perf(fill): reuse part triangulations within an overlap check
After 1b, triangulating both polygons on every pair was the largest remaining overlap cost (27% of main-thread samples on the corpus job). PartOverlapChecker now triangulates each part at most once per check, lazily after the bounding-box gate, and passes the triangles to a new internal Collision.HasOverlap overload that runs the unchanged OverlapRegions body. Triangles are only read by clipping and hole subtraction, so reuse gives identical verdicts. Verification: - 49,000 seeded decisions with reused triangles match LegacyCollision; triangles stay bit-identical to a fresh triangulation afterwards. - Debug PolygonTriangulations: 246 -> 40 and 64 -> 36 per grid check; sharing triangles per Program instead fails 23 tests. - Corpus job (169 parts, --engines Default --parallel 1): median 13,398 -> 12,702 ms over 4+4 alternating runs vs 1b, identical outcomes; serialized layout byte-identical to the base. Also records the Follow-up B' (Slices 1a, 1b, 2a) measurements in docs/performance/fill-performance.md.
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@@ -59,6 +59,87 @@ public class CollisionOverlapOnlyTests
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Assert.True(boxOverlapClear > 5000);
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}
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/// <summary>
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/// Supplied triangulations, each prepared once and reused across many pairs as
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/// PartOverlapChecker does, give the same verdicts as the legacy per-call path and are
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/// never mutated by clipping or hole subtraction.
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/// </summary>
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[Fact]
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public void SeededPreparedTriangles_ReusedAcrossPairs_MatchLegacyVerdicts()
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{
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var random = new Random(28092026);
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var decisions = 0;
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var overlaps = 0;
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var boxOverlapClear = 0;
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for (var group = 0; group < 40; group++)
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{
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var polygons = new List<Polygon>();
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var shapeA = Make(random, group % 6);
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var shapeB = Make(random, (group / 6) % 6);
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for (var sample = 0; sample < 25; sample++)
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{
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// Offsets gives contact/containment placements within each (A, B) pair. Pulling
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// every pair into one ~8-unit window makes most cross-pair tests reach clipping
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// too, so each cached triangulation is reused against many near neighbours.
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var (ax, ay, bx, by) = Offsets(random, shapeA, shapeB, sample);
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var dx = random.NextDouble() * 4 - ax;
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var dy = random.NextDouble() * 4 - ay;
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polygons.Add(Move(shapeA, ax + dx, ay + dy));
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polygons.Add(Move(shapeB, bx + dx, by + dy));
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}
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var holes = group % 4 == 0
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? polygons.Select(p => new List<Polygon> { Move(Square(0.5), p.BoundingBox.Left + 0.2, p.BoundingBox.Bottom + 0.2) }).ToList()
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: null;
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var triangles = polygons.Select(p => new Lazy<List<Polygon>>(() => Collision.Triangulate(p))).ToArray();
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for (var i = 0; i < polygons.Count; i++)
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for (var j = i + 1; j < polygons.Count; j++)
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{
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var expected = LegacyCollision.HasOverlap(polygons[i], polygons[j], holes?[i], holes?[j]);
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var ti = triangles[i];
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var tj = triangles[j];
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var actual = Collision.HasOverlap(polygons[i], () => ti.Value, polygons[j], () => tj.Value, holes?[i], holes?[j]);
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Assert.True(expected == actual, $"group={group} i={i} j={j} expected={expected}");
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decisions++;
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if (expected)
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overlaps++;
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else if (BoxesOverlap(polygons[i].BoundingBox, polygons[j].BoundingBox))
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boxOverlapClear++;
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}
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for (var i = 0; i < polygons.Count; i++)
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{
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if (!triangles[i].IsValueCreated)
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continue;
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// Reused triangles must still equal a fresh triangulation, bit for bit.
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Assert.Equal(TriangleBits(Collision.Triangulate(polygons[i])), TriangleBits(triangles[i].Value));
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}
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}
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output.WriteLine($"prepared-triangle decisions={decisions}; overlaps={overlaps}; bbox-overlap but clear={boxOverlapClear}");
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Assert.Equal(40 * 50 * 49 / 2, decisions);
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Assert.True(overlaps > 10000);
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Assert.True(boxOverlapClear > 2000);
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}
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[Fact]
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public void PreparedTriangles_AreNotResolvedWhenBoundingBoxesMiss()
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{
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var a = Square(2);
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var b = Move(Square(2), 10, 10);
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Assert.False(Collision.HasOverlap(a, () => throw new InvalidOperationException("A"), b,
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() => throw new InvalidOperationException("B")));
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var c = Move(Square(2), 1, 1);
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var resolved = new List<string>();
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Assert.True(Collision.HasOverlap(a, () => { resolved.Add("a"); return Collision.Triangulate(a); }, c,
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() => { resolved.Add("c"); return Collision.Triangulate(c); }));
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Assert.Equal(new[] { "a", "c" }, resolved);
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}
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private static long[] TriangleBits(List<Polygon> triangles) => triangles
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.SelectMany(t => new[] { t.BoundingBox.X, t.BoundingBox.Y, t.BoundingBox.Length, t.BoundingBox.Width }
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.Concat(t.Vertices.SelectMany(v => new[] { v.X, v.Y })))
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.Select(BitConverter.DoubleToInt64Bits)
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.Prepend(triangles.Count)
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.ToArray();
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[Fact]
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public void SeededCheck_MatchesLegacyBitwise()
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{
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@@ -155,11 +236,17 @@ public class CollisionOverlapOnlyTests
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Assert.ThrowsAny<Exception>(() => LegacyCollision.Check(a, b));
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Assert.ThrowsAny<Exception>(() => Collision.HasOverlap(a, b));
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Assert.ThrowsAny<Exception>(() => Collision.Check(a, b));
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Assert.ThrowsAny<Exception>(() => Collision.HasOverlap(a, () => Collision.Triangulate(a), b,
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() => Collision.Triangulate(b)));
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var far = Move(Make(new Random(5), 0), 100, 100);
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var broken = nullFirst ? a : b;
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Assert.False(LegacyCollision.Check(broken, far).Overlaps);
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Assert.False(Collision.HasOverlap(broken, far));
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var resolved = 0;
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Assert.False(Collision.HasOverlap(broken, () => { resolved++; return Collision.Triangulate(broken); }, far,
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() => { resolved++; return Collision.Triangulate(far); }));
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Assert.Equal(0, resolved);
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}
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#if DEBUG
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