81 lines
2.8 KiB
C#
81 lines
2.8 KiB
C#
using System.Collections.Generic;
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using OpenNest.Geometry;
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namespace OpenNest.Engine.BestFit
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{
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public class GpuDistanceComputer : IDistanceComputer
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{
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private readonly ISlideComputer _slideComputer;
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public GpuDistanceComputer(ISlideComputer slideComputer)
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{
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_slideComputer = slideComputer;
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}
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public double[] ComputeDistances(
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List<Line> stationaryLines,
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List<Line> movingTemplateLines,
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SlideOffset[] offsets
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)
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{
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// ISlideComputer is axis-only; do not quantize an arbitrary direction into
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// an unrelated cardinal push. Native curves already use this same fallback.
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foreach (var offset in offsets)
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{
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if (!((offset.DirX == 0 && System.Math.Abs(offset.DirY) == 1)
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|| (offset.DirY == 0 && System.Math.Abs(offset.DirX) == 1)))
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return new CpuDistanceComputer().ComputeDistances(stationaryLines, movingTemplateLines, offsets);
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}
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var stationarySegments = SpatialQuery.FlattenLines(stationaryLines);
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var movingSegments = SpatialQuery.FlattenLines(movingTemplateLines);
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var count = offsets.Length;
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var flatOffsets = new double[count * 2];
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var directions = new int[count];
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for (var i = 0; i < count; i++)
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{
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flatOffsets[i * 2] = offsets[i].Dx;
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flatOffsets[i * 2 + 1] = offsets[i].Dy;
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directions[i] = DirectionVectorToInt(offsets[i].DirX, offsets[i].DirY);
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}
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return _slideComputer.ComputeBatchMultiDir(
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stationarySegments,
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stationaryLines.Count,
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movingSegments,
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movingTemplateLines.Count,
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flatOffsets,
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count,
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directions
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);
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}
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public double[] ComputeDistances(
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List<Entity> stationaryEntities,
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List<Entity> movingEntities,
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SlideOffset[] offsets
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)
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{
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// GPU path doesn't support native entities yet — fall back to CPU.
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var cpu = new CpuDistanceComputer();
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return cpu.ComputeDistances(stationaryEntities, movingEntities, offsets);
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}
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/// <summary>
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/// Maps a unit direction vector to a PushDirection int for the GPU interface.
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/// Up=0, Down=1, Left=2, Right=3.
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/// </summary>
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private static int DirectionVectorToInt(double dirX, double dirY)
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{
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if (dirX < -0.5)
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return (int)PushDirection.Left;
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if (dirX > 0.5)
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return (int)PushDirection.Right;
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if (dirY < -0.5)
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return (int)PushDirection.Down;
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return (int)PushDirection.Up;
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}
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}
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}
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