Files
OpenNest/OpenNest.Engine/BestFit/GpuDistanceComputer.cs
T
aj aec0523062 style: apply CSharpier formatting to all C# sources
Repo-wide sweep with the pinned CSharpier 1.3.0 tool. Whitespace and
line-wrapping only; OpenNest.Engine.Tests (109) and OpenNest.IO.Tests
pass after reformat, full solution builds 0 errors.

Added .csharpierignore so csproj/config XML keeps its existing layout
(CSharpier's XML wrapping churns attributes with zero benefit).

Formatting is now enforceable: dotnet csharpier check . passes.
2026-09-20 16:41:50 -04:00

72 lines
2.3 KiB
C#

using System.Collections.Generic;
using OpenNest.Geometry;
namespace OpenNest.Engine.BestFit
{
public class GpuDistanceComputer : IDistanceComputer
{
private readonly ISlideComputer _slideComputer;
public GpuDistanceComputer(ISlideComputer slideComputer)
{
_slideComputer = slideComputer;
}
public double[] ComputeDistances(
List<Line> stationaryLines,
List<Line> movingTemplateLines,
SlideOffset[] offsets
)
{
var stationarySegments = SpatialQuery.FlattenLines(stationaryLines);
var movingSegments = SpatialQuery.FlattenLines(movingTemplateLines);
var count = offsets.Length;
var flatOffsets = new double[count * 2];
var directions = new int[count];
for (var i = 0; i < count; i++)
{
flatOffsets[i * 2] = offsets[i].Dx;
flatOffsets[i * 2 + 1] = offsets[i].Dy;
directions[i] = DirectionVectorToInt(offsets[i].DirX, offsets[i].DirY);
}
return _slideComputer.ComputeBatchMultiDir(
stationarySegments,
stationaryLines.Count,
movingSegments,
movingTemplateLines.Count,
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.
/// </summary>
private static int DirectionVectorToInt(double dirX, double dirY)
{
if (dirX < -0.5)
return (int)PushDirection.Left;
if (dirX > 0.5)
return (int)PushDirection.Right;
if (dirY < -0.5)
return (int)PushDirection.Down;
return (int)PushDirection.Up;
}
}
}