perf: optimize best fit computation and plate optimizer

- Try all valid best fit pairs instead of only the first when qty=2,
  picking the best via IsBetterFill comparer (fixes suboptimal plate
  selection during auto-nesting)
- Pre-compute best fits across all plate sizes once via
  BestFitCache.ComputeForSizes instead of per-size GPU evaluation
- Early exit plate optimizer when all items fit (salvage < 100%)
- Trim slide offset sweep range to 50% overlap to reduce candidates
- Use actual geometry (ray-arc/ray-circle intersection) instead of
  tessellated polygons for slide distance computation — eliminates
  the massive line count from circle/arc tessellation
- Add RayArcDistance and RayCircleDistance to SpatialQuery
- Add PartGeometry.GetOffsetPerimeterEntities for non-tessellated
  perimeter extraction
- Disable GPU slide computer (slower than CPU currently)
- Remove dead SelectBestFitPair virtual method and overrides

Reduces best fit computation from 7+ minutes to ~4 seconds for a
73x25" part with 30+ holes on a 48x96 plate.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-06 10:21:44 -04:00
parent 3bdbf21881
commit e93523d7a2
13 changed files with 410 additions and 100 deletions
+3
View File
@@ -4,6 +4,7 @@ using OpenNest.Geometry;
using OpenNest.Math;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
@@ -49,6 +50,8 @@ namespace OpenNest.Engine.BestFit
var allCandidates = candidateBags.SelectMany(c => c).ToList();
Debug.WriteLine($"[BestFitFinder] {strategies.Count} strategies, {allCandidates.Count} candidates");
var results = _evaluator.EvaluateAll(allCandidates);
_filter.Apply(results);
+173 -8
View File
@@ -1,4 +1,5 @@
using OpenNest.Geometry;
using OpenNest.Math;
using System.Collections.Generic;
using System.Linq;
@@ -17,7 +18,6 @@ namespace OpenNest.Engine.BestFit
var allMovingVerts = ExtractUniqueVertices(movingTemplateLines);
var allStationaryVerts = ExtractUniqueVertices(stationaryLines);
// Pre-filter vertices per unique direction (typically 4 cardinal directions).
var vertexCache = new Dictionary<(double, double), (Vector[] leading, Vector[] facing)>();
foreach (var offset in offsets)
@@ -43,7 +43,6 @@ namespace OpenNest.Engine.BestFit
var minDist = double.MaxValue;
// Case 1: Leading moving vertices → stationary edges
for (var v = 0; v < leadingMoving.Length; v++)
{
var vx = leadingMoving[v].X + offset.Dx;
@@ -66,7 +65,6 @@ namespace OpenNest.Engine.BestFit
}
}
// Case 2: Facing stationary vertices → moving edges (opposite direction)
for (var v = 0; v < facingStationary.Length; v++)
{
var svx = facingStationary[v].X;
@@ -95,6 +93,178 @@ namespace OpenNest.Engine.BestFit
return results;
}
public double[] ComputeDistances(
List<Entity> stationaryEntities,
List<Entity> movingEntities,
SlideOffset[] offsets)
{
var count = offsets.Length;
var results = new double[count];
var allMovingVerts = ExtractVerticesFromEntities(movingEntities);
var allStationaryVerts = ExtractVerticesFromEntities(stationaryEntities);
var vertexCache = new Dictionary<(double, double), (Vector[] leading, Vector[] facing)>();
foreach (var offset in offsets)
{
var key = (offset.DirX, offset.DirY);
if (vertexCache.ContainsKey(key))
continue;
var leading = FilterVerticesByProjection(allMovingVerts, offset.DirX, offset.DirY, keepHigh: true);
var facing = FilterVerticesByProjection(allStationaryVerts, offset.DirX, offset.DirY, keepHigh: false);
vertexCache[key] = (leading, facing);
}
System.Threading.Tasks.Parallel.For(0, count, i =>
{
var offset = offsets[i];
var dirX = offset.DirX;
var dirY = offset.DirY;
var oppX = -dirX;
var oppY = -dirY;
var (leadingMoving, facingStationary) = vertexCache[(dirX, dirY)];
var minDist = double.MaxValue;
// Case 1: Leading moving vertices → stationary entities
for (var v = 0; v < leadingMoving.Length; v++)
{
var vx = leadingMoving[v].X + offset.Dx;
var vy = leadingMoving[v].Y + offset.Dy;
for (var j = 0; j < stationaryEntities.Count; j++)
{
var d = RayEntityDistance(vx, vy, stationaryEntities[j], 0, 0, dirX, dirY);
if (d < minDist)
{
minDist = d;
if (d <= 0) { results[i] = 0; return; }
}
}
}
// Case 2: Facing stationary vertices → moving entities (opposite direction)
for (var v = 0; v < facingStationary.Length; v++)
{
var svx = facingStationary[v].X;
var svy = facingStationary[v].Y;
for (var j = 0; j < movingEntities.Count; j++)
{
var d = RayEntityDistance(svx, svy, movingEntities[j], offset.Dx, offset.Dy, oppX, oppY);
if (d < minDist)
{
minDist = d;
if (d <= 0) { results[i] = 0; return; }
}
}
}
results[i] = minDist;
});
return results;
}
private static double RayEntityDistance(
double vx, double vy, Entity entity,
double entityOffsetX, double entityOffsetY,
double dirX, double dirY)
{
if (entity is Line line)
{
return SpatialQuery.RayEdgeDistance(
vx, vy,
line.StartPoint.X + entityOffsetX, line.StartPoint.Y + entityOffsetY,
line.EndPoint.X + entityOffsetX, line.EndPoint.Y + entityOffsetY,
dirX, dirY);
}
if (entity is Arc arc)
{
return SpatialQuery.RayArcDistance(
vx, vy,
arc.Center.X + entityOffsetX, arc.Center.Y + entityOffsetY,
arc.Radius,
arc.StartAngle, arc.EndAngle, arc.IsReversed,
dirX, dirY);
}
if (entity is Circle circle)
{
return SpatialQuery.RayCircleDistance(
vx, vy,
circle.Center.X + entityOffsetX, circle.Center.Y + entityOffsetY,
circle.Radius,
dirX, dirY);
}
return double.MaxValue;
}
private static Vector[] ExtractVerticesFromEntities(List<Entity> entities)
{
var vertices = new HashSet<Vector>();
for (var i = 0; i < entities.Count; i++)
{
var entity = entities[i];
if (entity is Line line)
{
vertices.Add(line.StartPoint);
vertices.Add(line.EndPoint);
}
else if (entity is Arc arc)
{
vertices.Add(arc.StartPoint());
vertices.Add(arc.EndPoint());
AddArcExtremes(vertices, arc);
}
else if (entity is Circle circle)
{
// Four cardinal points
vertices.Add(new Vector(circle.Center.X + circle.Radius, circle.Center.Y));
vertices.Add(new Vector(circle.Center.X - circle.Radius, circle.Center.Y));
vertices.Add(new Vector(circle.Center.X, circle.Center.Y + circle.Radius));
vertices.Add(new Vector(circle.Center.X, circle.Center.Y - circle.Radius));
}
}
return vertices.ToArray();
}
private static void AddArcExtremes(HashSet<Vector> points, Arc arc)
{
var a1 = arc.StartAngle;
var a2 = arc.EndAngle;
var reversed = arc.IsReversed;
if (reversed)
Generic.Swap(ref a1, ref a2);
// Right (0°)
if (Angle.IsBetweenRad(Angle.TwoPI, a1, a2))
points.Add(new Vector(arc.Center.X + arc.Radius, arc.Center.Y));
// Top (90°)
if (Angle.IsBetweenRad(Angle.HalfPI, a1, a2))
points.Add(new Vector(arc.Center.X, arc.Center.Y + arc.Radius));
// Left (180°)
if (Angle.IsBetweenRad(System.Math.PI, a1, a2))
points.Add(new Vector(arc.Center.X - arc.Radius, arc.Center.Y));
// Bottom (270°)
if (Angle.IsBetweenRad(System.Math.PI * 1.5, a1, a2))
points.Add(new Vector(arc.Center.X, arc.Center.Y - arc.Radius));
}
private static Vector[] ExtractUniqueVertices(List<Line> lines)
{
var vertices = new HashSet<Vector>();
@@ -106,11 +276,6 @@ namespace OpenNest.Engine.BestFit
return vertices.ToArray();
}
/// <summary>
/// Filters vertices by their projection onto the push direction.
/// keepHigh=true returns the leading half (front face, closest to target).
/// keepHigh=false returns the facing half (side facing the approaching part).
/// </summary>
private static Vector[] FilterVerticesByProjection(
Vector[] vertices, double dirX, double dirY, bool keepHigh)
{
@@ -36,6 +36,16 @@ namespace OpenNest.Engine.BestFit
flatOffsets, count, directions);
}
public double[] ComputeDistances(
List<Entity> stationaryEntities,
List<Entity> movingEntities,
SlideOffset[] offsets)
{
// GPU path doesn't support native entities yet — fall back to CPU.
var cpu = new CpuDistanceComputer();
return cpu.ComputeDistances(stationaryEntities, movingEntities, offsets);
}
/// <summary>
/// Maps a unit direction vector to a PushDirection int for the GPU interface.
/// Left=0, Down=1, Right=2, Up=3.
@@ -9,5 +9,10 @@ namespace OpenNest.Engine.BestFit
List<Line> stationaryLines,
List<Line> movingTemplateLines,
SlideOffset[] offsets);
double[] ComputeDistances(
List<Entity> stationaryEntities,
List<Entity> movingEntities,
SlideOffset[] offsets);
}
}
@@ -36,8 +36,8 @@ namespace OpenNest.Engine.BestFit
var part2Template = Part.CreateAtOrigin(drawing, Part2Rotation);
var halfSpacing = spacing / 2;
var part1Lines = PartGeometry.GetOffsetPartLines(part1, halfSpacing);
var part2TemplateLines = PartGeometry.GetOffsetPartLines(part2Template, halfSpacing);
var part1Entities = PartGeometry.GetOffsetPerimeterEntities(part1, halfSpacing);
var part2Entities = PartGeometry.GetOffsetPerimeterEntities(part2Template, halfSpacing);
var bbox1 = part1.BoundingBox;
var bbox2 = part2Template.BoundingBox;
@@ -48,7 +48,7 @@ namespace OpenNest.Engine.BestFit
return candidates;
var distances = _distanceComputer.ComputeDistances(
part1Lines, part2TemplateLines, offsets);
part1Entities, part2Entities, offsets);
var testNumber = 0;
@@ -90,15 +90,18 @@ namespace OpenNest.Engine.BestFit
if (isHorizontalPush)
{
// Perpendicular sweep along Y → Width; push extent along X → Length
perpMin = -(bbox2.Width + spacing);
perpMax = bbox1.Width + bbox2.Width + spacing;
// Trim to offsets where the parts overlap by at least 50%.
var halfOverlap = bbox2.Width * 0.5;
perpMin = -(halfOverlap - spacing);
perpMax = bbox1.Width + halfOverlap + spacing;
pushStartOffset = bbox1.Length + bbox2.Length + spacing * 2;
}
else
{
// Perpendicular sweep along X → Length; push extent along Y → Width
perpMin = -(bbox2.Length + spacing);
perpMax = bbox1.Length + bbox2.Length + spacing;
var halfOverlap = bbox2.Length * 0.5;
perpMin = -(halfOverlap - spacing);
perpMax = bbox1.Length + halfOverlap + spacing;
pushStartOffset = bbox1.Width + bbox2.Width + spacing * 2;
}