441 lines
15 KiB
TypeScript
441 lines
15 KiB
TypeScript
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import { ArrayExt } from "../../common/base/ArrayExt.js";
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import { Curve2d } from "../../common/base/CAD.js";
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import { BlockBorderPoint, PlaceBlock, PlaceBoard, PlaceMaterial } from "../../confClass.js";
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import { BlockHelper } from "../LayoutEngine/BlockHelper.js";
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import { BlockPlus } from "../LayoutEngine/BlockPlus.js";
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import { Point } from "../Vector2.js";
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//下刀点的逻辑类
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export class CutPointHelper {
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/** 手动 设置下刀点
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* 获得离鼠标最近的顶角 距离都大于50 则返回null */
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static getCutPointWithClick(block: PlaceBlock, mousePos: Point): BlockBorderPoint | null {
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let curves = BlockPlus.getBorder(block);
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let dis = Number.MAX_VALUE;
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let point: Point;
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let index = -1;
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for (let i = 0; i < curves.length; i++) {
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let line = curves[i];
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let d = Math.pow(line.StartPoint.m_X + block.placeX - mousePos.x, 2) + Math.pow(line.StartPoint.m_Y + block.placeY - mousePos.y, 2);
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if (d < dis) {
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point = new Point(line.StartPoint.m_X, line.StartPoint.m_Y);
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dis = d;
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index = i;
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}
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}
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if (index == -1) return null; //距离太远,不选择
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let apexId = BlockHelper.getApexAngleNumFromBlock(block, point);
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block.cutPointId = index;
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return new BlockBorderPoint(block, point.x, point.y, index, apexId);
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}
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/** 计算所有板材的下刀点 */
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static async autoFindAllCutPoint(pmList: PlaceMaterial[]) {
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for (const pm of pmList) {
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for (const pb of pm.boardList) {
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await this.autoFindCutPoint(pm, pb)
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}
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}
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}
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//以下是自动设置 下刀点
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static gap = 7;
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static cutedSpace = 100; //走刀100内 不能算靠板
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static lines_V: any[] = []; //垂直线, x ,y1,y2
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static lines_H: any[] = []; //水平线 x1,x2, y;
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/** 计算当前板材的下刀点
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* 若传入 block 则只计算block的下刀点
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*/
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static autoFindCutPoint(pm: PlaceMaterial, pb: PlaceBoard, block: PlaceBlock | null = null) {
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if (pb.blockList.length == 0) return;
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//初始化
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this.gap = pm.diameter + pm.cutKnifeGap;
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this.lines_H = []; //开料水平线
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this.lines_V = []; //开料垂直线
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//大板外轮廓 边缘线
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if (pb.points.length == 0) {
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let p0 = { x: 0, y: 0 };
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let p1 = { x: pb.width, y: 0 };
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let p2 = { x: pb.width, y: pb.length };
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let p3 = { x: 0, y: pb.length };
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this.pushLine(p0, p1);
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this.pushLine(p1, p2);
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this.pushLine(p2, p3);
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this.pushLine(p3, p0);
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}
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else {
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for (let i = 0; i < pb.points.length; i++) {
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let j = i + 1;
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if (j == pb.points.length) j = 0;
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this.pushLine(pb.points[i], pb.points[j]);
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}
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}
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//有板的时候,除了该板计算,其他的板都不计算下刀点
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let hasBlock = (block != null);
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let blocks = ArrayExt.where(pb.blockList, t => t.cutOrder > 0, t => t.cutOrder);
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for (let b of blocks) {
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let notNeedFind = hasBlock && b.blockId == block?.blockId;
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CutPointHelper.findCutPoint(b, !notNeedFind);
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}
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}
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/**计算下刀点 */
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static findCutPoint(block: PlaceBlock, needFind = true) {
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let list = BlockPlus.getBorder(block);
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//计算没边的靠板情况,并自动生成 铣板走线 数据
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let borders_cuting: any[] = [];
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for (let i = 0; i < list.length; i++) {
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let rt = this.getUnCutedLength(block, list, i);
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borders_cuting.push([i, rt[0], rt[1]]);
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}
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if (needFind == false) return; //不计算下刀点
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//计算最优下刀点
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let unCutedlength = 0;
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let unCutedSize = 0;
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let cutPointIndex = -1;
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for (let i = 0; i < borders_cuting.length; i++) {
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let data = borders_cuting[i];
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let index = data[0];
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let len = data[1];
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let size = data[2];
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if (isBest(len, size)) {
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cutPointIndex = index;
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unCutedlength = len;
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unCutedSize = size;
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}
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}
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if (cutPointIndex >= list.length) cutPointIndex -= list.length;
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block.cutPointId = cutPointIndex + 1;
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//四周都没有靠的
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if (cutPointIndex == -1) {
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this.getCutPointWithClick(block, new Point(block.placeWidth, block.placeLength));
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}
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function isBest(len1, size1) //判断那条边 更优
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{
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if (len1 == 0) return false; //没有考的
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let dis_avg = size1 / len1;
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if (dis_avg < 50) return false; //跟最近的 平均距离 < 50 ,当作没有考的
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if (cutPointIndex == -1) return true;
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//return len1 > unCutedlength;
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if (len1 > 150 && unCutedlength < 150) return true;
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if (len1 > unCutedlength * 2) return true;
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if (size1 > unCutedSize * 1.2) return true; //未切面积 相差很大. 取
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if (size1 < unCutedSize * 0.8) return false; //小于 以获得的 边 , 不取
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if (len1 > unCutedlength) return true; //面积相差无几, 取边长的
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return false;
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}
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}
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/**获取未切边长度 */
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private static getUnCutedLength(block: PlaceBlock, curs: Curve2d[], i): [number, number] {
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let cur = curs[i];
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let p1 = { x: block.placeX + cur.StartPoint.m_X, y: block.placeY + cur.StartPoint.m_Y };
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let p2 = { x: block.placeX + cur.EndPoint.m_X, y: block.placeY + cur.EndPoint.m_Y };
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let length = Math.abs(p1.x - p2.x) + Math.abs(p1.y - p2.y); //切边总长度
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let cutedLength = 0;
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let cutedSize = 0;
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let dat_H;
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let dat_V;
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let isSP = this.qual(p1.y, p2.y);
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let isCZ = this.qual(p1.x, p2.x);
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if (isSP) //水平
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{
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dat_H = this.getcutedLength_h(p1, p2);
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}
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else if (isCZ) //垂直
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{
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dat_V = this.getcutedLength_v(p1, p2);
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}
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else if (p2.y > p1.y) {
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if (p2.x > p1.x) //右上
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{
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let pc = { x: p2.x, y: p1.y };
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dat_H = this.getcutedLength_h(p1, pc);
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dat_V = this.getcutedLength_v(pc, p1);
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}
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else //左上
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{
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let pc = { x: p1.x, y: p2.y };
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dat_V = this.getcutedLength_v(p1, pc);
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dat_H = this.getcutedLength_h(pc, p2);
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}
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}
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else {
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if (p2.x > p1.x) //右下
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{
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let pc = { x: p1.x, y: p2.y };
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dat_V = this.getcutedLength_v(p1, pc);
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dat_H = this.getcutedLength_h(p1, pc);
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}
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else //左下
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{
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let pc = { x: p2.x, y: p1.y };
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dat_H = this.getcutedLength_h(p1, pc);
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dat_V = this.getcutedLength_v(p1, pc);
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}
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}
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if (dat_H) {
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cutedLength += dat_H[0];
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cutedSize += dat_H[4];
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this.pushline_H(dat_H[1], dat_H[2], dat_H[3]);
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}
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if (dat_V) {
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cutedLength += dat_V[0];
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cutedSize += dat_V[4];
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this.pushline_V(dat_V[1], dat_V[2], dat_V[3]);
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}
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let unCutedLength = length - cutedLength;
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if (unCutedLength < 0) unCutedLength = 0;
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if (unCutedLength > 0 && block.isUnRegular) //避免异形板、格子抽、齿的边被选出来
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{
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//边缘线不计算
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let isborder = isSP && (this.qual(cur.StartPoint.m_Y, 0) || this.qual(cur.StartPoint.m_Y, block.placeLength));
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if (isborder == false) {
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isborder = isCZ && (this.qual(cur.StartPoint.m_X, 0) || this.qual(cur.StartPoint.m_X, block.placeWidth));
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}
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if (isborder == false) {
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for (let j = 0; j < curs.length; j++) {
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if (i == j) continue;
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let other = curs[j];
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if (isSP && this.qual(other.StartPoint.m_Y, other.EndPoint.m_Y)) //水平,line 在板内
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{
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if (this.qual(other.StartPoint.m_Y, 0)) continue; //边缘线,不计算
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if (this.qual(other.StartPoint.m_Y, block.placeLength)) continue;
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if (this.qual(cur.StartPoint.m_Y, other.StartPoint.m_Y, 100)) {
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unCutedLength = 0;
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break;
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}
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}
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else {
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if (isCZ && this.qual(other.StartPoint.m_X, other.EndPoint.m_X)) {
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if (this.qual(other.StartPoint.m_X, 0)) continue;
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if (this.qual(other.StartPoint.m_X, block.placeWidth)) continue;
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if (this.qual(cur.StartPoint.m_X, other.StartPoint.m_X, 100)) {
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unCutedLength = 0;
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break;
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}
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}
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}
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}
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}
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}
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return [unCutedLength, cutedSize];
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}
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/**获取水平开料边长度 */
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private static getcutedLength_h(p1, p2): [number, number, number, number, number] //cutedLength,x1,x2,y
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{
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//水平线
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let x1;
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let x2;
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let y = p1.y;
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//切片法
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let cell = 5;
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let cutedLength = 0;
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let cutedSize = 0;
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if (p2.x > p1.x) // 向右,往下面100内找有没有切割的走刀
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{
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x1 = p1.x;
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x2 = p2.x;
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let cutedLines = this.lines_H.filter(t => t.y < y && t.x1 < x2 && t.x2 > x1); //向右,下面找
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for (let pos = x1; pos < x2 + 5; pos += cell) {
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let lines = ArrayExt.where(cutedLines, t => t.x1 <= pos && t.x2 > pos, t => -t.y); //按y降序排序 ,找最高的
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if (lines.length > 0) {
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let line = lines[0];
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let disY = Math.abs(line.y - y);
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if (disY < 100) cutedLength = cutedLength + cell;
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cutedSize += disY * cell;
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}
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}
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}
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else //往左
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{
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x1 = p2.x;
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x2 = p1.x;
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let cutedLines = this.lines_H.filter(t => t.y > y && t.x1 < x2 && t.x2 > x1); //向左,上面找
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for (let pos = x1; pos < x2 + 5; pos += cell) {
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let lines = ArrayExt.where(cutedLines, t => t.x1 <= pos && t.x2 > pos, t => t.y); //按y上线排序 ,找最底的
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if (lines.length > 0) {
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let line = lines[0];
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let disY = Math.abs(line.y - y);
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if (disY < 100) cutedLength = cutedLength + cell;
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cutedSize += disY * cell;
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}
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}
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}
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return [cutedLength, x1, x2, p1.y, cutedSize];
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}
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/**获取竖直方向开料边长度 */
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private static getcutedLength_v(p1, p2): [number, number, number, number, number] //cutedLength,x,y1,y2
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{
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// let x = p1.x;
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// let x1;
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// let x2;
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// let y1;
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// let y2;
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// if (p2.y > p1.y) // 向上,往右面100内找有没有切割的走刀
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// {
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// y1 = p1.y;
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// y2 = p2.y;
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// x1 = p1.x;
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// x2 = p1.x + this.cutedSpace;;;
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// }
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// else //往下
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// {
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// y1 = p2.y;
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// y2 = p1.y;
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// x1 = p1.x - this.cutedSpace;
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// x2 = p1.x;
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// }
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// let cutedLines = this.lines_V.filter(t => t.x > x1 && t.x < x2 && t.y1 < y2 && t.y2 > y1);
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// //切片法
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// let cell = 5;
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// let cutedLength = 0;
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// let cutedSize = 0;
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// if (cutedLines.length > 0)
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// {
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// for (let y = y1; y < y2 + 5; y += cell)
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// {
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// let line = cutedLines.find(t => t.y1 <= y && t.y2 > y);
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// if (line)
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// {
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// cutedLength += cell;
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// cutedSize += Math.abs(line.x - p1.x) * cell;
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// }
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// }
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// }
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// return [cutedLength, p1.x, y1, y2, cutedSize];
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let x = p1.x;
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let y1;
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let y2;
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let cell = 5;
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let cutedLength = 0;
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let cutedSize = 0;
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if (p2.y > p1.y) // 向上,往右面100内找有没有切割的走刀
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{
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y1 = p1.y;
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y2 = p2.y;
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let cutedLines = this.lines_V.filter(t => t.x > x && t.y1 < y2 && t.y2 > y1); //向上,右面找
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for (let y = y1; y < y2 + 5; y += cell) {
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let lines = ArrayExt.where(cutedLines, t => t.y1 <= y && t.y2 > y, t => t.x);
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if (lines.length > 0) {
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let line = lines[0];
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let dis = Math.abs(line.x - x);
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if (dis < 100) cutedLength = cutedLength + cell;
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cutedSize += dis * cell;
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}
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}
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}
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else //往下
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{
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y1 = p2.y;
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y2 = p1.y;
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let cutedLines = this.lines_V.filter(t => t.x < x && t.y1 < y2 && t.y2 > y1); //向下,左面找
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for (let y = y1; y < y2 + 5; y += cell) {
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let lines = ArrayExt.where(cutedLines, t => t.y1 <= y && t.y2 > y, t => -t.x);
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if (lines.length > 0) {
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let line = lines[0];
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let dis = Math.abs(line.x - x);
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if (dis < 100) cutedLength = cutedLength + cell;
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cutedSize += dis * cell;
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}
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}
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}
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return [cutedLength, p1.x, y1, y2, cutedSize];
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}
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/**保存刀路 */
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static pushLine(p1, p2) {
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if (this.qual(p1.y, p2.y)) //水平
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{
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this.pushline_H(p1.x, p2.x, p1.y);
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}
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else if (this.qual(p1.x, p2.y)) //垂直
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{
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this.pushline_V(p1.x, p1.y, p2.y);
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}
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else if (p2.y > p1.y) {
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if (p2.x > p1.x) //右上
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{
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this.pushline_H(p1.x, p2.x, p1.y);
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this.pushline_V(p2.x, p1.y, p2.y);
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}
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else //左上
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{
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this.pushline_V(p1.x, p1.y, p2.y);
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this.pushline_H(p2.x, p1.x, p2.y);
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}
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}
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else {
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if (p2.x > p1.x) //右下
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{
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this.pushline_V(p1.x, p1.y, p2.y);
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this.pushline_H(p1.x, p2.x, p2.y);
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}
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else //左下
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{
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this.pushline_H(p2.x, p1.x, p1.y);
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this.pushline_V(p2.x, p1.y, p2.y);
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}
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}
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}
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/**保存水平刀路 */
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private static pushline_H(x1, x2, y) {
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this.lines_H.push({ x1: Math.min(x1, x2), x2: Math.max(x1, x2), y: y });
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}
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/**保存竖直刀路 */
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private static pushline_V(x, y1, y2) {
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this.lines_V.push({ x: x, y1: Math.min(y1, y2), y2: Math.max(y1, y2) });
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}
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/**判断是否相等 */
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static qual(x, y, off = 0.005): boolean {
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return Math.abs(x - y) < off;
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}
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}
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