perf(geometry): heap queue and optional cell budget for PolyLabel

PolyLabel kept its candidate cells in a sorted List, which costs
O(n^2) through Insert and RemoveAt(0). A 48 x 0.002 sliver searched
to 1e-4 took about 27 s.

Use a PriorityQueue keyed by (MaxDist, insertion order). Equal bounds
still pop newest first, and initial cells in sorted order, so every
existing caller gets bit-identical poles. A frozen copy of the
sorted-list implementation checks this on 1800 random shapes and on
symmetric shapes with tied poles. Swapping the tie order fails 25 of
the differential rows.

A new Find(outer, holes, precision, maxCells) overload stops after
about maxCells distance evaluations and returns the best cell so far.
When the starting grid would exceed a quarter of the budget, it is
coarsened so the whole shape is sampled first. The unbounded overload
behaves as before.
This commit is contained in:
aj committed 2026-10-15 23:31:14 -04:00
1 parent f04d9f298b
commit dc0aab06fc
3 files changed
+413 -18

No files matched your search

+51 -18
View File
@@ -2,14 +2,37 @@ using System.Collections.Generic;
namespace OpenNest.Geometry
{
/// <summary>
/// Pole of inaccessibility: the interior point farthest from the outline and holes,
/// found by best-first quadtree refinement to within <c>precision</c>.
/// </summary>
public static class PolyLabel
{
public static Vector Find(
Polygon outer,
IList<Polygon> holes = null,
double precision = 0.5
) => Find(outer, holes, precision, int.MaxValue, out _);
/// <summary>
/// Bounded search for callers that cannot afford refinement along a long thin shape:
/// stops after about <paramref name="maxCells"/> distance evaluations and returns the best
/// cell centre so far. When the starting grid would exceed a quarter of the budget it is
/// coarsened so the whole shape is sampled first. The result can lie outside a shape
/// thinner than the remaining refinement, so callers must check it.
/// </summary>
public static Vector Find(Polygon outer, IList<Polygon> holes, double precision, int maxCells) =>
Find(outer, holes, precision, maxCells, out _);
internal static Vector Find(
Polygon outer,
IList<Polygon> holes,
double precision,
int maxCells,
out int evaluatedCells
)
{
evaluatedCells = 0;
if (outer.Vertices.Count < 3)
return outer.Vertices.Count > 0 ? outer.Vertices[0] : new Vector();
@@ -38,29 +61,43 @@ namespace OpenNest.Geometry
if (cellSize == 0)
return new Vector((minX + maxX) / 2, (minY + maxY) / 2);
if (maxCells < int.MaxValue)
{
var gridLimit = System.Math.Max(1, maxCells / 4);
while (System.Math.Ceiling(width / cellSize) * System.Math.Ceiling(height / cellSize) > gridLimit)
cellSize *= 2;
}
var halfCell = cellSize / 2;
var queue = new List<Cell>();
var initial = new List<Cell>();
for (var x = minX; x < maxX; x += cellSize)
for (var y = minY; y < maxY; y += cellSize)
queue.Add(new Cell(x + halfCell, y + halfCell, halfCell, outer, holes));
for (var y = minY; y < maxY; y += cellSize)
initial.Add(new Cell(x + halfCell, y + halfCell, halfCell, outer, holes));
queue.Sort((a, b) => b.MaxDist.CompareTo(a.MaxDist));
initial.Sort((a, b) => b.MaxDist.CompareTo(a.MaxDist));
var bestCell = GetCentroidCell(outer, holes);
evaluatedCells = initial.Count + 1;
for (var i = 0; i < queue.Count; i++)
if (queue[i].Dist > bestCell.Dist)
for (var i = 0; i < initial.Count; i++)
if (initial[i].Dist > bestCell.Dist)
{
bestCell = queue[i];
bestCell = initial[i];
break;
}
// Highest MaxDist first. Equal bounds pop newest first, and the initial cells in
// sorted order, exactly as the former sorted list did (insertion ahead of equals).
var queue = new PriorityQueue<Cell, (double, long)>();
for (var i = 0; i < initial.Count; i++)
queue.Enqueue(initial[i], (-initial[i].MaxDist, i - (long)initial.Count));
var sequence = (long)initial.Count;
while (queue.Count > 0)
{
var cell = queue[0];
queue.RemoveAt(0);
var cell = queue.Dequeue();
if (cell.Dist > bestCell.Dist)
bestCell = cell;
@@ -68,6 +105,9 @@ namespace OpenNest.Geometry
if (cell.MaxDist - bestCell.Dist <= precision)
continue;
if (evaluatedCells > maxCells - 4)
break;
halfCell = cell.HalfSize / 2;
var newCells = new[]
@@ -77,25 +117,18 @@ namespace OpenNest.Geometry
new Cell(cell.X - halfCell, cell.Y + halfCell, halfCell, outer, holes),
new Cell(cell.X + halfCell, cell.Y + halfCell, halfCell, outer, holes),
};
evaluatedCells += newCells.Length;
for (var i = 0; i < newCells.Length; i++)
{
if (newCells[i].MaxDist > bestCell.Dist + precision)
InsertSorted(queue, newCells[i]);
queue.Enqueue(newCells[i], (-newCells[i].MaxDist, -++sequence));
}
}
return new Vector(bestCell.X, bestCell.Y);
}
private static void InsertSorted(List<Cell> list, Cell cell)
{
var idx = 0;
while (idx < list.Count && list[idx].MaxDist > cell.MaxDist)
idx++;
list.Insert(idx, cell);
}
private static Cell GetCentroidCell(Polygon outer, IList<Polygon> holes)
{
var area = 0.0;
+227
View File
@@ -0,0 +1,227 @@
using System.Collections.Generic;
using OpenNest.Geometry;
namespace OpenNest.Tests.Geometry
{
/// <summary>Frozen copy of the sorted-list PolyLabel before the heap queue, used as the differential oracle.</summary>
internal static class LegacyPolyLabel
{
public static Vector Find(
Polygon outer,
IList<Polygon> holes = null,
double precision = 0.5
)
{
if (outer.Vertices.Count < 3)
return outer.Vertices.Count > 0 ? outer.Vertices[0] : new Vector();
var minX = double.MaxValue;
var minY = double.MaxValue;
var maxX = double.MinValue;
var maxY = double.MinValue;
for (var i = 0; i < outer.Vertices.Count; i++)
{
var v = outer.Vertices[i];
if (v.X < minX)
minX = v.X;
if (v.Y < minY)
minY = v.Y;
if (v.X > maxX)
maxX = v.X;
if (v.Y > maxY)
maxY = v.Y;
}
var width = maxX - minX;
var height = maxY - minY;
var cellSize = System.Math.Min(width, height);
if (cellSize == 0)
return new Vector((minX + maxX) / 2, (minY + maxY) / 2);
var halfCell = cellSize / 2;
var queue = new List<Cell>();
for (var x = minX; x < maxX; x += cellSize)
for (var y = minY; y < maxY; y += cellSize)
queue.Add(new Cell(x + halfCell, y + halfCell, halfCell, outer, holes));
queue.Sort((a, b) => b.MaxDist.CompareTo(a.MaxDist));
var bestCell = GetCentroidCell(outer, holes);
for (var i = 0; i < queue.Count; i++)
if (queue[i].Dist > bestCell.Dist)
{
bestCell = queue[i];
break;
}
while (queue.Count > 0)
{
var cell = queue[0];
queue.RemoveAt(0);
if (cell.Dist > bestCell.Dist)
bestCell = cell;
if (cell.MaxDist - bestCell.Dist <= precision)
continue;
halfCell = cell.HalfSize / 2;
var newCells = new[]
{
new Cell(cell.X - halfCell, cell.Y - halfCell, halfCell, outer, holes),
new Cell(cell.X + halfCell, cell.Y - halfCell, halfCell, outer, holes),
new Cell(cell.X - halfCell, cell.Y + halfCell, halfCell, outer, holes),
new Cell(cell.X + halfCell, cell.Y + halfCell, halfCell, outer, holes),
};
for (var i = 0; i < newCells.Length; i++)
{
if (newCells[i].MaxDist > bestCell.Dist + precision)
InsertSorted(queue, newCells[i]);
}
}
return new Vector(bestCell.X, bestCell.Y);
}
private static void InsertSorted(List<Cell> list, Cell cell)
{
var idx = 0;
while (idx < list.Count && list[idx].MaxDist > cell.MaxDist)
idx++;
list.Insert(idx, cell);
}
private static Cell GetCentroidCell(Polygon outer, IList<Polygon> holes)
{
var area = 0.0;
var cx = 0.0;
var cy = 0.0;
var verts = outer.Vertices;
for (int i = 0, j = verts.Count - 1; i < verts.Count; j = i++)
{
var a = verts[i];
var b = verts[j];
var cross = a.X * b.Y - b.X * a.Y;
cx += (a.X + b.X) * cross;
cy += (a.Y + b.Y) * cross;
area += cross;
}
area *= 0.5;
if (System.Math.Abs(area) < 1e-10)
return new Cell(verts[0].X, verts[0].Y, 0, outer, holes);
cx /= (6 * area);
cy /= (6 * area);
return new Cell(cx, cy, 0, outer, holes);
}
private static double PointToPolygonDist(double x, double y, Polygon polygon)
{
var minDist = double.MaxValue;
var verts = polygon.Vertices;
for (int i = 0, j = verts.Count - 1; i < verts.Count; j = i++)
{
var a = verts[i];
var b = verts[j];
var dx = b.X - a.X;
var dy = b.Y - a.Y;
if (dx != 0 || dy != 0)
{
var t = ((x - a.X) * dx + (y - a.Y) * dy) / (dx * dx + dy * dy);
if (t > 1)
{
a = b;
}
else if (t > 0)
{
a = new Vector(a.X + dx * t, a.Y + dy * t);
}
}
var segDx = x - a.X;
var segDy = y - a.Y;
var dist = System.Math.Sqrt(segDx * segDx + segDy * segDy);
if (dist < minDist)
minDist = dist;
}
return minDist;
}
private sealed class Cell
{
public readonly double X;
public readonly double Y;
public readonly double HalfSize;
public readonly double Dist;
public readonly double MaxDist;
public Cell(double x, double y, double halfSize, Polygon outer, IList<Polygon> holes)
{
X = x;
Y = y;
HalfSize = halfSize;
var pt = new Vector(x, y);
var inside = outer.ContainsPoint(pt);
if (inside && holes != null)
{
for (var i = 0; i < holes.Count; i++)
{
if (holes[i].ContainsPoint(pt))
{
inside = false;
break;
}
}
}
Dist = PointToAllEdgesDist(x, y, outer, holes);
if (!inside)
Dist = -Dist;
MaxDist = Dist + HalfSize * System.Math.Sqrt(2);
}
}
private static double PointToAllEdgesDist(
double x,
double y,
Polygon outer,
IList<Polygon> holes
)
{
var minDist = PointToPolygonDist(x, y, outer);
if (holes != null)
{
for (var i = 0; i < holes.Count; i++)
{
var d = PointToPolygonDist(x, y, holes[i]);
if (d < minDist)
minDist = d;
}
}
return minDist;
}
}
}
@@ -0,0 +1,135 @@
using OpenNest.Geometry;
namespace OpenNest.Tests.Geometry;
/// <summary>
/// The heap-queue PolyLabel must return bit-identical poles to the former sorted-list
/// implementation (frozen in <see cref="LegacyPolyLabel"/>) for every unbounded call, so
/// existing label positions in PlateView and report diagrams do not move.
/// </summary>
public class PolyLabelDifferentialTests
{
public static IEnumerable<object[]> Seeds() => Enumerable.Range(0, 40).Select(seed => new object[] { seed });
[Theory]
[MemberData(nameof(Seeds))]
public void Find_MatchesTheSortedListImplementationBitForBit(int seed)
{
var random = new Random(seed);
for (var round = 0; round < 15; round++)
{
var (outer, holes) = RandomShape(random);
var box = Bounds(outer);
foreach (var precision in new[] { 0.5, System.Math.Max(box.Length, box.Width) * 0.005, 1e-3 })
{
var expected = LegacyPolyLabel.Find(outer, holes, precision);
var actual = PolyLabel.Find(outer, holes, precision);
Assert.True(Same(expected, actual),
$"seed {seed} round {round} precision {precision}: legacy {expected.X:R},{expected.Y:R} "
+ $"heap {actual.X:R},{actual.Y:R}");
}
}
}
[Fact]
public void Find_SymmetricShapesWithTiedPolesMatchTheSortedList()
{
var shapes = new List<(Polygon, List<Polygon>)>
{
(Rectangle(0, 0, 10, 10), null),
(Rectangle(0, 0, 10, 10), new List<Polygon> { Rectangle(4, 4, 2, 2) }),
(Rectangle(0, 0, 30, 10), new List<Polygon> { Rectangle(9, 4, 2, 2), Rectangle(19, 4, 2, 2) }),
(Regular(12, 5), null),
(Regular(4, 100), null),
(Rectangle(-1e6, -1e6, 3, 1), null),
};
foreach (var (outer, holes) in shapes)
foreach (var precision in new[] { 0.5, 0.01, 1e-4 })
Assert.True(Same(LegacyPolyLabel.Find(outer, holes, precision), PolyLabel.Find(outer, holes, precision)));
}
[Fact]
public void Find_WithBudgetStaysWithinItOnALongSliverAndLandsInside()
{
// 48 x 0.002: the unbounded search refines along the whole flat ridge (seconds).
var sliver = Rectangle(0, 0, 48, 0.002);
var pole = PolyLabel.Find(sliver, null, 1e-4, 4096, out var evaluated);
Assert.InRange(evaluated, 1, 4096);
Assert.True(sliver.ContainsPoint(pole), $"{pole.X:R},{pole.Y:R}");
Assert.InRange(pole.Y, 0.0005, 0.0015);
}
[Fact]
public void Find_UnboundedOverloadMatchesTheDefault()
{
var shape = Rectangle(0, 0, 200, 10);
Assert.True(Same(PolyLabel.Find(shape), PolyLabel.Find(shape, null, 0.5, int.MaxValue)));
}
private static (Polygon outer, List<Polygon> holes) RandomShape(Random random)
{
var scale = System.Math.Pow(10, random.NextDouble() * 4 - 1);
var offset = new Vector((random.NextDouble() - 0.5) * 2e4, (random.NextDouble() - 0.5) * 2e4);
if (random.Next(3) == 0)
{
// Square with a few disjoint square holes on a 4x4 grid of slots.
var outer = Rectangle(offset.X, offset.Y, 4 * scale, 4 * scale);
var holes = new List<Polygon>();
foreach (var slot in Enumerable.Range(0, 16).OrderBy(_ => random.Next()).Take(random.Next(4)))
{
var size = scale * (0.2 + 0.6 * random.NextDouble());
holes.Add(Rectangle(offset.X + (slot % 4 + 0.1) * scale, offset.Y + (slot / 4 + 0.1) * scale,
size, size));
}
return (outer, holes);
}
// Star-shaped polygon: sorted angles, random radii; sometimes very elongated.
var count = random.Next(3, 40);
var stretch = random.Next(4) == 0 ? 20 + random.NextDouble() * 100 : 1;
var angles = Enumerable.Range(0, count).Select(_ => random.NextDouble() * 2 * System.Math.PI)
.OrderBy(a => a).ToArray();
var polygon = new Polygon();
foreach (var angle in angles)
{
var radius = scale * (0.2 + 0.8 * random.NextDouble());
polygon.Vertices.Add(new Vector(offset.X + radius * System.Math.Cos(angle) * stretch,
offset.Y + radius * System.Math.Sin(angle)));
}
return (polygon, null);
}
private static Box Bounds(Polygon polygon)
{
var left = polygon.Vertices.Min(v => v.X);
var bottom = polygon.Vertices.Min(v => v.Y);
return new Box(left, bottom, polygon.Vertices.Max(v => v.X) - left, polygon.Vertices.Max(v => v.Y) - bottom);
}
private static Polygon Rectangle(double x, double y, double width, double height)
{
var polygon = new Polygon();
polygon.Vertices.Add(new Vector(x, y));
polygon.Vertices.Add(new Vector(x + width, y));
polygon.Vertices.Add(new Vector(x + width, y + height));
polygon.Vertices.Add(new Vector(x, y + height));
return polygon;
}
private static Polygon Regular(int sides, double radius)
{
var polygon = new Polygon();
for (var i = 0; i < sides; i++)
{
var angle = 2 * System.Math.PI * i / sides;
polygon.Vertices.Add(new Vector(radius * System.Math.Cos(angle), radius * System.Math.Sin(angle)));
}
return polygon;
}
private static bool Same(Vector a, Vector b) =>
BitConverter.DoubleToInt64Bits(a.X) == BitConverter.DoubleToInt64Bits(b.X)
&& BitConverter.DoubleToInt64Bits(a.Y) == BitConverter.DoubleToInt64Bits(b.Y);
}