perf: pre-compute directional edges in PartBoundary constructor

RotationDirection and direction filtering were recomputed on every
GetLines call. Pre-compute edges per PushDirection once in the
constructor so GetLines only translates cached edges.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-09 22:59:06 -04:00
parent 23b5358352
commit 8ad01bb7f8

View File

@@ -9,12 +9,17 @@ namespace OpenNest
/// Pre-computed offset boundary polygons for a part's geometry.
/// Polygons are stored at program-local origin (no location applied)
/// and can be efficiently translated to any location when extracting lines.
/// Directional edge filtering is pre-computed once in the constructor.
/// </summary>
public class PartBoundary
{
private const double ChordTolerance = 0.01;
private readonly List<Polygon> _polygons;
private readonly (Vector start, Vector end)[] _leftEdges;
private readonly (Vector start, Vector end)[] _rightEdges;
private readonly (Vector start, Vector end)[] _upEdges;
private readonly (Vector start, Vector end)[] _downEdges;
public PartBoundary(Part part, double spacing)
{
@@ -33,6 +38,59 @@ namespace OpenNest
polygon.RemoveSelfIntersections();
_polygons.Add(polygon);
}
PrecomputeDirectionalEdges(
out _leftEdges, out _rightEdges, out _upEdges, out _downEdges);
}
private void PrecomputeDirectionalEdges(
out (Vector start, Vector end)[] leftEdges,
out (Vector start, Vector end)[] rightEdges,
out (Vector start, Vector end)[] upEdges,
out (Vector start, Vector end)[] downEdges)
{
var left = new List<(Vector, Vector)>();
var right = new List<(Vector, Vector)>();
var up = new List<(Vector, Vector)>();
var down = new List<(Vector, Vector)>();
foreach (var polygon in _polygons)
{
var verts = polygon.Vertices;
if (verts.Count < 3)
{
for (var i = 1; i < verts.Count; i++)
{
var edge = (verts[i - 1], verts[i]);
left.Add(edge);
right.Add(edge);
up.Add(edge);
down.Add(edge);
}
continue;
}
var sign = polygon.RotationDirection() == RotationType.CCW ? 1.0 : -1.0;
for (var i = 1; i < verts.Count; i++)
{
var dx = verts[i].X - verts[i - 1].X;
var dy = verts[i].Y - verts[i - 1].Y;
var edge = (verts[i - 1], verts[i]);
if (-sign * dy > 0) left.Add(edge);
if ( sign * dy > 0) right.Add(edge);
if (-sign * dx > 0) up.Add(edge);
if ( sign * dx > 0) down.Add(edge);
}
}
leftEdges = left.ToArray();
rightEdges = right.ToArray();
upEdges = up.ToArray();
downEdges = down.ToArray();
}
/// <summary>
@@ -41,10 +99,11 @@ namespace OpenNest
/// </summary>
public List<Line> GetLines(Vector location, PushDirection facingDirection)
{
var lines = new List<Line>();
var edges = GetDirectionalEdges(facingDirection);
var lines = new List<Line>(edges.Length);
foreach (var polygon in _polygons)
lines.AddRange(TranslateDirectionalLines(polygon, location, facingDirection));
foreach (var (start, end) in edges)
lines.Add(new Line(start.Offset(location), end.Offset(location)));
return lines;
}
@@ -76,60 +135,16 @@ namespace OpenNest
return lines;
}
private static List<Line> TranslateDirectionalLines(
Polygon polygon, Vector location, PushDirection facingDirection)
private (Vector start, Vector end)[] GetDirectionalEdges(PushDirection direction)
{
var verts = polygon.Vertices;
if (verts.Count < 3)
switch (direction)
{
var fallback = new List<Line>();
if (verts.Count >= 2)
{
var last = verts[0].Offset(location);
for (var i = 1; i < verts.Count; i++)
{
var current = verts[i].Offset(location);
fallback.Add(new Line(last, current));
last = current;
}
}
return fallback;
case PushDirection.Left: return _leftEdges;
case PushDirection.Right: return _rightEdges;
case PushDirection.Up: return _upEdges;
case PushDirection.Down: return _downEdges;
default: return _leftEdges;
}
var sign = polygon.RotationDirection() == RotationType.CCW ? 1.0 : -1.0;
var result = new List<Line>();
var prev = verts[0].Offset(location);
for (var i = 1; i < verts.Count; i++)
{
var current = verts[i].Offset(location);
// Use un-translated deltas — translation doesn't affect direction.
var dx = verts[i].X - verts[i - 1].X;
var dy = verts[i].Y - verts[i - 1].Y;
bool keep;
switch (facingDirection)
{
case PushDirection.Left: keep = -sign * dy > 0; break;
case PushDirection.Right: keep = sign * dy > 0; break;
case PushDirection.Up: keep = -sign * dx > 0; break;
case PushDirection.Down: keep = sign * dx > 0; break;
default: keep = true; break;
}
if (keep)
result.Add(new Line(prev, current));
prev = current;
}
return result;
}
}
}