The GPU bitmap evaluator produces false overlap detections due to discretization errors at cell boundaries. Use the CPU PairEvaluator (exact geometric intersection) for now. Also remove the double-counted spacing dilation from GpuPairEvaluator for when GPU is revisited. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
294 lines
11 KiB
C#
294 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using ILGPU;
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using ILGPU.Runtime;
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using OpenNest.Converters;
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using OpenNest.Engine.BestFit;
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using OpenNest.Geometry;
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using OpenNest.Math;
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namespace OpenNest.Gpu
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{
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public class GpuPairEvaluator : IPairEvaluator, IDisposable
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{
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private readonly Context _context;
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private readonly Accelerator _accelerator;
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private readonly Drawing _drawing;
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private readonly double _spacing;
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private readonly double _cellSize;
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public GpuPairEvaluator(Drawing drawing, double spacing, double cellSize = PartBitmap.DefaultCellSize)
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{
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_drawing = drawing;
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_spacing = spacing;
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_cellSize = cellSize;
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_context = Context.CreateDefault();
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_accelerator = _context.GetPreferredDevice(preferCPU: false)
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.CreateAccelerator(_context);
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}
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public List<BestFitResult> EvaluateAll(List<PairCandidate> candidates)
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{
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if (candidates.Count == 0)
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return new List<BestFitResult>();
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// No dilation — candidate positions already include spacing
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// (baked in by RotationSlideStrategy via half-spacing offset lines).
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var bitmapA = PartBitmap.FromDrawing(_drawing, _cellSize);
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if (bitmapA.Width == 0 || bitmapA.Height == 0)
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return candidates.Select(c => MakeEmptyResult(c)).ToList();
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// Group candidates by Part2Rotation so we rasterize B once per unique rotation
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var groups = candidates
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.Select((c, i) => new { Candidate = c, OriginalIndex = i })
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.GroupBy(x => System.Math.Round(x.Candidate.Part2Rotation, 6));
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var allResults = new BestFitResult[candidates.Count];
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var trueArea = _drawing.Area * 2;
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foreach (var group in groups)
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{
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var rotation = group.Key;
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var groupItems = group.ToList();
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// Rasterize B at this rotation
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var bitmapB = PartBitmap.FromDrawingRotated(_drawing, rotation, _cellSize);
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if (bitmapB.Width == 0 || bitmapB.Height == 0)
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{
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foreach (var item in groupItems)
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allResults[item.OriginalIndex] = MakeEmptyResult(item.Candidate);
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continue;
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}
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// Use the max dimensions so both bitmaps fit on the same grid
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var gridWidth = System.Math.Max(bitmapA.Width, bitmapB.Width);
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var gridHeight = System.Math.Max(bitmapA.Height, bitmapB.Height);
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var paddedA = PadBitmap(bitmapA, gridWidth, gridHeight);
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var paddedB = PadBitmap(bitmapB, gridWidth, gridHeight);
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// Pack candidate offsets: convert world offset to cell offset
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var candidateCount = groupItems.Count;
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var offsets = new float[candidateCount * 3];
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for (var i = 0; i < candidateCount; i++)
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{
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var c = groupItems[i].Candidate;
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// Convert world-space offset to cell-space offset relative to bitmapA origin
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offsets[i * 3 + 0] = (float)((c.Part2Offset.X - bitmapA.OriginX + bitmapB.OriginX) / _cellSize);
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offsets[i * 3 + 1] = (float)((c.Part2Offset.Y - bitmapA.OriginY + bitmapB.OriginY) / _cellSize);
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offsets[i * 3 + 2] = (float)c.Part2Rotation;
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}
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var resultScores = new float[candidateCount];
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using var gpuPaddedA = _accelerator.Allocate1D(paddedA);
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using var gpuPaddedB = _accelerator.Allocate1D(paddedB);
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using var gpuOffsets = _accelerator.Allocate1D(offsets);
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using var gpuResults = _accelerator.Allocate1D(resultScores);
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var kernel = _accelerator.LoadAutoGroupedStreamKernel<
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Index1D,
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ArrayView1D<int, Stride1D.Dense>,
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ArrayView1D<int, Stride1D.Dense>,
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ArrayView1D<float, Stride1D.Dense>,
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ArrayView1D<float, Stride1D.Dense>,
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int, int>(NestingKernel);
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kernel(candidateCount, gpuPaddedA.View, gpuPaddedB.View,
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gpuOffsets.View, gpuResults.View, gridWidth, gridHeight);
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_accelerator.Synchronize();
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gpuResults.CopyToCPU(resultScores);
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// Map results back — compute proper bounding metrics for valid candidates
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for (var i = 0; i < candidateCount; i++)
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{
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var item = groupItems[i];
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var score = resultScores[i];
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var hasOverlap = score <= 0f;
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if (hasOverlap)
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{
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allResults[item.OriginalIndex] = new BestFitResult
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{
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Candidate = item.Candidate,
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RotatedArea = 0,
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BoundingWidth = 0,
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BoundingHeight = 0,
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OptimalRotation = 0,
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TrueArea = trueArea,
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Keep = false,
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Reason = "Overlap detected"
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};
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}
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else
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{
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allResults[item.OriginalIndex] = ComputeBoundingResult(item.Candidate, trueArea);
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}
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}
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}
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return allResults.ToList();
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}
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private static void NestingKernel(
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Index1D index,
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ArrayView1D<int, Stride1D.Dense> partBitmapA,
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ArrayView1D<int, Stride1D.Dense> partBitmapB,
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ArrayView1D<float, Stride1D.Dense> candidateOffsets,
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ArrayView1D<float, Stride1D.Dense> results,
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int gridWidth,
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int gridHeight)
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{
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var candidateIdx = index * 3;
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var offsetX = candidateOffsets[candidateIdx];
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var offsetY = candidateOffsets[candidateIdx + 1];
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// rotation is already baked into partBitmapB, offset is what matters
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var overlapCount = 0;
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var totalOccupied = 0;
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for (var y = 0; y < gridHeight; y++)
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{
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for (var x = 0; x < gridWidth; x++)
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{
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var cellA = partBitmapA[y * gridWidth + x];
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// Apply offset to look up part B's cell
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var bx = (int)(x - offsetX);
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var by = (int)(y - offsetY);
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var cellB = 0;
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if (bx >= 0 && bx < gridWidth && by >= 0 && by < gridHeight)
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cellB = partBitmapB[by * gridWidth + bx];
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if (cellA == 1 && cellB == 1)
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overlapCount++;
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if (cellA == 1 || cellB == 1)
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totalOccupied++;
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}
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}
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if (overlapCount > 0)
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results[index] = 0f;
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else
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results[index] = (float)totalOccupied / (gridWidth * gridHeight);
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}
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private static int[] PadBitmap(PartBitmap bitmap, int targetWidth, int targetHeight)
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{
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if (bitmap.Width == targetWidth && bitmap.Height == targetHeight)
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return bitmap.Cells;
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var padded = new int[targetWidth * targetHeight];
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for (var y = 0; y < bitmap.Height; y++)
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{
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for (var x = 0; x < bitmap.Width; x++)
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{
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padded[y * targetWidth + x] = bitmap.Cells[y * bitmap.Width + x];
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}
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}
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return padded;
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}
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private const double ChordTolerance = 0.01;
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private BestFitResult ComputeBoundingResult(PairCandidate candidate, double trueArea)
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{
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var part1 = new Part(_drawing);
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var bbox1 = part1.Program.BoundingBox();
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part1.Offset(-bbox1.Location.X, -bbox1.Location.Y);
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part1.UpdateBounds();
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var part2 = new Part(_drawing);
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if (!candidate.Part2Rotation.IsEqualTo(0))
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part2.Rotate(candidate.Part2Rotation);
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var bbox2 = part2.Program.BoundingBox();
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part2.Offset(-bbox2.Location.X, -bbox2.Location.Y);
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part2.Location = candidate.Part2Offset;
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part2.UpdateBounds();
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var allPoints = GetPartVertices(part1);
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allPoints.AddRange(GetPartVertices(part2));
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double bestArea, bestWidth, bestHeight, bestRotation;
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if (allPoints.Count >= 3)
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{
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var hull = ConvexHull.Compute(allPoints);
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var result = RotatingCalipers.MinimumBoundingRectangle(hull);
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bestArea = result.Area;
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bestWidth = result.Width;
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bestHeight = result.Height;
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bestRotation = result.Angle;
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}
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else
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{
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var combinedBox = ((IEnumerable<IBoundable>)new IBoundable[] { part1, part2 }).GetBoundingBox();
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bestArea = combinedBox.Area();
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bestWidth = combinedBox.Width;
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bestHeight = combinedBox.Height;
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bestRotation = 0;
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}
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return new BestFitResult
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{
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Candidate = candidate,
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RotatedArea = bestArea,
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BoundingWidth = bestWidth,
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BoundingHeight = bestHeight,
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OptimalRotation = bestRotation,
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TrueArea = trueArea,
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Keep = true,
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Reason = "Valid"
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};
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}
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private static List<Vector> GetPartVertices(Part part)
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{
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var entities = ConvertProgram.ToGeometry(part.Program)
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.Where(e => e.Layer != SpecialLayers.Rapid);
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var shapes = Helper.GetShapes(entities);
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var points = new List<Vector>();
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foreach (var shape in shapes)
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{
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var polygon = shape.ToPolygonWithTolerance(ChordTolerance);
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polygon.Offset(part.Location);
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foreach (var vertex in polygon.Vertices)
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points.Add(vertex);
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}
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return points;
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}
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private static BestFitResult MakeEmptyResult(PairCandidate candidate)
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{
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return new BestFitResult
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{
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Candidate = candidate,
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RotatedArea = 0,
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BoundingWidth = 0,
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BoundingHeight = 0,
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OptimalRotation = 0,
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TrueArea = 0,
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Keep = false,
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Reason = "No geometry"
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};
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}
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public void Dispose()
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{
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_accelerator?.Dispose();
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_context?.Dispose();
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}
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}
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}
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