔面 多孔面
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return this.getHoleFaceMore(block)
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} else {
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return false
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}
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}
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processMode() {
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let processMode = 0;
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if (this.isCutProcess) processMode = 0;
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if (this.isCutAndCNCProcess) processMode = 1;
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if (this.isCustomized) processMode = 2;
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return processMode;
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}
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/**
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* 正纹 = 0, 可翻转 = 1, 反纹 = 2;
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* 正文 Positive = 0, 反纹 Reverse = 1, 可翻转 CanReversal = 2,
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*/
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toLine(texture): LineType {
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if (texture == 0)
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return LineType.Positive
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if (texture == 1)
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return LineType.CanReversal
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return LineType.Reverse
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}
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/** 小板加工面:Positive=0正面 Reverse=1反面 Arbitrary=2任意 */
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toface(block: PlaceBlock): ComposingType {
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let turnF = block.isTurnFaceToPlace
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if (this.isTurnFaceToPlace)
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turnF = !turnF
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if (!turnF)
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return ComposingType.Positive
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return ComposingType.Reverse
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}
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}
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